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Ashe (Overwatch) for Reforged graphics

This bundle is marked as pending. It has not been reviewed by a staff member yet.
HD version of my SD port here: Ashe
This version has combined both hatless and hat variants into one model (use "alternate" animation tag to access the hat variant).

Changelog:
- 2/2/2023: Updated to v1100 format, tweaked Dissipate animations to have proper rotation, fixed missing EventObjects on Alternate animations.
Previews
Contents

3D style icon (Icon)

Ashe (Overwatch) for Reforged graphics (Model)

Classic style icon (Icon)

NOTE: This can be imported and used only if you manually remove the "war3mapImported\" prefix from every texture file path in Import Manager. I mass imported the entire unzipped folder at once. If you've spawned the unit with model before renaming, restart the editor after you are done.
PS: This causes the editor TO CRASH (freeze) on subsequent map loads when she is preplaced in HD mode???
PPS: And if you set the editor back to SD mode although this model is HD with "SD" path mode, the editor crashes for real...


This is similar to Maria model: https://www.hiveworkshop.com/threads/maria-nioh-for-reforged.328756/post-3713758

This version has combined both hatless and hat variants into one model (use "alternate" animation tag to access the hat variant).
This sounds cool, but I don't think the engine allows to force a model to always use the Alternate version. The only way it could be used is for completely custom scripted cutscenes? It's weird to see her without the hat as the default model, but I think it's the right choice for top down view.
 
NOTE: This can be imported and used only if you manually remove the "war3mapImported\" prefix from every texture file path in Import Manager. I mass imported the entire unzipped folder at once. If you've spawned the unit with model before renaming, restart the editor after you are done.
PS: This causes the editor TO CRASH (freeze) on subsequent map loads when she is preplaced in HD mode???
PPS: And if you set the editor back to SD mode although this model is HD with "SD" path mode, the editor crashes for real...


This is similar to Maria model: https://www.hiveworkshop.com/threads/maria-nioh-for-reforged.328756/post-3713758


This sounds cool, but I don't think the engine allows to force a model to always use the Alternate version. The only way it could be used is for completely custom scripted cutscenes? It's weird to see her without the hat as the default model, but I think it's the right choice for top down view.
More models require you to remove war3mapImported\ than they don't, you should assume that is the default. Regardless, you can open the model in war3model editor and just check the texture filepath if you want to make sure.
 
More models require you to remove war3mapImported\ than they don't, you should assume that is the default. Regardless, you can open the model in war3model editor and just check the texture filepath if you want to make sure.
I personaly refuse not to simply add war3mapImported\ inside my texture paths which removes potentially hundreds of cumulated clicks and tipping from other people.

I just makes life easier for everyone... Including mine so I can quickly test iterations of my own models without even clicking the import button but manually pasting them into the subfolder \ _ retail _ \war3mapImported\ which the editor will be able to read instantly.

That may be not the "default" but neither would it cause much friction to people who are just used to do extra steps instead of doing the simple thing. But this will stop causing problems for people who are actually annoyed/confused by unintuitive friction like that. So no matter how you look at it, not respecting even a 200 years old convention sounds like the most logical thing to do.

This website has tons of exigeances about what creators should do, so this is very odd to have a rule that's preventing us from doing a the extremely simple task requiring a few Ctrl+V. As you said, you can just check the texture path in an editor and it's just as easy to change it to the objectively right thing. Saving the torture of hundreds of people double-clicking, aiming and deleting every files one by one. :(

For example I just downloaded "Stormwind Mage Tower which is made out of 21, TWENTY-ONE DIFFERENT FILES). So I am definitely opening RMS. And it's gonna be faster for me. And it'll always be faster for anyone to have, as a default standard, to first apply the model in-game like they're going to do anyway, and THEN do the war3mapImported\ deletion part... IF it seems required ! If not, it's all win. :peasant-cheers-back:
 
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I personaly refuse not to simply add war3mapImported\ inside my texture paths which removes potentially hundreds of cumulated clicks and tipping from other people.

I just makes life easier for everyone... Including mine so I can quickly test iterations of my own models without even clicking the import button but manually pasting them into the subfolder \ _ retail _ \war3mapImported\ which the editor will be able to read instantly.

That may be not the "default" but neither would it cause much friction to people who are just used to do extra steps instead of doing the simple thing. But this will stop causing problems for people who are actually annoyed/confused by unintuitive friction like that. So no matter how you look at it, not respecting even a 200 years old convention sounds like the most logical thing to do.

This website has tons of exigeances about what creators should do, so this is very odd to have a rule that's preventing us from doing a the extremely simple task requiring a few Ctrl+V. As you said, you can just check the texture path in an editor and it's just as easy to change it to the objectively right thing. Saving the torture of hundreds of people double-clicking, aiming and deleting every files one by one. :(

For example I just downloaded "Stormwind Mage Tower which is made out of 21, TWENTY-ONE DIFFERENT FILES). So I am definitely opening RMS. And it's gonna be faster for me. And it'll always be faster for anyone to have, as a default standard, to first apply the model in-game like they're going to do anyway, and THEN do the war3mapImported\ deletion part... IF it seems required ! If not, it's all win. :peasant-cheers-back:
The reason is because model viewers will not show the textures if you do war3mapimported, which is very obnoxious. You have to make a war3mapimported folder within the folder of the model, then put your textures there in order for them to be viewable in the model editors. So no, it's not "all win."

If you download a model and want to view it in a model editor before just importing it into a map, which is something I often do to see if I want to use it in the first place or I'm just curious to look at it, it's also annoying to have the texture changed to require war3mapimported. Viewing models like these in model editors will show blank textures, and require you to make your own war3mapimported folder within the folder to view them in model editors.
 
NOTE: This can be imported and used only if you manually remove the "war3mapImported\" prefix from every texture file path in Import Manager. I mass imported the entire unzipped folder at once. If you've spawned the unit with model before renaming, restart the editor after you are done.
PS: This causes the editor TO CRASH (freeze) on subsequent map loads when she is preplaced in HD mode???
PPS: And if you set the editor back to SD mode although this model is HD with "SD" path mode, the editor crashes for real...


This is similar to Maria model: https://www.hiveworkshop.com/threads/maria-nioh-for-reforged.328756/post-3713758


This sounds cool, but I don't think the engine allows to force a model to always use the Alternate version. The only way it could be used is for completely custom scripted cutscenes? It's weird to see her without the hat as the default model, but I think it's the right choice for top down view.
1. If you want to test the model immediately, extract the files to the "...\Warcraft III\retail" folder, and make sure "Allow Local Files" is enabled (there are tutorials to enable it on the internet). Then, you only need to import the MDX to a map to view it with textures. Otherwise, always exercise caution while importing external files.
2. You can make a model always use the "Alternate" animations by adding "alternate" to the "Animation - Required Animation Names" field in WE's Object Editor.
 
The reason is because model viewers will not show the textures if you do war3mapimported, which is very obnoxious. You have to make a war3mapimported folder within the folder of the model, then put your textures there in order for them to be viewable in the model editors. So no, it's not "all win."

If you download a model and want to view it in a model editor before just importing it into a map, which is something I often do to see if I want to use it in the first place or I'm just curious to look at it, it's also annoying to have the texture changed to require war3mapimported. Viewing models like these in model editors will show blank textures, and require you to make your own war3mapimported folder within the folder to view them in model editors.
Wait, there's no other reason ?

What's more difficult between creating ONE windows folder to fix a bug, or force every single users into editting every single file you try to import - including yourself the second you'll want to load said model in the game - not to mention HiveWorkshop model viewers already works for a global view. Otherwise When I want to check the mesh and all I don't even pay attention to which texture is applied.

This can't be a matter of lazyness because you're still willing to do such annoying editting every times you import a model with potentially tons of textures, so what's up with this community ? Old habits die hard... But how did it even become an habit in the first place. xD Anyway, that's probably out of topic... But there's no way no one is talking about this.
 
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