[Solved] Broken Beta Assets

Hi.

This is in the interest of my War3 RoC Beta Restoration project.

I've got a few assets from the Beta MPQ that i tried to extract import into my maps but they all have different issues.

RESOLVED but leaving up for posterity.
  • Ancient of Wind Portrait: This one has a different camera angle than in retail. When imported into the modern game, it doesn't seem to use the intended camera angle.
  • Graveyard: This one seems to have a few extra large pillars around it compared to retail. Retera's model studio crashes when trying to open it.
  • Human Barracks: This one has different flags from retail because its 'Garrison' texture is slightly different. I used blp0to1 to convert the Garrison texture Retera's to update the texture paths, but it crashes in-game.
  • Undead UI Console: Retera informed me that the Undead UI has a slightly yellower tint in the beta. I once again used blp0to1 but the converted textures in-game look like a garbled mess.
  • Wisp Lumber Harvest Effect: TargetArtLumber.mdx This model also crashes in Retera.
I'd be grateful if anyone would be willing to take a crack at fixing them up, or let me know if these have already been fixed elsewhere.

Thanks.
 

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use whiteouttex to convert textures instead, it works with blp0
Nice!
I tried using it to re-convert the Garrison blp0 texture to dds.

It no longer crashes the game, but instead looks like this in the World Editor.
1780761210428.webp


Are there any particular settings I should be using here?
1780761253742.webp
 
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i used this (i can't help you if you're on reforged)
2.webp

as for the Ancient of Wind portraits, both beta and regular use animated translation and rotation for camera, which moves/rotates the camera itself instead of model, some model viewers can't show that, RMS can though, and it shows properly in-game

HumanBarracks beta skin i think uses some orc clan banner there by mistake?
 
Maybe the beta doesn't select the Alternate animation when rooted?

What if you make a custom _portrait file for the building that doesn't have the alternate/rooted animation?

Retera's model studio crashes when trying to open it.
By the way you mentioned this earlier in your post.

The Beta models are labeled as format version 800 same as release, but they have a different format for Ribbon Emitters. Because of that, it's hard for Retera Model Studio to detect the difference.

However, if you recomple a modified build of Retera Model Studio that is compiled expressly to open War3 Beta assets, you can have a program that reads beta assets and saves to Frozen Throne format so any time you open and a view model then save it ports it. That's how stuff like the ribbons such as this were made.
 
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Right but so what I can't tell from the screenshot, and I don't remember without launching the beta and testing myself, is whether the Beta's C++ code (not part of the model) will render the ancient as having the Walking Ancient portrait even when it is rooted.

I wouldn't be surprised at something like that, but I don't remember
 
Maybe the beta doesn't select the Alternate animation when rooted?

What if you make a custom _portrait file for the building that doesn't have the alternate/rooted animation?
Yeah, that's likely the solution here. Good call.
By the way you mentioned this earlier in your post.

The Beta models are labeled as format version 800 same as release, but they have a different format for Ribbon Emitters. Because of that, it's hard for Retera Model Studio to detect the difference.

However, if you recomple a modified build of Retera Model Studio that is compiled expressly to open War3 Beta assets, you can have a program that reads beta assets and saves to Frozen Throne format so any time you open and a view model then save it ports it. That's how stuff like the ribbons such as this were made.
Doing all that might be a little beyond me, but it seems like others have thankfully already done that work.
 
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