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Effects and Portraits in Retera

Luu

Luu

Level 6
Joined
Feb 11, 2021
Messages
45
Recently, I have been really enjoying using Retera and am starting with Reforged model edits.

I was editing a Dune Worm, doing a simple edit to duplicate an animation so it could perform another action. However, when I tried exporting the model to use in my map, I noticed that the portrait was lost.

Another situation occurred while editing a Dark Ranger. I tried to make the nodes visible, but it seems that this option isn’t being activated. As a result, I can't see the effects, like the hero glow or the dark smoke attached to her.

Is there any tool that links the model and the portrait for export? I would also like to know how to make the node effects visible.

It might be a lack of experience on my part, or perhaps I’m forgetting to enable something to ensure proper exportation and effect visualization.
 
I would also like to know how to make the node effects visible.
The particle effects on Reforged come in two types. Type 1 is a classic SD graphics particle system dumped into the Reforged model by the developers in a hurry when they were running out of time. Those should render fine on Retera Model Studio. Type 2 is a "popcornFX" particle which is a 3rd party library purchased by Activision to embed in Reforged to save time.

I emailed the developers of that library and asked if I can send them money to get a license to render these visuals on Retera Model Studio, but they said that the only open source project supported by "PopcornFX" is the O3DE or something like that. Maybe if you started out with a huge sum of money and made that clear to them you could get their attention, but where will you get that?

So, you are certainly not going to be able to preview particle effects like hero glow or dark ranger black glow outside of the Reforged game client. Retera Model Studio does not preview them because previewing them was designed intentionally to be impossible. The corresponding magnitude of reverse engineering 2003 Frozen Throne particle systems, versus reverse engineering this PopcornFX particle system that was designed not to be reverse engineered, is about 1 to 1000 or 1 to 5000 when comparing the number of hours to invest. If you get a very dedicated fan or a big, big sum of money maybe they can preview particles outside of game, but we're talking like if someone made it their full time job for at least half a year to reverse engineer this, working on their research every single day. It is absolute sheer bollocks madness, and in my opinion will never happen until AI can write any software of any scale instantly, or if PopcornFX company goes out of business and publishes their specifications for free and open source developers. The PopcornFX company said that officially, you cannot edit the color of Reforged particle. If you have immolation that is green fire, you cannot change to red fire. Then I created PKBlaster - Reforged PKB Color Swapper to prove I could. This kind of work is suffering, and I don't want to do it anymore. I think it was easier to make a rewrite of the Warcraft 3 game using retera model studio as the underlying game engine than it would be to reverse PopcornFX.

Is there any tool that links the model and the portrait for export? I would also like to know how to make the node effects visible
This linking is super easy to do on Retera Model Studio. Maybe I or someone else can make a tutorial for you. In the interim time, can you use Art - Portrait Model File in the world editor?
 

Luu

Luu

Level 6
Joined
Feb 11, 2021
Messages
45
The particle effects on Reforged come in two types. Type 1 is a classic SD graphics particle system dumped into the Reforged model by the developers in a hurry when they were running out of time. Those should render fine on Retera Model Studio. Type 2 is a "popcornFX" particle which is a 3rd party library purchased by Activision to embed in Reforged to save time.

I emailed the developers of that library and asked if I can send them money to get a license to render these visuals on Retera Model Studio, but they said that the only open source project supported by "PopcornFX" is the O3DE or something like that. Maybe if you started out with a huge sum of money and made that clear to them you could get their attention, but where will you get that?

So, you are certainly not going to be able to preview particle effects like hero glow or dark ranger black glow outside of the Reforged game client. Retera Model Studio does not preview them because previewing them was designed intentionally to be impossible. The corresponding magnitude of reverse engineering 2003 Frozen Throne particle systems, versus reverse engineering this PopcornFX particle system that was designed not to be reverse engineered, is about 1 to 1000 or 1 to 5000 when comparing the number of hours to invest. If you get a very dedicated fan or a big, big sum of money maybe they can preview particles outside of game, but we're talking like if someone made it their full time job for at least half a year to reverse engineer this, working on their research every single day. It is absolute sheer bollocks madness, and in my opinion will never happen until AI can write any software of any scale instantly, or if PopcornFX company goes out of business and publishes their specifications for free and open source developers. The PopcornFX company said that officially, you cannot edit the color of Reforged particle. If you have immolation that is green fire, you cannot change to red fire. Then I created PKBlaster - Reforged PKB Color Swapper to prove I could. This kind of work is suffering, and I don't want to do it anymore. I think it was easier to make a rewrite of the Warcraft 3 game using retera model studio as the underlying game engine than it would be to reverse PopcornFX.


This linking is super easy to do on Retera Model Studio. Maybe I or someone else can make a tutorial for you. In the interim time, can you use Art - Portrait Model File in the world editor?
Thank you for the clarifications regarding Reforged effects.

I would appreciate a tutorial from you on how to export a model with its portrait attached and a background that matches the player's color, in case that's not an effect. By the way, I tried following your recommendation through the object editor, but without success.
 
By the way, I tried following your recommendation through the object editor, but without success.
Ah, sorry. This object editor feature was new two weeks ago, and I have only tried using it in the Reforged HD mode once myself personally. Still, the time that I tried it, I was able to make it work. The secret, in my case, was that the wizard for selecting a model which pops up when we double click on that setting is itself not helpful. So, instead, for example if I want to have a Paladin with the portrait of a Sheep, then what I did was to set his Art - Portrait Model File to Units\Critters\Sheep\Sheep_Portrait even though this magic text string is not selected by the popup wizard if we click on Sheep.

Are you able to do something like that? You could use the popup wizard to select a model, press OK so that it writes the new value to Art - Portrait Model File and turns pink, but then double click on Art - Portrait Model File again, seeing the popup wizard again but now with the file path at the bottom corresponding to the unit you selected, and then you can manually edit this text string so that instead of Units\Undead\EvilSylvanas\EvilSylvanas or whatever you see there, you basically have to add _portrait to the end of that text, so it would become something like Units\Undead\EvilSylvanas\EvilSylvanas_portrait.mdl. Does that work?

Edit: If this new Reforged 2.0 feature does not work, then the other solution for shoving a portrait into a model is to do something like this:


At the moment it is a lot of clicking. The video above is 6 years old from before the Reforged, however the newer versions of my software that support Reforged and were heavily modified and renamed to "Retera Model Studio" (instead of the Matrix Eater) should work in almost exactly the same way we see in this video, except with the added benefit that in the present day the software can preview the animated model and make it easier to see if you succeeded.

Then again... that way of doing things does not account for FaceFX lip sync binding on the Reforged models. Dealing with it might be a royal pain. I don't know how carefully you watched the cinematics in the Reforged campaign, but when a unit says their voice lines the mouth of the unit moves in the portrait preview and also in the 3D game world, and does so in a way that matches the exact voice line being spoken. Because of this, it might be the case that every model can only have one FaceFX binding, as a Reforged limitation rather than a Retera Model Studio limitation, which would mean that maybe the process of shoveling the portrait model into the overworld model is not a good idea. If you watch that video above, what folks basically did on the 2003 game was basically a hack. Most units if you look closely, such as the Peon for example, had a highly complex animated face to talk to you, and then a little small face made of only a few triangles for the overworld model. But other units such as the Catapult or a lot of the buildings in the original game all tended to have a camera in the model pointed at the building, or pointed at the catapult, and use exactly the same model for both the portrait preview and the overworld.

So, to save on storage space in the game, the programmers created two modes. The first mode loads a totally separate file, such as for the Peon. It finds this file by looking for Path\To\The\Model_portrait if the original file used in the overworld was Path\To\The\Model. But the second mode, for files like the Necropolis that are the same geometry in the overworld or in the portrait preview, is used as a fallback if the file named _portrait does not exist. That way the original game could cut down on space and just literally load the overworld model for those cases. But, if we use that second mode, in order to show the color background for that unit what we do is to put into the overworld model a giant background plane, but then hide and show it similar to how a Druid of the Claw can hide and show the bear form part of the model when he transforms despite using the same overworld model.

So if you follow the tutorial video from 6 years ago that I pasted above, it would encourage you to put the Reforged portrait file into the original file, and then they will clash because the file can probably only have on Reforged FaceFX lip sync binding. But, actually, if you almost follow my tutorial, but keep the same geometry of the Reforged overworld model (like the old school 2003 buildings or catapult would do) but then import the background color plane, and the Reforged shiny portrait 3 point lighting (these would be LightEmitter nodes in the Objects section of import), and then also import the Camera object from the portrait and maybe delete the unused default one in the Reforged overworld model that the Reforged guys put on there in a hurry when they weren't sure if they needed one, I think that might be a reasonable pathway to obtain what you're asking for while also recycling the same FaceFX binding information for the one facial geometry.

Then the other key is to make sure that you have the same Portrait and Portrait Talk animations in the resulting model that were in the old separated portrait model, probably by doing a "Motion from Pre-existing" transfer in my import wizard to cause the overworld model's head and neck to move in a style matching the Reforged separated portrait model -- and to make sure that the background planes you add only show in those animation sequences, and hide in the others, again in a manner not unlike how Druid of the Claw hides his bear when he is in Night Elf form.

If what I am saying doesn't make sense, I'll attach an example model in case that helps. The attached file is neither the Footman model from Reforged, nor the Footman_Portrait model from Reforged. It's a hybrid with animations and data from both, but only the overworld footman copy of the geometry, and that means that it has the working portrait but without you as the user having to import a second file in your custom game to figure it out (in the old days) or to set the Art Model File now (in the new days from the past two or so weeks).

NOTE: as usual, due to bugs in the Reforged client, this model's portrait only was animated and talking if there was no instance of the original footman model in the custom map, due to FaceFX file linkage. I don't consider that to be an issue with this file, since that's an engine programming problem in Reforged game client itself.
 

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