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GoldenEgg WC3ModelBatchEditorV1.3.3 (2025.2 update)

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Hello, I made a model modification tool for classic Warcraft 3, these are the functions of my software.☺️
Currently, it has the functions of scaling, translocation, optimization, merge animations, adding attachment nodes, recalculation extends, fix normals shadow and so on. (Only 800 format - war3 classic model is supported)




1. After decompression, the new model will be saved in the "Director" folder by default.
2. If you want to change the default saving directory, change the "SavePath" parameter in "config.ini" to the desired directory path.
3. DeformScale: Perfectly scale the polys, bones, particles, cameras, and clicking balls at the same time.
4. PosMovement: Perfectly move the polys, bones, particles, cameras, and clicking balls at the same time.
5. Compression: The vertices, bones and animations of the model will be optimized, the higher the value is, the lower animation quality will be.
6. CalcNormals: The normals of the model will be recalculated, is used to fix the disordered shadow or redefine the angle and smoothness of the shadow.
7. DrawAnimate: The animation of the target model will be extracted and attached to the original model if they have the same bones.
8. Performance: It can adjust the height of the unit 's hpbar which use this model in the game, also, some issues such as display failure can be fixed.
9. Attachments: Some useful attachment nodes (such as "chest", "origin", "overhead", etc.) will be automatically added to the model.
10. AddParticle: Extract the particle effect from the target model and automatically add the textures it needed.
11. ImagePrefix: Quickly modify the path prefix of all external textures, except Warcraft native textures.
12. TextureFile: Extract the model 's required texture files from the folder (or the previous level folder) and copy them to "Work" folder of this tool 's directory.
13. Information: Will create a 'message.txt' file in the folder which name 'Log' of this tool directory, which records the model 's external animation and other data.

Please move the mouse to the button in this tool to view more detailed tips.

V1.3.3:
Added a form editor, now it is possible to make differentiated modifications to different models in bulk.



If you have any suggestions, please send them to my email: [email protected]

Big thanks to the following guys whom shared their tools, because I used to refer to them to create this software:
GeosetOptimizer:
loktar
ModelConverter: ghostwolf & loktar
ScriptRunner: actboy168 & sumneko
c#: LiWei
Contents

WC3ModelBatchEditorV1.3.3 (Binary)

Good job, GoldenEgg! glad to see you here.

I was impressed with your AI system. I now plan to develop an AI designer tool. If you are interested in this tool, we can collaborate. Could you please privately send me your contact information e.g. QQ numbers?
 
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Well, do you mean Melee AI? But I haven't done this for a long time.
Good job, GoldenEgg! glad to see you here.

I was impressed with your AI system. I now plan to develop an AI designer tool. If you are interested in this tool, we can collaborate. Could you please privately send me your contact information e.g. QQ numbers?
 
干得好,金蛋!很高兴在这里见到你。

你的人工智能系统给我留下了深刻的印象。我现在计划开发一个 AI 设计师工具。如果您对此工具感兴趣,我们可以合作。可以私信给我你的联系方式例如QQ

Yes, his Melee AI template is also an impressive work that has been released nearly decade ago. I'm looking forward to seeing progressive work on it either. :cool:2
 
Your nickname attracted my attention, caused a smile on my face and encouraged me to try this out :].

This thing simply works. It's surprisingly powerful, very reliable, stable and beginner-friendly. It's a smol, little piece of soft that focuses on the few functions critical for model makers. Lack of more options seems to be it's key feature. It seems to be purposely avoiding complexity of being a soft-hog of billions of functions like Magos' or RMS/TRMS, but focuses on doing that few critical things very well. Definitely underappreciated, capable of doing things on it's own, but can be easily paired more advanced software.
 
Your nickname attracted my attention, caused a smile on my face and encouraged me to try this out :].

This thing simply works. It's surprisingly powerful, very reliable, stable and beginner-friendly. It's a smol, little piece of soft that focuses on the few functions critical for model makers. Lack of more options seems to be it's key feature. It seems to be purposely avoiding complexity of being a soft-hog of billions of functions like Magos' or RMS/TRMS, but focuses on doing that few critical things very well. Definitely underappreciated, capable of doing things on it's own, but can be easily paired more advanced software.
☺️Thank you for your feedback. As you said, it is a simple and easy-to-use yet powerful tool. Especially when use non Warcraft format models into Warcraft games, such as porting FBX animation data directly to MDX. Unfortunately, it does not support in Warcraft Reforged as I have not researched to it.
 
wow i find your awesome tool device, have some feedback, tested on one model now he got all attachments some, never now that exist that much , but after model have atachment in sanity tester it say he missing atachment point, ingame seems camera needs rearanged, but thats small details. wonder if that device can added death sound to, and wonder if can solved skinweight bugs to (not tested yet),
 

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wow i find your awesome tool device, have some feedback, tested on one model now he got all attachments some, never now that exist that much , but after model have atachment in sanity tester it say he missing atachment point, ingame seems camera needs rearanged, but thats small details. wonder if that device can added death sound to, and wonder if can solved skinweight bugs to (not tested yet),
Regarding the "missing attachment point" issue, this should be a problem with the "sanity tester" you're using. Because it indicates that the "origin" attachment point is missing, but you can see an aura effect at its feet in the game—this proves that the "origin" attachment point is at least functioning normally in the game.
Regarding the "camera needs rearranged" issue, this is actually more of a problem related to another aspect of the model—for example, it has to do with its "Extand Range" or "Bone Scaling". This causes its portrait to fail to display properly (even when the camera is functioning normally), and this likely needs to be adjusted using the "ModelEditor".
Currently, the software does not offer the function of "adding sound"; As for the "skin weight bugs" issue, generally speaking, when converting other model formats to Warcraft model format, skin weight problems will inevitably occur. This is because Warcraft models only support weights of "0" and "1" (Excluding Reforged Ver), which makes the weight values irreversible after conversion and unable to be restored to their original state.
 
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got another idea what about if you device can added from one model to another his UV-map(texture map), sometimes hapenedd when converting model his uv-map got destroyed(is not there) hovever in static covnertion with no animations he have so should by exelent to transfer it
 

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got another idea what about if you device can added from one model to another his UV-map(texture map), sometimes hapenedd when converting model his uv-map got destroyed(is not there) hovever in static covnertion with no animations he have so should by exelent to transfer it
I do remember that this feature was actually developed before, but it was never made publicly available. The reason lies in a key challenge: every time a model is converted or modified, its polygon order may get disrupted, and the number of vertices might even change. This means that even if I could save its UV coordinates, they couldn’t be mapped to each of its original vertices with 100% accuracy.

Here are the recommended solutions:

First Approach: Before conversion, adjust the UV coordinates to fit within a square range using professional modeling software (e.g., 3ds Max, Blender).

Secondly Approach: If the model has already been converted to the War3 format with animations:
Import a copy of the model back into professional software to modify its UVs.
Re-export it to the War3 format.
Manually transfer UV data between the two models in the MDL format. However, note that this method may encounter many potential errors (such as the polygon/vertex issues mentioned earlier).

Additionally, you can use MDLVIS to check the UV coordinates of the War3 model:
If the UVs are only pure offset overall, a simple position adjustment will suffice.
If the UV coordinates are severely disorganized or compressed into a single singularity, the model must be reimported into professional software for modification.

On a side note, the "CalcNormals" in this tool can also fix pure UV coordinate offsets. You might want to try this first.
 
Using the compression feature seems to remove important highlight keyframes.
For example, if I set the model's bone size to 100 from frame 10,000 to frame 11,266 and then to 0 at frame 12,300, and then optimize, the highlight keyframe with size 100 at frame 11,266 will be removed, leaving only two keyframes: 100 at frame 10,000 and 0 at frame 12,300.

In this case, instead of the originally intended animation (100 at frame 10,000 to 11,266 and then immediately dropping to 0 at frame 12,300), the animation will slowly decrease from 100 to 0 between frame 10,000 and frame 12,300.

The compression value is set to 1. Is there any way to improve this?
 
Using the compression feature seems to remove important highlight keyframes.
For example, if I set the model's bone size to 100 from frame 10,000 to frame 11,266 and then to 0 at frame 12,300, and then optimize, the highlight keyframe with size 100 at frame 11,266 will be removed, leaving only two keyframes: 100 at frame 10,000 and 0 at frame 12,300.

In this case, instead of the originally intended animation (100 at frame 10,000 to 11,266 and then immediately dropping to 0 at frame 12,300), the animation will slowly decrease from 100 to 0 between frame 10,000 and frame 12,300.

The compression value is set to 1. Is there any way to improve this?
When this value is greater than 0, the curve animation will be optimized to a linear animation. If you do not want this behavior, you have to set the value to 0, which will only optimize the polygons.
 
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