How to have different models for Reforged mode, Classic and Classic HD mode?

Level 4
Joined
Apr 18, 2019
Messages
40
hi all,

I have provided local access and I have replaced some models and they are showing fine in the game. For example Hero Shadow Hunter, I am using this model to replace the unit. The problem now I am having is when I Change graphical modes from classic to reforged The same classic looking model comes in Reforged. Is there a way I can make this model only appear when the graphics are in classic/classic HD and Reforged mode will continue to use it's own new model.

I have another doubt, is there a way I can ensure some models only show up in melee and campaign will have different models. I don't want to use map editor and replace models then load that map and play. I am looking for some folder structure where I add the models and replace them.

thanks a lot in advance.
 
I didn't bother to test with Reforged 2.0 with this, but in my experience the _hd.w3mod folder historically did not solve the problem because for some reason it didn't load the same way in local files. So ideally it would be as simple as putting the HD override you want in _hd.w3mod folder and the HD2 override you want in the _addons/hd2.w3addon/heroes.w3mod folder or whatever. But I think you are correct that this does not work.

Thus failing, if I were you, I think I would give the custom model a special folder path. Instead of writing over Units\Orc\HeroShadowHunter\HeroShadowHunter.mdx you could for example put Units\Orc\HeroShadowHunter\HeroShadowHunter_ReClassic_Override.mdx or some similar name of your choice.

Then export Units\UnitSkins.txt from the game and put that file also in your local files. Open it in a text editor and find the shadow hunter. Somewhere he has file=Units\Orc\HeroShadowHunter\HeroShadowHunter.mdx and this control allows SD and HD setting independently. So, just put file:sd=Units\Orc\HeroShadowHunter\HeroShadowHunter_ReClassic_Override.mdx to have the SD version be one way, while keeping the HD the same with the line file:hd=Units\Orc\HeroShadowHunter\HeroShadowHunter.mdx.

I think this would probably do it, but I haven't bothered to play Reforged 2.0 much once I realized that it was mostly AI upscale of existing files and not a lot of new content. So I don't know if something broke in the Reforged code that would prevent you from doing what I'm saying, but probably not.
 
Level 4
Joined
Apr 18, 2019
Messages
40
I didn't bother to test with Reforged 2.0 with this, but in my experience the _hd.w3mod folder historically did not solve the problem because for some reason it didn't load the same way in local files. So ideally it would be as simple as putting the HD override you want in _hd.w3mod folder and the HD2 override you want in the _addons/hd2.w3addon/heroes.w3mod folder or whatever. But I think you are correct that this does not work.

Thus failing, if I were you, I think I would give the custom model a special folder path. Instead of writing over Units\Orc\HeroShadowHunter\HeroShadowHunter.mdx you could for example put Units\Orc\HeroShadowHunter\HeroShadowHunter_ReClassic_Override.mdx or some similar name of your choice.

Then export Units\UnitSkins.txt from the game and put that file also in your local files. Open it in a text editor and find the shadow hunter. Somewhere he has file=Units\Orc\HeroShadowHunter\HeroShadowHunter.mdx and this control allows SD and HD setting independently. So, just put file:sd=Units\Orc\HeroShadowHunter\HeroShadowHunter_ReClassic_Override.mdx to have the SD version be one way, while keeping the HD the same with the line file:hd=Units\Orc\HeroShadowHunter\HeroShadowHunter.mdx.

I think this would probably do it, but I haven't bothered to play Reforged 2.0 much once I realized that it was mostly AI upscale of existing files and not a lot of new content. So I don't know if something broke in the Reforged code that would prevent you from doing what I'm saying, but probably not.
WOW Retera the legend himself, you are awesome, your tool is a godsend. Ty so much for the reply. I have another doubt, how to export Units\UnitSkins.txt and shoudl i put this in E:\Warcraft III\retail ?
 
1731895349402.png


I would extract it by using the right click menu as shown above. Once it is extracted, similar to how you need a Units\Orc\Whatever folder for a model, this file goes in the Units\ folder.
 
Level 4
Joined
Apr 18, 2019
Messages
40
View attachment 497617

I would extract it by using the right click menu as shown above. Once it is extracted, similar to how you need a Units\Orc\Whatever folder for a model, this file goes in the Units\ folder.
You are modding god it worked perfectly

Rokhan Skin in Reforged
WC3ScrnShot_111824_112602_000.png


Generic Shadow Hunter in Reforged
WC3ScrnShot_111824_113410_000.png


Generic Shadow Hunter with Hero in Classic HD
WC3ScrnShot_111824_113741_000.png


Full Classic
WC3ScrnShot_111824_114508_000.png


Thanks a lot you are awesome.
 
Level 4
Joined
Apr 18, 2019
Messages
40
View attachment 497617

I would extract it by using the right click menu as shown above. Once it is extracted, similar to how you need a Units\Orc\Whatever folder for a model, this file goes in the Units\ folder.
I have some more doubts. In similar fashion how can i have different portraits and Ability skin like the missile being thrown by the shadow hunter?

Here Both shadow hunter uses same missile model. I have a missile model, but only issue is when I replace it even Rokhan's missile is getting changed.
Anyways i can make the generic shadow hunter missile match the weapon in SD?
WC3ScrnShot_111824_161729_000.png


Thanks a lot once again
 
Last edited:
Level 4
Joined
Apr 18, 2019
Messages
40
Everything is handled by the asset manager itself, you don't need to tweak anything in particular, just set one file as HD mode and you can import multiple files under the same path and it generates the full path on its own

View attachment 497801
hi is this for the world editor? I am asking replacing the model using local file access. Can you explain it a bit more as I am pretty new. Where can I find this UI you have posted here?
 
Code:
[Oshd]
Buttonpos=0,1
Missileart=Abilities\Weapons\ShadowHunterMissile\ShadowHunterMissile.mdl
Missilearc=0.15
Missilespeed=900
Requirescount=3
Requires=
Requires1=ostr
Requires2=ofrt
Specialart=Objects\Spawnmodels\Orc\OrcLargeDeathExplode\OrcLargeDeathExplode.mdl
ScoreScreenIcon=UI\Glues\ScoreScreen\scorescreen-hero-shadowhunter.blp

So, the missile is in the Units\OrcUnitFunc.txt file, and it is called Missileart
But I wouldnt be surprised if its the same format... you could try Missileart:hd and Missileart:sd even though Reforged isnt doing that on its own
I think it would probably work, but having your unit func file be overridden makes it more likely that your game will desync, so if you play versus mode you should be careful. Maybe try playing it and if you desync then put it back
 
Top