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Is it possible to make a Mod in REFORGED?

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Zorrot

Hosted Project: QM
Level 16
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May 16, 2010
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Hello, I tried to make some replacement by "Allow Local Files" in regedit, and put material in folder like "ReplaceableTextures" which was working just fine.

But however a fatal problem comes that the CLIFF texture CANT CHANGE. Yes, put it in a folder named "ReplaceableTextures/cliff/" may replaced two of them, but there is still dozen of cliff to replace.

Blz put them in a folder, which can be seen in the cascviewer:

"_tiltsets/a.mod/ReplaceableTextures/cliff/"

But if you put your texture in this path, it won't replace the original texture, which is working elsewhere.

Is there anyone who has an idea about how to solve this problem?

Or making a Mod in reforged seemed just impossible?
 

Zorrot

Hosted Project: QM
Level 16
Joined
May 16, 2010
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Allow local files is enabled by default in 1.32. If you are replacing HD assets you might need to place them in a folder entitled "_hd.w3mod".

Thanks for you help, but the folder which include a "_" like "_hd.w3mod", or "_tilesets" seem very different. In my test, if we want to replace a model, we should put it on a folder named "unit/orc/grunt" and it will work well, but this replaced both sd and hd grunt. So i'm trying to figure out how to replacing assets in "_hd.w3mod" or "_tilesets".

I have an example in github, UIZorrot/War3re-inmap-graphic-enhance.

in Mod folder, there is a .msi which can replaced almost all assets successfully, but if the cliff worked incorrect, this project is absoulty a failure, i'm really coufused
 
Level 20
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Apr 12, 2018
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You can't replace cliff textures that way even in Classic War3. In fact you can only replace them on a per-map basis because Blizzard subs in one of the Cliff Textures in place of an actual Cliff0 or Cliff1 texture the map uses directly (and as you already see replacing the original texture does nothing toward this).

I don't think you can do this on a global level.
 
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