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[Solved] Portrait Missing

Level 9
Joined
Mar 26, 2020
Messages
203
As the title says, black portraits or blank. Anyone knows the answer regarding this? i saw the same thread but no answer or what caused it, here on Missing Portraits.
I don't want to transfer all shii to another map if its fixable :cry: (its giving me the terrain corrupt of my old map) but this time no visible portraits whatsoever be it imported or base
 
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If this is applying to standard unit models which are known to have portraits, then there is a good chance that you have too many or broken lights. Limitations in the DX7/8 API used by Warcraft III at time of creation meant that at most 8 lights can affect a mesh at any given time. There is an algorithm that tries to select the 8 most relevant lights, but this can choose wrong and select distant lights which contribute little to brightness and even override the global omni lights that are used to illuminate everything (causing meshes to render very dark or even black). The portraits share lights with the game world via coordinate 0,0 so game world lights can break their lights.

Reforged upgraded Warcraft III to use DX11 so technically this limitation no longer exists in the API. However, they likely recreated this limit for classic graphics to try and keep the graphics as accurate to the original as possible. I am unsure if this limit applies to Reforged graphics as I would hope they would be using modern lighting techniques, like StarCraft II, which do not have such limitations.
 
If this is applying to standard unit models which are known to have portraits, then there is a good chance that you have too many or broken lights. Limitations in the DX7/8 API used by Warcraft III at time of creation meant that at most 8 lights can affect a mesh at any given time. There is an algorithm that tries to select the 8 most relevant lights, but this can choose wrong and select distant lights which contribute little to brightness and even override the global omni lights that are used to illuminate everything (causing meshes to render very dark or even black). The portraits share lights with the game world via coordinate 0,0 so game world lights can break their lights.

Reforged upgraded Warcraft III to use DX11 so technically this limitation no longer exists in the API. However, they likely recreated this limit for classic graphics to try and keep the graphics as accurate to the original as possible. I am unsure if this limit applies to Reforged graphics as I would hope they would be using modern lighting techniques, like StarCraft II, which do not have such limitations.
soo...its not broken but 'broken' at the same time due to it's limit? or atleast from what i understood of what you said...

well that's a shame, i guess imma buy reforge soon for better settings and option and less corrupting maps...

EDIT: i just noticed, i can't even click portrait to focus on the selected unit...its literally empty at that point :cry:
 
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Son of a gun! i tot it broke my map or the game, coz im still processing why would the game be that sensitive to few imports, i tried turning off my trigger
  • Start Players
    • Events
      • Time - Elapsed game time is 0.01 seconds
    • Conditions
    • Actions
      • Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
      • Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
      • Wait 5.25 seconds
      • Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 0.00 seconds
      • Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
and the portraits are back...another weird encounter, first was the hero not being revivable to changed owner, and now portrait gone missing because of this trigger... :ugly:

EDIT: i simply added timer instead of 0, and it's fixed
 
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