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Potraits not showing in SD graphics when Transmitting a message

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May 2, 2026
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Hello everyone, if this is something that's already been answered i'm sorry. I did search quite a lot for a thread but couldn't find it.

I know that Reforged models have lipsync so unless one imports them usign third party software it is not possible to use them in custom maps, this tho isn't true in sd graphics. I've seen a lot of tutorials on cinematics and dialogue using the Transmit from unit and Transmit from unit type actions but whatever i do i can't manage to have a potrait pop un in the cutscene. May be unrelated but i also did notice that potraits also don't show up in story missions with any graphic setting.

I'll leave my very messy cinematic action sequence and a screenshot to show that they also don't work in sd graphics.
Thank you in advance for any tip!
 

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Hi, welcome to the forum :grin:

The main reason your transmission portraits aren't showing up is actually right there in your trigger sequence.

You are using the action
  • Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
right before your transmissions (and earlier in the trigger as well).

Here is how the engine handles it: Cinematic - Turn cinematic mode On (which you correctly used at the very top) automatically sets up the cinematic UI. It adds the letterbox, shows the subtitles, and keeps the portrait frame visible for transmissions. However, the explicit "hide interface" action forcefully hides everything on the screen, which strips away the transmission portrait frame you are trying to use.

Your trigger has quite a few "point leaks" (memory leaks). Every time you use an action like (Center of Player1IntroStart <gen> ) or (Center of (Playable map area)) directly in a function, the game creates a coordinate point in memory but never deletes it. Over time, this causes the game to lag or stutter.

To fix this, you should assign the point to a Point Variable first, use the variable in your action, and then destroy it using a custom script:
  • Custom script: call RemoveLocation(udg_YourVariableName)


There are plenty of great tutorials on fixing memory leaks here on the site when you're ready to tackle that!
 
1. You don't need to import the stuff that exists in game - check map 2 of my randomizer episode 1 (link under the message).
2. You seem to be playing on Reforged mode, with models set to Classic - this is SD+, not Classic SD. Check in settings for a field about showing/not showing unit portraits - should be in video or gameplay tab. Maybe in sounds (unlikely).
3. If you want this map to be launchable in Classic SD mode, in the editor in map options set graphics mode to HD and SD.
 
Thank you both for the quick answers!

I will have the memory leaks fixed and i actually checked the settings in game and found out i didn't have "Show potraits in cutscenes". I kept playing around with the cutscene a bit and i managed to get it to work but i do still have one problem: The potraits show and the text is formatted as it should next to it but when Arthas gets to transmit the message the game crashes. This doesn't happen when the Player2Hero which is a Demon Hunter transmits. I thought it could be a graphics related problem and such but looking at Yevhen work i think it most likely isn't.

What do you guys think?

EDIT: Now it runs normally and Arthas can talk! But under a specific condition: If arthas starts talking as soon as the cinematic starts the game crashes, if i make him talk a little bit later it works.

The screenshots below shows the order in which i put stuff with the first one not working and the second one actually working
 

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Last edited:
Thank you both for the quick answers!

I will have the memory leaks fixed and i actually checked the settings in game and found out i didn't have "Show potraits in cutscenes". I kept playing around with the cutscene a bit and i managed to get it to work but i do still have one problem: The potraits show and the text is formatted as it should next to it but when Arthas gets to transmit the message the game crashes. This doesn't happen when the Player2Hero which is a Demon Hunter transmits. I thought it could be a graphics related problem and such but looking at Yevhen work i think it most likely isn't.

What do you guys think?

EDIT: Now it runs normally and Arthas can talk! But under a specific condition: If arthas starts talking as soon as the cinematic starts the game crashes, if i make him talk a little bit later it works.

The screenshots below shows the order in which i put stuff with the first one not working and the second one actually working
The core issue is probably related to how Warcraft 3 loads assets. Basically, when the map starts, the game is still loading models and textures. If you immediately try to display Arthas's portrait, the game might crash because his model hasn't fully loaded yet. The 2-second wait gives the game enough time to load the necessary data, preventing the crash. The Demon Hunter probably didn't crash because its model might be a little less demanding or loads slightly faster.

Here are a couple of ways to fix this permanently:

The Standard Buffer: Add a small wait time (even just 0.5 seconds) at the beginning of your cinematic trigger. This will give the game a little breathing room to load everything before trying to display Arthas's portrait.

Preloading (Best Practice): If you absolutely need Arthas to start talking right away, you can "preload" his model on map init, but I believe you can avoid forcing dialogue on time elapsed 0.00
 
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