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Retera's Model Studio

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
This is Retera's Model Studio v0.04 Public Beta. It is not finished! But it is something that works and is better than the Matrix Eater application, and is compatible with Patch 1.32.

Retera's Model Studio is the second evolution of the Matrix Eater project. It is a standalone MDL and MDX model editor. The project has diverged from the Matrix Eater that is available here on the Hive, and become a different program with features that do not totally overlap -- although my goal is for this to entirely replace the Matrix Eater.

Features:
  • Open and view MDL and MDX model files
  • CASC Data browser with double-click to view model, or texture, using JCASC from DrSuperGood
  • Attempts to support every single Warcraft III Patch up to and including Patch 1.31
  • MPQ Data browser seamlessly replaces CASC browser when using older patches of the game
  • 24 color "Team Color" menu will seamlessly swap to 12 colors when using an older patch of the game
  • Edit the model geometry (Select by Vertex, Select by Face, Select by Group)
  • Editor hotkeys that were not present in the Matrix Eater predecessor (QWER for edit mode, ASDF for select mode)
  • Control which Geosets are editable at one time
  • Animation Previewing (No particles or ribbons yet)
  • An "Open Internal" menu for loading game models quickly
  • Can open and save MDX to MDL or MDL to MDX using a converter that supports features such as ReplaceableId on Particle Emitters better than some alternatives
  • Includes a basic UV map editor
  • Multiple GUI themes available in the Preferences Window
Experimental Features:
  • Create a new blank model with basic planes and boxes
  • Can open BLP or PNG images for previewing (similar to Magos application)
  • Includes an Edit Textures menu to view the list of used textures, and quickly change used paths.
  • Quick Browse: Opening a new model in the Data Browser will close unsaved old ones (can be turned off in preferences)
  • Customizable layout, allowing you to draw components of the UI into different places
  • Window -> Reset Layout to reload the default layout
  • T-Pose edit mode, which can move mesh based on assigned bones in a more intelligent way
  • Cluster selection mode, similar to Group mode but using connected mesh rather than assigned VertexGroup
  • Animation edit mode, which can edit and modify animations (Warning: uses Hermite and Bezier by default, and inserts incorrect inward and outward tangents that will cause visual "vibrations" of nonlinear models in some cases, this is a fixable bug, needs more time)
  • Hive Browser is a feature that does not work and was added only as a UI mockup to discuss technology, and was included by accident in V0.01. It will be removed in V0.02, as to my knowledge, the required server technology for the hypothetical feature to work was not built.
Limitations:
  • Unlike Matrix Eater, this application cannot pin a Geoset to be visible but not editable
  • Unlike Matrix Eater, this application gives no indication of a node's name graphically in the 2D editing space
  • No user interface to control mounting system for MPQ/CASC hybrid loading system, so it will break again in Patch 1.32 or whenever Blizzard moves data once again
  • Inherits WC3 cached install directory information from Matrix Eater, which can be removed in the case of incompatibility and is located at C:\Users\<name>\AppData\Roaming\JWC3\user.profile
  • After running this application, configuration settings from the Matrix Eater application may become corrupted and not work correctly, causing strange white background errors (This application will not be affected)
Required for running Retera's Model Studio:
  • A Java SE Runtime Environment. A bundle is included with a Windows 64-bit EXE launcher but if you want the application to run on Linux or Mac then you must install the Java SE Runtime Environment separately.
  • The above statement means that if you are a 32-bit Windows XP user, the EXE application will not function (only tested with Windows 7 64-bit, and Windows 10 64-bit)
  • A valid Warcraft III Installation (only tested with Patch 1.22 through Patch 1.31)
Additionally bundled applications (main methods in the same Java application included as EXE files):
  • Includes the AnimTransfer EXE that was previously included with Matrix Eater, which will use the Retera Model Studio MDL and MDX parser, which has significant subtle improvements over the one in the Matrix Eater application thanks to contributions from Ghostwolf.
  • Includes the ObjectEditor EXE shown in YouTube videos that has custom folders based on unit race, and can be opened multiple times simultaneously and can select, copy, and paste multiple Units between two running instances of the software. (Known to have bugs, requires Windows Clipboard, fails on Linux)
  • BlpConv EXE that can be used to convert TGA to BLP using DrSuperGood's blp-iio-plugin on systems where Magos or BLP Lab are not working (although these two alternative tools are typically superior to mine)
v0.04.2b
  • Fixed a bug in "Edit/delete model components" reported by Hive user @Makkad (retains FaceFX chunks now)
v0.04.2
  • Tiny change requested by discord user VictorZ that allows "Rotate Type-In" to work in the Animation Editor. (The code for this was copied almost directly from the Twilac version of 0.05, so you should seriously probably just use 0.05!)

v0.04.1
  • Opening a file in a folder does not walk the directory tree of that folder
  • Scripts -> Skin Splice function added upon request from Vulfar
v0.04 for 1.32.10
  • Fixes the program to work with the new Warcraft III Patch 1.32.10 that changed the TFVS formatting for some reason.
  • Includes some really minor internal bug fixes over the previous version
v0.04:
  • Merged the version known as "Retera Model Studio Reforged Hack" to be the mainline version of the tool going forward (this version includes all of the fixes listed here)
  • Added support for Reforged assets and a bunch of bug fixes related to working with those
  • Added "Scripts -> Assign FormatVersion 800" to convert Reforged Classic Models to the legacy classic model format, as well as "Scripts -> Assign FormatVersion 1000" to convert legacy game client models to match the format used by the "Classic Graphics" of Reforged.
  • Added a "Reforged Graphics Mode" and "Classic Graphics Mode" in the data sources chooser panel
  • Added the "Model" tab which is buggy and unfinished
v0.03:
  • Changed the program to use Java 11. Had trouble exporting the JAR from Eclipse, so I changed it back to Java 8 for now.
  • Changed the program to use the latest version of DrSuperGood's JCASC, which requires Java 11 to use, then I modified his code so that it did not require Java 11 so that we could continue deployment in the previous fashion.
  • Changed the startup sequence to use a "data source chooser" view, which is also available in Preferences. This allows users to load CASC or MPQ data in a way that is intended to be straightforward and clear to the user, and for CASC data the user able to choose the locale to load from the game. Locales that are present in the CASC's list but have not been downloaded from Blizzard are shown in dark red. These dark red options won't work until you launch Warcraft III at least one time using that locale.
  • Changed the startup sequence to return the user to the "data source chooser" any time that the program crashes during startup, so that the user is always able to reconfigure their settings.
  • Changed the model previewer to include the rendering of Particle Emitters, so that users can have a better feel for how their models might look in-game. This is a nontrivial task that involves many hundreds of lines of code replicating the behavior of the game and it was only possible because of the works of Ghostwolf, which I translated nearly directly from JavaScript into Java.
    • "Squirt" mode particles will emit at random times when they should not because of a difference between my code and Ghostwolf's code (his does not have this bug).
    • Also, priority plane and layering are known to have issues.
  • Added a JSON parser that loads the "filealiases.json" data when using CASC. This file is used by the 1.30 and 1.31 clients to support removed legacy files inside the Warcraft III game, and it will now be supported by the Retera Model Studio when viewing models. This will fix missing textures in some instances when the textures were not missing in-game.
  • Changed the default application data folder to be named "ReteraStudio" instead of "JWC3". This change removes bad interactions with the "Matrix Eater" application where the "Retera Model Studio" and "Matrix Eater" would write clashing versions of the same data to the same settings file (see "AppData/Roaming/ReteraStudio" on your computer).
    • This will cause a reset of all user settings for the Retera Model Studio version v0.03.
    • If you wish to avoid a settings reset, copy your settings file from "AppData/Roaming/JWC3". However I do not promise backwards compatibility.
  • Fixed an issue with the Quick Browse option so that turning it off and on will work correctly.
  • Added a scroll bar to the "Change Animation Lengths (by Scaling)" popup. (Thanks Mythic!) This popup is now listed under the "Scripts" menu.
  • Added 3 new GUI Themes: HiFi, Acryl, and Aluminium. These are all from the JTattoo library. Also, the "Dark" theme was technically the "Noire" theme from the JTattoo library, and it has been renamed accordingly. Aluminium is now the default theme (this can still be changed in the Preferences Window).
  • Changed code in the BLP loading pipeline used for rendering models and icons that aims to avoid destruction of texture data that is beneath an alpha channel yet loaded on a model's surface regardless of the alpha channel. Previously visual artifacts were visible in some cases that were not in accordance with how the textures would display in the Warcraft III game.
  • Added an "Edit" button in the Time Bound Chooser panel, but it does not actually work yet and will be fixed in a future version.
  • Changed some code with the "X" button on the program and how closing model files functions, so that it should not be able to bug out and fail to close a model or fail to close the application in a way unexpected by the user.
  • Added a system in the 3D displays that compares the aspect ratios known to the application with the aspect ratios known to the graphics card that attempts to use this information to fix the renderer when used on desktops that have the UI Scale setting specified. This was tested on Windows 10 with the UI scale, and it still fails on multiple monitor configurations where the second or third monitor have differing UI Scale specified. However, it should always work correctly on the main display when previously it may not have worked correctly at all.
  • Added a Preferences option to disable rendering particle emitters, as well as a separate option to disable rendering particle emitters in the Editor view.
  • Changed the "Use Boxes for Pivot Points" option so that it also affects the 2D displays in the Animation Editor.
  • Changed the Right-Click mouse button not to do anything on the Outliner widget, so that it can popup an "Edit" option on a popup menu in a future version of the software.
  • Changed the code that converts program data to MDX at Save time, so that some models that previously would not save due to state corruption inside the Model Studio will now be able to save. There may be more similar bugs yet to be fixed.
  • Changed the SLK parser used to load Unit Data so that it should be able to load data from the Reign of Chaos and from Project Revolution, in case users wish to load that data using the new game data source choosing settings.
  • Changed the Unit Browser to reload its contents when the program data source is changed. Previously, the "View -> Change Game Directory" option was likely to change the internal setting but keep previously cached information in the Unit Browser.
  • Added a command line option, "-forcedataprompt" to force the program to start with the Data Source Chooser window, so that users can specify their Warcraft III game data source without launching the application.
  • Changed how missing textures resolve so that they should resolve to a white surface. This should hopefully remove the irritating popup.
  • Attempted to make the Perspective view constantly repaint itself to always update dynamically, however in practice this is still not working in some cases.
  • Changed the texture loader so that a default Tree texture will be loaded when the replaceable texture ID is not known. This does not yet help with previewing cliff models but it means that the Mountain Giant and similar models should preview decently.
  • Added a scroll bar to the Texture Manager shown with "Tools -> Edit Textures" for use on models with many textures
  • Reorganized some of the program menus to attempt to make them more logical (Based on some suggestions from Hayate, many thanks! If only this program could be updated as quickly as his mockup UI!) More changes to these may be added in a future version, as they are still rather disorganized.
    • The new "Scripts" is a place for one-off script utilities that don't fit anywhere else, and maybe be user modifiable to include custom code in the future. At this time, it is only a preset list.
    • "Scripts -> Export Animated to Static Mesh" is a new option to build snapshot models. Unfortunately, it only snapshots the currently timeline in the Editor view, not in the Viewer that you see when you start the application. Also, it discards all node information, including Billboarded nodes, so camera-centric planes will be left to face forward instead of the camera.
    • "Edit -> Optimize" now include an option to merge all geosets that share like materials and visibility that is called "Minimize Geosets". Misha and a few other users have been asking for this option for years. I have not tested it very extensively and there may still be bugs in it. It worked on one or two sample cases that I experimented with.
  • In v0.01/v0.02 I added an option in Program Preferences to allow loading Non-BLP textures, so that users can open a PNG file or a model that references a PNG file even though these are generally not valid MDX files when used inside the Warcraft III game. This option may have been changed in the newer one to fix bugs, according to some of my code history information.
  • Fixed a crash relating to parsing WTS files for unit data, such as when the Data Source Chooser is used to load a custom map file as an MPQ.
  • Changed "Error: A matrix's bone id was not referencing a real bone!" to be a console log line instead of a popup, so that users do not receive a spamming wave of popups when opening a model file.
  • Changed the model parser to accept models with missing Pivot Points (as the Warcraft III game does), so that the Retera Model Studio is able to open some MDX models that previously would have caused a crash popup.
v0.02:
  • Removed Hive Browser UI mockup that did not work
  • Wrapped the startup code in a block that will catch and display errors in a GUI
  • Fixed an issue where users who had never run the Matrix Eater application in the past would have the Retera Model Studio application crash the first time it was run
Personal note: On the Matrix Eater application, I left a note where I said:
I really wanted to revamp this program and add new features and write a tutorial before I uploaded it onto the Hive, but I just haven't had time recently, and I want to stop sitting on this updated version because it has several internal fixes that should make it less likely to save buggy MDX models and so I feel the community deserves this new version in case anybody is using the program -- regardless of whether I end up getting the time to improve it to match up with my dreams or not.

This application does not solve that concern of mine. I am not uploading this as a finished product. But as we have seen with Patch 1.31, some times, software is pushed into production when it isn't ready. That is the case with this application. I want more than I have. I just can't stand not to share with the community what I have anymore, because I feel a deep sense of guilt for anyone who is using the Matrix Eater application and forcing themselves to mod on Patch 1.26 or some nonsense, while the above application existed on my computer and has for almost a year.

I believe in the power of open source, and this application is entirely open source. I have been developing it for about two years since the Matrix Eater was posted, and it has evolved out of the same codebase. This is the same GitHub link that was included on the Matrix Eater program, but it now contains the source for Retera Model Studio:
Retera/JWC3
Previews
Contents

Retera Model Studio 0.04.4m (For Patch 1.33) (Binary)

Retera's Model Studio 0.4.5k (Experimental) (Binary)

Reviews
Archian
If it wasn't for this tool, Reforged Modeling wouldn't have become what it is today. In recognition of this, the Hive Administration team awards Retera's Model Studio a Director's Cut status. @Retera
I ask for help from experienced people.
The button Scripts > Convert HD->SD (experimental, baking) or whatever is a test button. The actual feature I was interested in was the "convert entire game" function on my computer. I added these options to convert a single model as a way to analyze how the code worked on a single model.

To generate this kind of conversion for all models in the entire game, it is possible to use the FtlopMaker:

FTLOP stands for For The Love Of Pete because you are probably making Pete Stilwell sad if you do this kind of thing. It's probably better to just use the original Frozen Throne graphics because they fit the game better.

Edit:

Can I ask why you are using MDLVIS? What is the point of doing that in this context?
 
Last edited:
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To generate this kind of conversion for all models in the entire game, it is possible to use the FtlopMaker:
I am glad to talk with the creator of this program. I see the Java code. But how to apply it? I don't quite understand what needs to be done.

Can I ask why you are using MDLVIS? What is the point of doing that in this context?
I haven't quite figured it out yet, but as I understand it, MDLVIS is an unnecessary utility. All functions and manipulation can be done in "Retera".
 
I see the Java code. But how to apply it? I don't quite understand what needs to be done.
Retera Model Studio's full source code is available, meaning that a user can reconstruct their own version with their own changes.

If you load the code from the GitHub into a folder on your computer and recompile the program, Java allows us to launch specific "main" methods as their own programs from inside of any class. So the key is to launch the file I linked as a program.

Also, here were similar files to do the "texture bake" function on terrain and ubersplats:


The advantage of baking like this is that they might look better than if you simply convert the Diffuse directly, which would be missing normal/ORM information in the SD equivalent.
 
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trying to figure out why this model freezes the program when opened in mdl format, it is Vinz's ember model
 

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mdl format
Here's your problem. Magos War3ModelEditor MDL format is not consistent with the Warcraft 3 game. My MDL loader was written to load MDLs saved by Blizzard's code. Loading an MDL in a different format is not supported.
 
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Here's your problem. Magos War3ModelEditor MDL format is not consistent with the Warcraft 3 game. My MDL loader was written to load MDLs saved by Blizzard's code. Loading an MDL in a different format is not supported.
I tried also the MDL format from the RMS program but that too freezes the program when trying to open it again in MDL format.
 
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Can you attach an example file I can use for bugfix testing?
Here you go, this was converted directly from its original mdx using RMS.

As a side note, TRMS is able to open this model though with an error message.
Not sure if this error message could be useful but I am posting here as well.
 

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As a side note, TRMS is able to open this model though with an error message.
Right, because TRMS uses the Warsmash MDL/MDX parser that I wrote in 2019, repurposes for a model editor

The DRMS version is using the parser I wrote in high school. It reads the model on the basis of a kid-like understanding that guesses and checks itself at each stage, assuming there might be parts of the MDL that it doesn't understand. It's so stupid. I'm not sure I want to fix this. The answer is TRMS and I don't have the time to replace the parser with my Warsmash one like Ghostwolf did when that project was getting started.

The bug is literally that it's like this giant rupe goldberg machine that reads the lines like a human and guesses what they might be, and it looks for Light on the line of text and if it sees that, then "it's probably a light emitter" and so it's invoking the Light Emitter parser on the ParticleEmitter2 "Light Tails" { line of this model.

That's so exceedingly dumb, it's like how if you open MalFurion and save as MDL then open it, DRMS can't open it, because the name of one of the MalFurion animations is not Stand but rather

Code:
Stand\n\n\n
with a ton of newlines after it, and this line-by-line feed guess and check system breaks on that.

I mean, literally in the time since when I wrote that, I went to college and got a degree that included courses in how to build parsers and I used all kinds of technologies to build parsers of all kinds, like how Warsmash parses JASS and FDF, and even then the Warsmash MDLX parser I figured was so brittle and so in need of being perfectly accurate that I literally just copied all of Ghostwolf's code from the hive "View in 3D" thing, basically 1 for 1 without changing it, because he was ahead of me. Rather than using the code like how I still use DRMS, he was literally rewriting the code over and over maybe in the hopes of getting the love and attention of other people. By comparison, his work is beautiful.

I don't have the time to do that, just don't name a freaking particle emitter "Light". Just name it BlizParticle0N where N is some number, and have a nice day.
 
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Hello, I'm trying to run your editor on warcraft3 reforge version 1.36.1, crashes at startup, writes :
at com.hiveworkshop.wc3.gui.datachooser.CascDataSource.internalGetResourceAsStream(CascDataSource.java:109 )
at com.hiveworkshop.wc3.gui.datachooser.CascDataSource.getResourceAsStream(CascDataSource.java:88)
at com.hiveworkshop.wc3.mpq.MpqCodebase.getResourceAsStream(MpqCodebase.java:66)
at com.hiveworkshop.wc3.gui.BLPHandler.loadTextureDirectly(BLPHandler.java:153)
at com.hiveworkshop.wc3.gui.BLPHandler.getTexture(BLPHandler.java:118)
at com.hiveworkshop.wc3.gui.BLPHandler.getGameTex(BLPHandler.java:293)
at com.matrixeater.src.MainPanel.<init>(MainPanel.java:1438)
at com.matrixeater.src.MainFrame.<init>(MainFrame.java:426)
at com.matrixeater.src.MainFrame$1.run(MainFrame.java:371)

and so on, is the problem in the new reforge patch? I tried to work in your program 3 years ago, everything was started and edited without problems.

On the previous page in this topic, users asked questions with this problem, but I did not understand any of the answers : (
 
crashes at startup, writes :
at
Typically "at" is not the start of the error message. It appears that the entire error message was not included in your message, which makes it harder for folks like me to help you.

Can you paste the entire error message, as well as list what CASC settings you have in the data selection popup?
 
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Typically "at" is not the start of the error message. It appears that the entire error message was not included in your message, which makes it harder for folks like me to help you.

Can you paste the entire error message, as well as list what CASC settings you have in the data selection popup?

Thanks!I am attaching screenshots.I noticed that in the data selection window below there is a line "patch registry key", where the path to the old warcraft client is specified, not reforge, which I specified by mistake, and it does not change when I use the "add war3 install directory" button to specify the path to the normal war3 reforge client, there may be a problem in This?
 

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Level 1
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In general, I probably tried all the possible options, tried previous versions of the program, the same error :(
 

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Level 1
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Hello everybody! Well, it would be good if this program could be tagged with particle emitter and ribbon emitter.
 
Level 11
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627
so I find a rendering bug with RMS.
At first, I was puzzled and thought I messed up somewhere in a very subtle way that was only caught in RMS.
  1. How it looks in game and mdlvis
    1707627099796.png
  2. How it looks in RMS
    1707627115744.png
 
Level 1
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Hello, there is such a problem ( related to java)
Unknown error occurred:
java.lang.NullPointerException: Cannot invoke "java.awt.image.BufferedImage.getScaledInstance(int, int, int)" because the return value of "com.hiveworkshop.wc3.gui.BLPHandler.getGameTex(String)" is null
at com.matrixeater.src.MainPanel.<init>(MainPanel.java:1439)
at com.matrixeater.src.MainFrame.<init>(MainFrame.java:426)
at com.matrixeater.src.MainFrame$1.run(MainFrame.java:371)
at java.desktop/java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.desktop/java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.desktop/java.awt.EventQueue$4.run(Unknown Source)
at java.desktop/java.awt.EventQueue$4.run(Unknown Source)
at java.base/java.security.AccessController.doPrivileged(Unknown Source)
at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.desktop/java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.desktop/java.awt.EventDispatchThread.run(Unknown Source)
 
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How do I fix a program error?
"Retera Model Studio startup sequence has failed for two attempts. The program will now exit"
I think most people have encountered this kind of error while setting up the registry keys for using the RMS ("Path" Registry Key: Not Found error).
Also, please provide the full error log (or even the screenshot). I don't understand about this traditional error, since I don't use RMS a lot.
 
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Can someone help me with this? I am trying to export some textures but this is what tells me. I save the file as what the file type is, file type .TIF
But still says the same error.
 

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@terrio I made some changes to the program's startup sequence, and a fix for a first-time launch crash. When you run it now, do you see any kind of error notification or anything else, or do you still have an issue where nothing happens?
Heya retera can I ask a question, so uh Im not using reforged, or the real warcraft 3, I used a crack version becuase I was freakin poor ;-;
Also I wanted to use ur studios, BUT The previewer doesn't let me show the models whatever Im trying to edit.
 

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where the path to the old warcraft client is specified, not reforge, which I specified by mistake, and it does not change when I use the "add war3 install directory" button to specify the path to the normal war3 reforge client, there may be a problem in This?
No, I think there are two separate problems here. The "Path Registry Key" shown in Retera Model Studio does not matter. I left the key display there for users in case it helps them locate a legacy version of the game on their computer. It's a note for user information. The program does not actually use this setting. It only uses the settings you specify with the buttons.

Unfortunately, there is an issue in Retera Model Studio that seems to pop back up whenever I try to fix it. Basically, if you have Cyrillic alphabet installed on your computer, Java breaks and then the btnreplay-play.blp file path is changed to btnreplay <Cyrillic lowercase hyphen> play.blp which is a different string value and then it cannot resolve. Probably even if you change to the English version of Warcraft 3, you are still using the Cyrillic kind of Windows install and so it would still break. The way to fix this is a patch to Retera Model Studio itself. Maybe redownload the absolute latest 4.5 version and see if we fixed this in the code to process the Cyrillic alphabet.

a rendering bug with RMS.
Can you provide me the model file that has this issue? The code for how to render a Warcraft 3 model is not public. We only have the Ghostwolf remake, the Magos remake, the Mdlvis remake, and a few others. Nobody has the original code. So, that means that I cannot easily go and compare my code against some official source. Instead, if I am going to fix this bug, the easiest way is for me to look at an MDX file that renders different in Retera Model Studio than it does inside of Warcraft 3, at which point I can use that MDX file to identify where my node interpolation code is bugged. Especially if your model is missing start or end keyframes, it has been shown that Warcraft 3 behaviors are insane for those cases and matching the insane behaviors might be prohibitively time consuming. It's easier if you just fix the model. But I don't know if that is the case for your model or not without having the file.
while setting up the registry keys for using the RMS ("Path" Registry Key: Not Found error).
Again, the registry keys do not matter. What matters is the CASC or MPQ designation inside the popup Window.
Can someone help me with this? I am trying to export some textures but this is what tells me. I save the file as what the file type is, file type .TIF
That texture editor is weird and is due for a software upgrade. At the moment, it decides what image format to save the file based on the extension that you type thing.blp and not based on the dropdown option you choose (such as typing thing in the box and choosing BLP, which is the not working case).
The previewer doesn't let me show the models whatever Im trying to edit.
The problem here is most likely that your computer is crack like your Warcraft 3, and on the old computer it is probably failing to support the new OpenGL version that I had to use for rendering shiny Reforged model shaders.

When you have an old computer that can't do newer OpenGL like this, probably the easiest solution is going to be finding an older version of Retera Model Studio that was written against the older OpenGL version and does not use programmable shader code. It might be possible to use wayback machine to get an old Retera Model Studio, maybe something like 0.4.2. The old version would use the old render functions and then only require OpenGL 1.0 or OpenGL 2.0 or something.

This is just a guess, though. Maybe your problem is simpler to solve than that. I'm not sure without more error information.
 
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No, I think there are two separate problems here. The "Path Registry Key" shown in Retera Model Studio does not matter. I left the key display there for users in case it helps them locate a legacy version of the game on their computer. It's a note for user information. The program does not actually use this setting. It only uses the settings you specify with the buttons.

Unfortunately, there is an issue in Retera Model Studio that seems to pop back up whenever I try to fix it. Basically, if you have Cyrillic alphabet installed on your computer, Java breaks and then the btnreplay-play.blp file path is changed to btnreplay <Cyrillic lowercase hyphen> play.blp which is a different string value and then it cannot resolve. Probably even if you change to the English version of Warcraft 3, you are still using the Cyrillic kind of Windows install and so it would still break. The way to fix this is a patch to Retera Model Studio itself. Maybe redownload the absolute latest 4.5 version and see if we fixed this in the code to process the Cyrillic alphabet.


Can you provide me the model file that has this issue? The code for how to render a Warcraft 3 model is not public. We only have the Ghostwolf remake, the Magos remake, the Mdlvis remake, and a few others. Nobody has the original code. So, that means that I cannot easily go and compare my code against some official source. Instead, if I am going to fix this bug, the easiest way is for me to look at an MDX file that renders different in Retera Model Studio than it does inside of Warcraft 3, at which point I can use that MDX file to identify where my node interpolation code is bugged. Especially if your model is missing start or end keyframes, it has been shown that Warcraft 3 behaviors are insane for those cases and matching the insane behaviors might be prohibitively time consuming. It's easier if you just fix the model. But I don't know if that is the case for your model or not without having the file.

Again, the registry keys do not matter. What matters is the CASC or MPQ designation inside the popup Window.

That texture editor is weird and is due for a software upgrade. At the moment, it decides what image format to save the file based on the extension that you type thing.blp and not based on the dropdown option you choose (such as typing thing in the box and choosing BLP, which is the not working case).

The problem here is most likely that your computer is crack like your Warcraft 3, and on the old computer it is probably failing to support the new OpenGL version that I had to use for rendering shiny Reforged model shaders.

When you have an old computer that can't do newer OpenGL like this, probably the easiest solution is going to be finding an older version of Retera Model Studio that was written against the older OpenGL version and does not use programmable shader code. It might be possible to use wayback machine to get an old Retera Model Studio, maybe something like 0.4.2. The old version would use the old render functions and then only require OpenGL 1.0 or OpenGL 2.0 or something.

This is just a guess, though. Maybe your problem is simpler to solve than that. I'm not sure without more error information.
can you show me the 0.4.2 version???
It would be awesome to make myself a golem faction :D
 
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How do I fix a program error?
"Retera Model Studio startup sequence has failed for two attempts. The program will now exit". Program version 0.04.4m.
 

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"Retera Model Studio startup sequence has failed for two attempts. The program will now exit"
There was a problem in 4.4 and 4.5 it seems that caused this issue for some configurations. I just updated 4.5j with some code that might hopefully address the problem. (You need to redownload to get 4.5j because there is no automatic update system.)
 
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Hello and sorry for interrupting, I am a novice user of RMS and have used this tool normally in the past few months.

My RMS version is V0.04.2 and im also use DemonReteraModelStudio 4.4.

Recently RMS has been prompting errors,after I re-install War3Reforged for about 2 weeks ago.

Other versions like 4.4m and 4.5j doesn't work eather.

I checked other people's similar questions,I guess it's caused by Warcraft updating?
 

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Hello and sorry for interrupting, I am a novice user of RMS and have used this tool normally in the past few months.

My RMS version is V0.04.2 and im also use DemonReteraModelStudio 4.4.

Recently RMS has been prompting errors,after I re-install War3Reforged for about 2 weeks ago.

Other versions like 4.4m and 4.5j doesn't work eather.

I checked other people's similar questions,I guess it's caused by Warcraft updating?
Yes, you are correct. Older versions of RMS might not work if your Reforged is updated, and vice versa.

If you attempt to update the Reforged, it probably overwrites anything, including all of your custom data, without a warning, which means that you'll have to redownload and reconfigure the RMS from the scratch.

As a big reminder: the CASC file structure of the game has been revamped by the time Reforged released a patches (I think). This also prevents you for using the RMS on non-Reforged Warcraft III with CASC (1.30 and 1.31), due to those versions still using the old CASC format.
 
due to those versions still using the old CASC format.
But then, why is 4.5j not working for this user?

Maybe @Dr Super Good would know? It sounds like this is a JCASC issue.

Unless @Addplayerone if D:\Warcraft III on your computer is some old version of Reforged, and not the latest version?

Do not worry about "Path" key not found. That is a note at the bottom that might be helpful to some users, but it doesn't matter. The real problem is a JCASC parsing thing, where it is failing to parse the Warcraft III that you have provided.

This either means your Warcraft III is a different format than my Warcraft III, or else you are allowing Battle.net to do an upgrade while trying to run RMS at the same time, or some other similar problem.
 

Dr Super Good

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I recall someone on discord running into pretty much the same error but the exact cause could not be found. My guess was a not-implemented checksum mismatch. The logic continues processing the data until another check, in this case checking the encoding key provided matches the encoding key guarding the file data, which throws the exception. I did implement the checksum check locally, but never pushed it to GIT.

JCASC does not support the BattleNet application modifying the local CASC storage while JCASC is trying to access it. If this happens you will likely need to restart the application, or at least instruct the application to reload the CASC archives. JCASC caches a lot of data about how data is stored in local storage, which becomes incorrect if the BattleNet application modifies the local CASC storage.
 
download older version
I have not carefully maintained a binary backup record, but if you navigate to the GitHub and compile the program yourself it has a commit history of changes across versions that spans the past 8 years. You can use git checkout nameofcommit with some nameofcommit from any point during those 8 years to build and run the version from that point in time.
 
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I have not carefully maintained a binary backup record, but if you navigate to the GitHub and compile the program yourself it has a commit history of changes across versions that spans the past 8 years. You can use git checkout nameofcommit with some nameofcommit from any point during those 8 years to build and run the version from that point in time.
I sent a pm on disscord, maybe you would check it there
 
This tool has been updated to version 0.4.5k which includes new features (Re-Link Bone, Delete LODs button) that assist in the following tutorial:

 
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The old Matrix Eater has a great animation transfer tool that has become crucial to my workflow. Now these last few days, it just refused to function. Maybe it'll work out, but now I am really interested, since I am not sure from the description and discussion - does the new version also include easy animation transfers?
 
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I have checked the latest version of Warcraft III, which is 1.36.1.21015. It seems that RMS cannot read the _hd.w3mod file of the latest version. I don't know if this is caused by the update to the latest version. However, when I switched to the previous version (1.36.1.20719), it became normal again. If users need to follow the latest version of Warcraft III, this is an issue that must be resolved.
 

Dr Super Good

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Blizzard seems to have changed something with the local CASC storage format. JCASC is failing to process some files.


The following files cannot be processed by JCASC at the moment. RMS should not be trying to process these, but it could be an indication that other files might end up in a similar situation.
Code:
x86_64\clientsdk.dll
x86_64\world editor.exe
x86_64\warcraft iii.exe
 
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does the new version also include easy animation transfers?
Yes. Retera Model Studio was designed to supercede Matrix Eater in every way. If you find that it is missing something, let me know and we can fix it.
 
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Yes. Retera Model Studio was designed to supercede Matrix Eater in every way. If you find that it is missing something, let me know and we can fix it.
Maybe you've already seen my post, but I can't help but @-mention you.
 
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Retera's Model studio isn't even running a first time start up for me. It just its not working, i copy pasted it into the warcraft III folder, and the warcraft III users/documents folder, nothing. Can i have some help? I don't know how to open this.
 
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isn't even running a first time start up for me.
Another guy reported the same issue recently on Discord but I didn't hear back about whether he was able to gather additional debugging information. I don't know more about why you guys are experiencing this issue.

Have you ever run it previously on the PC in question? (I'm curious if there's some issue with a Retera Model Studio caching config, or if it's something new.)

Settings files are typically in C:\Users\<name>\AppData\Roaming\ReteraStudio and its safe to entirely delete them to make sure no UI stuff is getting kept from a previous version.

But, assuming you guys have never run the program on these computers before, maybe it's a different issue, such as a Windows version thing. I told the other guy to try running .\bin\drms.bat directly from CMD to see if there is any debugging output in the CMD window. I don't know if you know how to do that, but if you can figure it out, it might be a way to gather additional information.
 
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How do I fix it? In all versions I have this problem.
 

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How do I fix it? In all versions I have this problem.
It seems that you have a good security setting that is not permitting Retera Model Studio to access the network adapters of your computer. That's a good security setting. Do not give access for Retera Model Studio to communicate with the network adapters of your computer; it does not need to do so.

The problem here may be due to the particular Java installation being used. In order to load an image file in Retera Model Studio (maybe the MPQ icon shown in the data wizard) the computer decided to access the network adapters. it seems that maybe the computer was using the network adapters to access information that the Java Standard Library believed would be "more random" than if it created information on its own. In general, I do not care the randomness of the file name of the MPQ icon and you should not care either.

If this problem persists, the best solution is to upgrade Retera Model Studio so that it does not touch the network adapters at all during the launch process, because Retera Model Studio is not a network application and should not need the internet for any purpose. There is no automatic update system, and so there is no reason for it to communicate with the network.
 
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It seems that you have a good security setting that is not permitting Retera Model Studio to access the network adapters of your computer. That's a good security setting. Do not give access for Retera Model Studio to communicate with the network adapters of your computer; it does not need to do so.

The problem here may be due to the particular Java installation being used. In order to load an image file in Retera Model Studio (maybe the MPQ icon shown in the data wizard) the computer decided to access the network adapters. it seems that maybe the computer was using the network adapters to access information that the Java Standard Library believed would be "more random" than if it created information on its own. In general, I do not care the randomness of the file name of the MPQ icon and you should not care either.

If this problem persists, the best solution is to upgrade Retera Model Studio so that it does not touch the network adapters at all during the launch process, because Retera Model Studio is not a network application and should not need the internet for any purpose. There is no automatic update system, and so there is no reason for it to communicate with the network.
What can I download to fix this problem once and for all?
 
What can I download to fix this problem once and for all?
A different operating system than Windows XP.
The problem is that the Windows XP bindings of the network interface logic here:

Is throwing an instance of java.lang.Error rather than an exception. But as we see here, in the code for the JDK17:

Currently the JDK17 has this kind of bug that when they use the local network interfaces as a kind of hack to get "random" information, they try to ignore any possible errors since the actual network is not needed. But they do not account for Error objects rather than Exception objects, and so you get this problem BUT ONLY ON WINDOWS XP probably.
If you must use Windows XP, then the solution is to use the source code of Retera Model Studio from here:

The actual source code of Retera Model Studio does not include this bug that you are facing.
Rather, the problem is that I created the EXE download for Hive using a Windows 10 or Windows 11 computer and the result is that the tool includes a preset version of Java -- the Eclipse Temurin JDK 17 -- packaged in a way that targets Windows 10 or Windows 11 computers. When you use a computer that is older than this, it may be the case that the provided JDK17 binding is no longer the correct one.

So even though the code of Retera Model Studio does not need to change, in this case you want to change which Java install you are launching with so that you do not use the provided stuff in the download here on Hive Workshop. Instead, use some Java install that is specific to your system -- such as a Windows XP compatible JDK17 for you.

I don't know if Windows XP compatible JDK17 builds exist. It is possible that they do not exist. I live in the United States in the year 2024, but Windows XP reached its end of life for updates and support on April 8, 2014. As such, Windows XP has been an unsupported system for 10 years, and I do not know anyone who uses it. Therefore, I cannot further help you if you are on Windows XP because I have no equivalent machine to test with.

I run Retera Model Studio on many Linux versions, and if you run the source code, it runs fine on most of them.

I do

Code:
git clone https://github.com/Retera/ReterasModelStudio
cd ReteraModelStudio
chmod +x gradlew
./gradlew run
And this is usually enough to download and run Retera Model Studio on any Linux computer where Java 17 is installed. Maybe you will need to sudo apt install openjdk-17-jdk first before running the other commands that I listed above. Because I can freely install Linux on any computer, and run Retera Model Studio on that computer in 5 commands, my incentive to support Windows XP is quite low. However, I do have a sense of nostalgia that perhaps the computers were better 10+ years ago and that Warcraft III on Windows XP was a pleasant experience. So, in the end, I suppose that I wish you well even though you may struggle to solve this problem.
 
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