• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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 0.4.5m2a (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

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,287
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.
The file cached image input stream seems to be using a secure random source to generate its temporary file names, which wants to seed itself with entropy possibly sourced from the internet but definitely involving looking up network adapters. This is likely an enterprise level security feature as it prevents other applications from guessing the file path of temporary files, or revealing other RNG properties of the system.

This seems to be a Java standard library sourced issue. The solution would be to move away from file cached image input stream to either a custom implementation, possibly backed by memory, or an alternative approach to processing images.
What can I download to fix this problem once and for all?
I would suggest letting Java/RMS access the internet if possible. If you do not have an internet connection I would hope the call fails gracefully and just generates some less secure seed to use as a file name. If you block access to the internet it might be causing other errors, such as security related ones, to propagate resulting in the error.

If this is caused by a lack of an internet connection on the system, rather than the application being blocked, then this would be a Java standard library bug.

If you are using Windows XP, I recommend updating to Windows 10 or consider moving to Linux. It seems the last supported version of Java for Windows XP is Java 7, so Java developers really cannot be expected to support that operating system.
 
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support for RLE compressed (TGA)
I use an old Tga parser that if I recall was written by a user who at the time was called OgerLord. I did not write it; per the credits, it was used as-is.

Do you by chance know of an already-existing Java TGA parser? Switching it out might be quite easy if a better one exists.
 
Level 3
Joined
Dec 4, 2017
Messages
12
I use an old Tga parser that if I recall was written by a user who at the time was called OgerLord. I did not write it; per the credits, it was used as-is.

Do you by chance know of an already-existing Java TGA parser? Switching it out might be quite easy if a better one exists.
TRMS seems to support RLE (TGA), but I like using yours because it's easy to use, and also because the latest version of TRMS doesn't render the particle emitter correctly for me.
 
Level 1
Joined
May 27, 2024
Messages
2
It would be nice to be able to observe the 3d model in the View state like Magos' War3 Model Editor.

War3 Model Editor was able to accurately observe the model with the camera by entering the numerical value of the xyz angle.

Retera's Model Studio is already excellent in every way, but it would be perfect if it could even move the camera in detail.
 
Level 1
Joined
May 22, 2024
Messages
3
I'm having a bit of an issue that I'm hoping someone can help with. I can view any animation of any given unit just fine except for birth. None of the units seem to have a playable birth animation. Any idea what's going on there?
 
I'm having a bit of an issue that I'm hoping someone can help with. I can view any animation of any given unit just fine except for birth. None of the units seem to have a playable birth animation. Any idea what's going on there?

Which units? I believe only buildings and summoned units have a birth animation.
 
Buildings.
The model preview of Retera Model Studio copies a lot of code from the "View in 3D" button on Hive, but on thing that it does not copy is model links. So, basically if a model doesn't include the birth animation inside its geometry, and instead spawns the birth animation from a file path, then Retera Model Studio does not spawn that model from that other file path into the 3D scene when viewing the animation. There are some technical details, but basically I didn't really write Retera Model Studio to spawn other 3D models into the viewer when we are editing a model.

That is not likely to be patched anytime soon, although a skilled developer could potentially patch it if they really wanted to. I am out of date on the status of @twilac fork of Retera Model Studio, so maybe they have introduced this multiple-3d-model-preview idea in their fork of the code.

I do not know if you follow my other projects, but as you can see here there is a separate codebase/project that I created with a bunch of code copied from Retera Model Studio regarding War3 file loading and stuff, but where I copied the "View in 3D" button from Hive more directly, including the more advanced concepts of a 3D scene that allow rendering more than one model at a time. And that's how I can do Retera Model Studio-game-engine videos like the one at that link, where I render many models at the same time with a camera in the sky so it looks like I'm playing a game. But because I did a direct copy of the viewer, I didn't bother to add model editing functionalities to this advanced version of the tech, so I was using it in a different way than Retera Model Studio despite the shared roots.
 
Level 1
Joined
May 22, 2024
Messages
3
The model preview of Retera Model Studio copies a lot of code from the "View in 3D" button on Hive, but on thing that it does not copy is model links. So, basically if a model doesn't include the birth animation inside its geometry, and instead spawns the birth animation from a file path, then Retera Model Studio does not spawn that model from that other file path into the 3D scene when viewing the animation. There are some technical details, but basically I didn't really write Retera Model Studio to spawn other 3D models into the viewer when we are editing a model.

That is not likely to be patched anytime soon, although a skilled developer could potentially patch it if they really wanted to. I am out of date on the status of @twilac fork of Retera Model Studio, so maybe they have introduced this multiple-3d-model-preview idea in their fork of the code.

I do not know if you follow my other projects, but as you can see here there is a separate codebase/project that I created with a bunch of code copied from Retera Model Studio regarding War3 file loading and stuff, but where I copied the "View in 3D" button from Hive more directly, including the more advanced concepts of a 3D scene that allow rendering more than one model at a time. And that's how I can do Retera Model Studio-game-engine videos like the one at that link, where I render many models at the same time with a camera in the sky so it looks like I'm playing a game. But because I did a direct copy of the viewer, I didn't bother to add model editing functionalities to this advanced version of the tech, so I was using it in a different way than Retera Model Studio despite the shared roots.
Hmmmm. So, how would one go about editing the birth animation of say a Farm without being able to see it in the program? I've seen some Youtube videos that are able to fully see these animations within Retera which leads me to believe something is amiss on my end.
 
Are you editing the Reforged farm or the classic farm? Reforged farm uses a linked model, but on classic only Undead and Night elf use linked models, if I recall. So that could be one cause of the difference.

If you need to edit the linked model, you can open that other model from its other file path using Retera Model Studio, save your changed version, then change the model's filepath link to refer to your modified birth animation
 
Level 1
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Jun 3, 2024
Messages
1
I am in love with this program; it's exactly what I've needed for a project I'm working on!

I do have one question though (sorry if it's been answered; I'm new here and this is my 1st comment):

How do I access the DLC models, i.e. female Demon Hunter/Death Knight, Daughter Of The Sea Jaina, King Arthas and Corrupted Cenarius? All I need are Corrupted Cenarius' model and animations.

Thanks in advance, and keep up the amazing work!
 

Ardenaso

HD Model Reviewer
Level 34
Joined
Jun 22, 2013
Messages
1,950
I am in love with this program; it's exactly what I've needed for a project I'm working on!

I do have one question though (sorry if it's been answered; I'm new here and this is my 1st comment):

How do I access the DLC models, i.e. female Demon Hunter/Death Knight, Daughter Of The Sea Jaina, King Arthas and Corrupted Cenarius? All I need are Corrupted Cenarius' model and animations.

Thanks in advance, and keep up the amazing work!
 
How do I access the DLC models,
If my remake of the "unit data" does not show it, click on "Data Browser" rather than "Unit Browser" tab and this should show a list of all game files, rather than a curated list of unit objects. This will include the "hidden files" linked by Ardenaso above.
 
Level 6
Joined
Jun 20, 2019
Messages
106
hi, i recently downloaded the tool and use it in reforged graphic, but i dont know why all my models become black, please help me fix the issue and here the problem
 

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Level 10
Joined
Dec 17, 2011
Messages
355
Hi!! :)
I've donloaded the Reteras studio and the version 4.4 would give me multiple error messages on open so I sticked to the 4.5 that gave non!
Until I tried to open .obj files that I have just exported via wow.export!


error.JPG


I reinstalled Java, the Visual C++ but It havent changed!
There is just so much going on in the error massage I cant figure it out myself!

I'd really love to use this software so I'd appreciate some help!

Thank you!
 
Level 1
Joined
Sep 1, 2013
Messages
1
Amazing work!
I would still like to suggest a few possible feature requests:
1. Link the .mdx extension so that it can be opened with a double-click.
2. Drag and drop a file into the window to open it.
Regardless, thank you for the efforts in contributing to the community!
 
Level 15
Joined
Jun 9, 2008
Messages
308
Hi!! :)
I've donloaded the Reteras studio and the version 4.4 would give me multiple error messages on open so I sticked to the 4.5 that gave non!
Until I tried to open .obj files that I have just exported via wow.export!


View attachment 485408

I reinstalled Java, the Visual C++ but It havent changed!
There is just so much going on in the error massage I cant figure it out myself!

I'd really love to use this software so I'd appreciate some help!

Thank you!
For me it's also super weird - I worked with Retrea all day, and it worked perfectly fine, and suddenly this afternoon, no more imports are possible; and it's all from the simple bare bones single anim transfer to the "import" option in retrea - now every time I try I get some version of:
Warcraft installation archive reading error occurred. Check your MPQs.
war3.mpq:
java.nio.file.NoSuchFileException: C:\Users\[Me]\war3.mpq

Or:
Unknown error occurred:
java.lang.NullPointerException: Cannot read field "source" because the return value of "com.hiveworkshop.wc3.gui.modeledit.ImportPanel.shellFromObject(Object)" is null
at com.hiveworkshop.wc3.gui.modeledit.ImportPanel.initVisibilityList(ImportPanel.java:1537)
at com.hiveworkshop.wc3.gui.modeledit.ImportPanel.<init>(ImportPanel.java:509)

Again, just an hour ago everything worked fine... Tried restarting my PC and reinstalling retrea, to no avail.

Also doesn't change with what model file I use and where it is saved.

EDIT: Ah, it's a known issue I see.
What just shocked me was how suddenly it stopped working... I'll see if any of the previous replies are gonna help me.
 
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Level 2
Joined
Aug 29, 2018
Messages
16
Retera, good afternoon. Please, I need your help. I'm dragging new models into the old warcraft. There were problems with the lighting. When you click on a new model in the old warcraft, shadows disappear all over the map. I'll attach screenshots. Is there any way to solve the problem?
01.jpg
02.jpg
 
Level 34
Joined
May 14, 2021
Messages
1,601
Retera, good afternoon. Please, I need your help. I'm dragging new models into the old warcraft. There were problems with the lighting. When you click on a new model in the old warcraft, shadows disappear all over the map. I'll attach screenshots. Is there any way to solve the problem?View attachment 491892View attachment 491896
Idk about this kind of problem. I have a zero interest when it comes to WC3 modding.
Considering that custom models you are currently using in the screenshots (trees, units, etc), it can be assumed that you have a hacked/modded version of the game (you are playing the game from ICCUP client on 1.26 version), which surely not related to the RMS' issues.
 
Level 1
Joined
Aug 25, 2023
Messages
1
Hi @Retera , lately trying to make use of RMS again - huge fan btw ^^ - however, there is something i simply need to ask you - when on when will you make a new release where we're able to edit our own hotkeys? I'm a CAD dev, and lately ever since i started to use the hotkeys there, well, i just miss the good old option to choose this myself xD

On another note, you say in description here that u can use asdf and qwer (if i see correctly ^^) - but there are other hotkeys, right? Im thinking of "CTRL+SHIFT+W" (which i had to learn from a friend that helped me out to start using RMS actually ^^')...

what im trying to say is - besides tooltips missing and custom hotkeys to change on our own and possibly a smaller list of hotkeys and what they do etc? That is what im primarily looking for... cuz if u had that, im sure it would be even waaaay better to try out the RMS for editing purposes when you know what hotkey options you have (for the moment being dat is)

I hope my english made sense ^^'

But other than that - from what ive been testing, it seems pretty good

Can't wait for next update :D
 
Why does saving the model in obj format result in errors?
The error message "has not been coded yet," means that the function doesn't exist. It is an error because we cannot do what we do not know how to do. I was only modding Warcraft and not other games, so I did not bother to make code to save into other formats. OBJ is only on the dropdown because it is used in "Open," and not "Save." Otherwise, it does nothing. I forget if maybe the Twilac fork fixed this with jassimp.
s there any way to solve the problem?
01.jpg
Yes there is a way to solve the problem. Do not include Light emitter objects in Portrait files. Yes I wrote the converter that makes 2002 game files to look like 2020 art. But I don't care much about it. It was originally created to make memes and show how Reforged files don't fit the original game well.

Light Emitter nodes (like a torch, glowing infernal, etc) are the same format on Reforged and classic. But on Reforged they added a lot of them in portraits to make it too fancy, instead of just coding a light to apply to all portraits equally like in classic. So, when something is formatted the same in Reforged and classic like that, I don't touch it. I just leave it there to bother you because I didn't really care. But you can delete it, or you can download the code of Retera Model Studio and change the Convert button to delete this always in all models that you convert.
when on when will you make a new release where we're able to edit our own hotkeys? I'm a CAD dev, and lately ever since i st
I do not know if you followed it but in 2020 mostly I stopped working on Retera Model Studio in parallel with the release of Reforged. I come back now and then like a holiday. But this program is fully open source. Anyone can download the code and modify it to make their own version. So for four years from 2020 to 2024, while I was doing almost nothing, Reforged modders who wanted a better program kind of went off and made their own version. The code inside is totally different and there's basically no hope of combining it with the program you can download on Hive.

I disagree with a couple of their design decisions and stuff they broke so I keep using my version that is available on Hive but really their Twilac fork is like 4 years ahead. I think I tried it a couple of years ago and it had customizable hotkeys like you are asking for. They also have 3D editing and buttons to control all the parts of the model for people who need convenient GUI, and whatever else. Obviously a lot of work went into that. Maybe it's worth looking for, for you.

Instead of doing all that, I repurposed the code of Retera Model Studio to make a game engine as you may have heard. By using this technology to simulate the game itself in my code instead of a single model, I am no longer constrained by any Reforged or complaints warcraft 3 players have about their game, allowing me to ascend into programmer heaven and leave you all behind. I already did that years ago at this point. It's the perfect foil, causing me to have very little reason to care about whatever.

So, maybe just get the Twilac fork and have a community design instead of the work of one person, so that one person isn't a single point of failure.

(Instead of making custom hotkeys for you, in my weekends I was trying to figure how to remake Divine Shield and Mass Teleport on LibGDX game engine, as external scripts written in JASS so that when I make Retera World Editor then I can edit the JASS script file fo each ability along with its stats. I started going where you all cannot follow, I guess, because you don't want to, or else know how and I didn't leave a roadmap.)
 
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Да, есть способ решить эту проблему. Не включайте объекты-источники света в файлы портретов.Да, я написал конвертер, который превращает игровые файлы 2002 года в изображения 2020 года. Но мне это не очень важно. Изначально он был создан для создания мемов и демонстрации того, что файлы Reforged плохо подходят для оригинальной игры.

Узлы излучателей света (например, факел, светящийся инфернал и т. д.) имеют одинаковый формат в Reforged и в классической версии. Но в Reforged их добавили на портреты, чтобы сделать их более вычурными, вместо того, чтобы просто добавить свет ко всем портретам, как в классической версии. Поэтому, если что-то имеет одинаковый формат в Reforged и в классической версии, я не трогаю это. Я просто оставляю это, чтобы побеспокоить вас, потому что мне всё равно. Но вы можете удалить его или скачать код Retera Model Studio и изменить кнопку «Конвертировать», чтобы удалять его во всех конвертируемых моделях.
1729188681263.png

Retera, how do I make these places transparent?
 
An SD material can be transparent with a TeamColor layer beneath, or without a TeamColor layer beneath. It is a simple system

If you are fine with the white color, you can right click and use "Split Geoset" to isolate the shoulder pad/top of hood, then change material on this new geoset to use the Transparent material (rather than the Blend + TeamColor material). If there is not such a transparent material, you can make one.

If you want shaped team color on the edge, create geometric triangles in the desired shape.
 
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then change material on this new geoset to use the Transparent material (rather than the Blend + TeamColor material). If there is not such a transparent material, you can make one.
how to do it? I have not found where to change the material on the new geoset
 

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错误消息“has not been coded yet”意味着函数不存在。这是一个错误,因为我们不能做我们不知道怎么做的事情。我只是修改魔兽,而不是其他游戏,所以我没有费心使代码保存成其他格式。OBJ只是在下拉列表中,因为它是在“打开”而不是“保存”中使用的。否则,它什么也不做。我忘了Twilac fork是否用jassimp修复了这个。

是的,有办法解决这个问题。不要在肖像文件中包含光发射器对象。是的,我写了转换器,使2002年的游戏文件看起来像2020年的艺术。但我不太在意。它最初是为了制作迷因,并展示如何重新伪造的文件不适合原来的游戏。

光发射器节点(如火炬,发光地狱等)是相同的格式的重新锻造和经典。但在Reforged上,他们在肖像中添加了很多,使其过于花哨,而不是像在经典中一样,仅仅编码一个光适用于所有肖像。所以,当一些东西是相同的格式在重新锻造和经典这样,我不碰它。我只是把它放在那里打扰你,因为我真的不在乎。但是您可以删除它,或者您可以下载Retera Model Studio的代码并更改Convert按钮,以便在您转换的所有模型中始终删除它。

我不知道你是否遵循它,但在2020年,我停止了Retera模型工作室的工作与refored的发布并行。我偶尔回来,就像度假一样。但这个程序是完全开源的。任何人都可以下载代码并修改它,使自己的版本。因此,从2020年到2024年的四年里,当我几乎什么都不做的时候,那些想要一个更好的程序的改装者们离开了,制作了他们自己的版本。里面的代码是完全不同的,基本上没有希望将它与你可以在Hive上下载的程序结合起来。

我不同意他们的一些设计决定和他们破坏的东西,所以我继续使用我的版本,可以在Hive上使用,但实际上他们的Twilac fork是4年前的。我想我尝试了几年前,它有定制的热键,就像你要求的。他们也有3D编辑和按钮来控制模型的所有部分的人谁需要方便的GUI,以及其他任何东西。很明显花了很多功夫。为了你,也许值得一去。

我没有做所有这些,而是重新利用Retera Model Studio的代码制作了一个游戏引擎,正如你可能听说过的那样。通过使用这项技术在我的代码中模拟游戏本身,而不是单一的模型,我不再受制于魔兽3玩家对他们游戏的任何重新锻造或抱怨,让我升入程序员天堂,把你们都抛在身后。几年前我就这么做了。它是一个完美的陪衬,使我几乎没有理由去关心任何事情。

所以,也许只要得到Twilac叉子,有一个社区设计,而不是一个人的工作,这样一个人就不会是一个单一的失败点。

没有为你定制热键,在我的周末,我试图计算如何在LibGDX游戏引擎上重新制作神圣之盾和大规模传送,作为用JASS编写的外部脚本,这样当我制作Retera World编辑器时,我就可以编辑每个技能的JASS脚本文件及其属性。我开始去你们都不能跟随的地方,我猜,因为你们不想,或者知道怎么做,我没有留下路线图
Thank you for your reply, so I would like to ask how to import the model into 3Dmax for editing
 
Maybe find a version of BlinkBoy NeoDex updated for the version of 3ds Max that you use. Maybe "Taylor Mouse" 3ds max script.

I dont know if Taylor Mouse script works on v1100 or if it is only v1000. But if it requires v1000 then you can use Retera Model Studio and change version number and resave, and it will change MDX formatting to match version header.

In the year 2022, all MDX files in Warcraft III changed format again -- like the change from Classic to Reforged happening over again. So you can either (1) convert model backwards on Retera, or (2) find an update to 3ds Max Importer made in the last 2 years.


Edit: Maybe this? GitHub - TaylorMouse/warcraft_III_reforged_tools

(I am repeating what other people said to me. I did not actually try this. I do not have 3ds Max on my computer, anymore, because I was too cheap to pay for it.)
 
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1729764126695.png
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Retera, it's a brain explosion. I don't understand why the lower part of the geoset is displayed normally. And the upper ones are incorrect. Please tell me as an expert in this matter. I've tried everything. And by the way, team Color is superimposed on this lower part (in the second photo)
As I understand it, the problem is not in the texture and not in the alpha channel, but with the model itself :hohum:
 
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The computer monitor is a lot of pixels. This is like a litebrite machine.

1729967233694.png

I played with this when I was a kid. You can draw a picture by picking what color to put in each place.

The computer monitor is an automatic version of the same thing. But instead of picking which light bulb to put at each hole, it has 3 light bulbs. They are RED, BLUE, and GREEN. So if you put 100% power to red, and 100% power to green, and 0% power to blue, then the output for that hole is YELLOW. Because it is GREEN and RED light at the same time, and that looks YELLOW.

ColorMix.png


This is pretty smart. So we can make all the colors on a mini color wheel using ON (100%) and OFF (0%).

ThreeColor.png


But then the people got even smarter. Instead of using ON and OFF, we can use fading lights, like the fancy ones if you have ever seen that, where giving less ELECTRICITY to the light will cause less BRIGHTNESS.

This allows us to make a whole lot more colors. For example, we can have 100% RED, but only 25% GREEN and 0% BLUE. And now it makes orange instead of yellow!

Orange.png

And we can apply that to create 255 shades of green, times 255 shades of red, times 255 shades of blue, for a total of 16581375 different colors we can choose to show in that one single pin! Wow! It's better than a litebrite machine!
FadedLight.png


So, the way I think about you problem requires understanding how Warcraft III, and Retera Model Studio, and all these things are instructions for the advanced "litebrite" like machine for what to show.

The problem you are having is that the Reforged machine works differently by 20 years than the Warcraft III machine.

1729969229108.png


So above are some examples of how the Warcraft III machine (2002) decides the final color for these pixels. There were some different functions in the graphics card at the time, and the computer could pick one of the functions. "Add" was one of the functions, like in the picture above. But "overwrite unless alpha" that I tried to show above is also one of the functions. (It is not actually called this in the technology, I made up that name as an example.)

The math behind it is slightly more complicated than overwrite unless alpha, but we could think of it like a function. If we are just adding, then obviously we could say the color X at the target point is X = Y + Z where X, Y, and Z are 3-part vectors where each part is a number to represent how much ELECTRICITY we put in RED, GREEN, or BLUE at that hole on the screen. In this case, Y is the previous color value on the screen (red team color), and Z is the new incoming color value from the Grunt file, at that indicated coordinate.

In a similar way, the function getting used for this "alpha" related stuff adds a fourth invented number that exists in the computer but obviously is not actually on the screen at the end.

Sometimes we could almost express that like the following, but maybe that is confusing:
X.xyz = Y.xyz * (100% - Z.a) + Z.xyz * Z.a

So, for example, if the Grunt file has {100%, 50%, 0%, 100%} for the new Z value, then the first three are used to mean orange, and the last one is used to mean that it completely blocks out what is behind it, if we use this particular math function for combining new data. Then, assuming we have some {Y.x, Y.y, Y.z} that are the previous color at that spot, the math would be:

Then X = {Y.x * (100% - Z.a) + Z.x * Z.a, Y.y * (100% - Z.a) + Z.y * Z.a, Y.z * (100% - Z.a) + Z.z * Z.a } or if we insert our example numbers:

X = {Y.x * (100% - (100%)) + (100%) * (100%), Y.y * (100% - (100%)) + (50%) * (100%), Y.z * (100% - (100%)) + (0%) * (100%) }

or if we then evaluate:

X = {100%, 50%, 0%} and so it is the exact color from the Grunt texture. But if we put a different input to the function, such as {100%, 50%, 0%, 0%} for the new Z value data, then the output is the team color. That is, the solid red, which was Y in this equation.

So the result is that in this mode, the machine composes the "player color" by using two layers -- the color beneath that is a simple solid color, and the layer on top that uses the hardware pipeline.

And, in the 2002 version of the hardware there was only this simple function, available in each Graphics Card hardware, for the computer code to execute.

But on the Reforged they use a new hardware design that allows us to have programmable shaders. This means that the fundamental math to decide the color used can be specific to the game program and send into the hardware, then run on every single pixel on the screen separately.

So in the Reforged version of this, the texture data has more numbers. Where the old 2002 system would have a texture file with {100%, 50%, 0%, 100%} for the Grunt in the manner I suggested above, Reforged has more numbers for every pixel of the surface. To reiterate, the old game texture for Grunt was 256 x 256 cells, and each cell would be like this:

Red=100%
Green=50%
Blue=0%
Alpha=100%

(Above describes and orange cell.)

However, the 2020 Reforged program sends its own instructions to the hardware for every pixel and so it can do more advanced math. And so the Grunt texture in the Reforged system, in each cell, has the data available in the following format:

Red=100%
Green=50%
Blue=0%
Alpha=100%
TeamColor=0%

If you have followed me so far, and you can imagine replacing X.xyz = Y.xyz * (100% - Z.a) + Z.xyz * Z.a with a new more complex equation that uses Z.t where t is the % of Team Color, then you will understand what is happening in Reforged. Maybe that math function would be something like:

X.xyz = Y.xyz * (100% - Z.a) + (Z.xyz * (100% - Z.t) + C.xyz * Z.t) * Z.a

... That is assuming some new vector C whose values are {100%, 0%, 0%} meaning solid red, that is the team color vector. So then every pixel of the texture file has a corresponding TeamColor-ness value Z.t which is included in the math function to decide color separate from the transparency data Z.a for that pixel.

And that is why it is impossible to express the Reforged graphic file as a Classic graphic file!

1729972511836.png


So in the above case, Retera Model Studio knows the programming difference of the two systems. I can make a file that loosely matches how you want the thing to look, and we can put alpha on there or not, but we can never put both alpha and team color-ness in each pixel. This kind of tattered-but-player-color thing is not possible on the 2002 math function.

So I understand what you want. Obviously, I was able to change the code of Retera Model Studio to match Reforged so it would even render how you want!

1729973408246.png


But this render is loading 5 numbers for the tattered red surface, and there is both a transparency number "alpha" and a TeamColor-ness number!

1729973525577.png

So it can render in the way shown above, even though, like in this picture, the triangles of the "tattered-red" surface have no tatter data! They are a wide, over-estimate shape!
1729973598987.png


Or, shown in isolation:
1729973725465.png

1729973711931.png


On the 2002 system, there is not a math blend function for painting both holes in the shape and also color that changes by player! They are one and the same -- color that changes by player is a hole to another layer underneath, that is a simple solid color of the color that changes by player.

By contrast, if we think about "tattered" shapes on the old 2002 system, such as this one:
1729974389139.png





Even if we turn off the texture, this thing has holes it in that are shaped by the TRIANGLES part. That is a simpler, older technology.




So, if you want your shape to have both holes and also be red, then if you understand what I am saying, as an artist you should change the triangular formation to construct a shape that will have both holes and also be red.
 
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now I understand what triangles you mean. I suffered when I was looking for a solution to this problem and tried everything, but without success. Thank you for this detailed answer. I felt like a student at a lecture. You are a real professor in this aspect:piru:
 
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damn. In practice, it turned out to be quite different. When the triangles change, the texture stretches like plasticine :cry:
 
how can i hide 2nd weapon when 2nd attack is not active?
Here is the question thread:
 
Hello author. The model modified by your UV tool cannot be used as a map destructible object and will turn into green squares. If this modified model is used to make units, it will display normally. Can you fix this bug?This is the model modified using your UV tool.
 

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