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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
another version of MDX
Yeah it's another version of MDX. It's a performance enhancement mostly for HD models, so that they have HD layers instead of HD materials.

Back when I played the PTR when it was live, the edits made for this change caused visual bugs even for some ingame models on Classic graphics, though, such as non-static TextureID on Layer chunks not being read by the game engine from any model version. We'll see if the private testing Blizzard has been doing fixed that -- if not, models like naga birth animation and others may continue to look visually broken ingame, as reported by @BogdanW3 on the Reforged forums. In the Retera Model Studio, I will continue to honor animated TextureID with my previewer -- both to support older versions of Warcraft 3 where the classic graphics work properly, and perhaps to encourage Blizzard to fix it (if they haven't already fixed it internally).

But Bogdan also provided me with the new format specs he had been researching, which is why a new version of RMS 0.4 will probably be available as soon as the patch releases.
 
Yeah. At first I was thinking I would release the PTR-compatible version as the new version on Wednesday when Blizzard (probably prematurely) releases Patch 1.33 into production. But then I thought, ahh, what the heck? If other people use it and report anything useful while I'm trying to update it for 1.33, all that does is increase the likelihood of something getting fixed.
 
Level 4
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Messages
319
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
Retera is the "Skull" in Wc3 modeling, he is a true hero to modelers. Reforged owes him a lot for helping to revive the game's mods and even helping to win over some newbie users, not least for its ability to provide a wide variety of changes to the HD mode.
Those who only use professional platforms, which are heavy and slow, must be amazed when faced with this work, after all, in a few minutes we produce rough changes, which we would only achieve within several hours in other places.

PS. I hope your tool becomes lighter, more practical and even more powerful. There is always room for further improvement. I think that the animation editing part needs better manipulation between frames, who knows in the future the editing of the geosets points may also have new features, being able to facilitate 3D resizing, as already exists in the possibility of three-dimensionally orbiting the model using the MdlVIS tools.. Congratulations are more than deserved! Please continue. Thank you RMS!
 
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Level 3
Joined
May 23, 2022
Messages
18
Recommend Racaf for you this one can read source code in .JAR file it easy to read and easy copy to .JAVA in eclipse
JM2lib in JM2converter have WC3 format class SC2 format class WOW format class

Racaf can decompile and edit Class file in .JAR
save Class file (Control + S to Save editing code)
normally can't read or save bytecode like this

Recaf GitHub - Col-E/Recaf: The modern Java bytecode editor
main-anim.gif
 
Retera's Model Studio is open source
Seems like maybe CediFly is using a translator and having trouble communicating with us, but if I had to guess he means to suggest that I should decompile one of the World of Warcraft model loaders that was written in Java -- but was closed source -- and then shovel that code into Retera Model Studio so that he could open World of Warcraft models in the Retera Model Studio.

That would be not unlike the kind of thing other people had requested before. It just generally hasn't interested me, because I know that World of Warcraft is always changing in patches and so any model loader will quickly become out of date for that game, so it would just be a giant headache for me to deal with probably.
 
Level 3
Joined
May 23, 2022
Messages
18
You kidding me ,Nah yeah nah No I'm not use translator or anything ,About open source Retera's Model Studio I don't think other can modify this program this is really complete
 
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I don't think other can modify this program this is really complete
There is an entirely separate version of Retera Model Studio that has been updated and maintained by other users that they call Twilac Retera Model Studio. It doesn't even use the same MDX parser. It has become quite different recently.

 
Level 3
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May 23, 2022
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18
I think load format and special features like plugin outside main program (plugin folder for that) I think it easy to update format and feature (lot format and special features code free on github) ,MAX format MAYA format Blender format ,sc2 format is acceptable but I think avoid world of warcraft is better more than ,wow isn't creative content RTS game same as WC3 and SC2,
JM2Converter can import most of model without problem only character can't that be load just wait someone update that but not in this program I pretty sure If do in same program it will cause problem ,JM2Lib better it have SC2 format
 
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Dr Super Good

Spell Reviewer
Level 64
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Messages
27,198
I think load format and special features like plugin outside main program (plugin folder for that) I think it easy to update format and feature (lot format and special features code free on github) ,MAX format MAYA format Blender format ,sc2 format is acceptable but I think avoid world of warcraft is better more than wow isn't creative content RTS game same as WC3 and SC2,
Different model formats support different features so a plugin to load a model might not be able to import all the features as what it can import would be limited by the plugin API that is being used. Also for a plugin to exist someone would need to make it, possibly wrapping existing libraries.
 
Level 3
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Different model formats support different features so a plugin to load a model might not be able to import all the features as what it can import would be limited by the plugin API that is being used
Alright I clearly understand ,Your work is awesome anyway
 
This bundle has been updated. The 0.04.4 version has been upgraded to 0.04.4b to possibly fix a bug related to saving Classic "SD" models that was introduced in the changes (to support Patch 1.33), and I removed the "Demon" and "PTR" tags from the program naming so that it is clear that this will eventually probably become the only version of the program in the future.

Edit: I also added an option in the settings menu on 0.04.4b that allows users to check a box (and then restart the program) that might automatically "fix" a visual issue some users are experiencing on Windows systems that causes visual artifacts in the Java Swing UI part of the program.
 
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Hey I recently downloaded the Tool again because other one was outdated and I couldn't really do modding due to getting Errors on the old one so I tried doing modeling on the New One but I can't cut and Delete the Points and stuff like that.
 
I can't cut and Delete the Points
Did you try clicking in the 2d edit views first before doing this? I changed it so that the edit views need window focus, so that if we click in the tracks view then the Tracks view can have focus and be allowed to have its own delete feature. That might affect the problem for you, but I'm not sure
 
Will you rename the tool
Probably not. I renamed it what it is from its original name so that people would bother me to fix it when they had a problem. But shortly after with the launch of Reforged and Warsmash, I mostly stopped fixing the Retera Model Studio and a lot of people used the tw1lac fork instead. So, it's probably less important for people to directly associate me with the tool and bother me about it anyway, since the likelihood of me fixing stuff is lower today than in the past.

Tamplier found that models with no TANG chunk dont display their textures and are solid black, so I will probably post 0.04.4c where models like that use some default 0,0,1 tangents and are visible even if they might look gross. So, don't get me wrong, I am not saying that I won't do anything. I just am aware that I spend less time with this tool's code today than I did in, say, 2017.
 
Level 17
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Feb 25, 2013
Messages
303
Importing/Merging models with other models (no matter if vanilla models or custom models) works fine in RMS, but once the result is opened in MdlVis or Magos it displays a Range Check Error (Mdlvis) / Unknown "" Tag Error in Magos.

View attachment 406648
W3ME and MdlVis releases do not support the 3 newest MDX formats, so you might have to make sure it's saving as version 800, which should be visible in one of the nodes in the model tab
 
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W3ME and MdlVis releases do not support the 3 newest MDX formats, so you might have to make sure it's saving as version 800, which should be visible in one of the nodes in the model tab
I assumed that to be the case at first as well, but simply editing and saving a model in RMS and then opening it elsewhere works just fine. It is also assigned v. 800.
 
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I assumed that to be the case at first as well, but simply editing and saving a model in RMS and then opening it elsewhere works just fine. It is also assigned v. 800.
I see the first message was changed now, that MDL error is very much from incorrect MDL saving for v800, as those shader strings were included later. This likely has to be fixed by Retera, so it's good to have these reports
 
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I see the first message was changed now, that MDL error is very much from incorrect MDL saving for v800, as those shader strings were included later. This likely has to be fixed by Retera, so it's good to have these reports

I've found the culprit, I suppose. Importing/Merging sets mdx version to v1100 (probably as the source file is an ingame model). So it was indeed an oversight on my part and you were right.

I could have sworn that I changed the v to 800 via the script and manually multiple times before and it simply didnt work. I even manually edited the MDL to remove all the lines from the v1100 and it still didnt work.

It works now however, so I suppose This can be seen as resolved :)
 
Saving as MDL and opening it in Magos
In general, I would say this practice is inadvisable. The Magos MDL format and the Blizzard MDL format do not perfectly match up, because Magos is a fanmade recreation that was closed source for years and not maintained. If memory serves, emitter Length is called Width, the Width is called Length, and the Red/Green/Blue colors of animated GeosetAnim blocks are reversed to Blue/Green/Red.

Because I tried (but did not always succeed) to match Blizzard's MDL format rather than Magos in my program, if you save as MDL with one of these tools and open with the other, it will then flip the above listed data. But if you only save and load the MDL all from the same tool, then that tool would be consistent with itself.
 
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Are there any tutorials where it can be learned? Like how to create custom texture for certain unit. Or how to add armor to an existing unit?
 
This bundle has been updated with a small update 0.04.4c that changed the way the "Recalculate Tangents" function works, as well as maybe some tweaks to the experimental function to convert HD to SD or something like that. So, these changes might be invisible to most users.
 
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188
This bundle has been updated with a small update 0.04.4c that changed the way the "Recalculate Tangents" function works, as well as maybe some tweaks to the experimental function to convert HD to SD or something like that. So, these changes might be invisible to most users.

Thanks for updating the tool!

I forgot one portrait model and couldn't do it with the other version of the tool I had. 😅
 
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Feb 20, 2020
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237
Retera if you know of Skyrim and Fallout's BodySlide/OutfitStudio.
Ousinius added a tesselate tool to help with model editing.

it would be possible to add something closer to it as an update of the old SD ---> HD?
 
Hey all! Another small update, 0.04.4d, has been released. This update changes only very tiny things:
  • Using the dropdown menus for "Edit > Delete" was broken from 0.04.3 to 0.04.4 and should be fixed again to delete vertices how it used to. (It doesn't work on the Tracks view yet, unlike the DEL hotkey, though.)
  • Using "convert HD to SD (experimental)" had a bug that was reported to me where some model geometry would be deleted in custom, nonstandard models (when LoD == -1 but not 0). This has been changed so that the geometry in question is retained in the converted SD model.
  • Fixed a bug reported by @Leo Akastenix on Discord which caused 3D mesh to display differently on the "View" tab versus how the "View in 3D" of Hive and the Warcraft 3 game actually work (For anyone interested in the technicality behind this, you can review my source code change. This pertains to a case when we use GeosetId instead of GeosetAnimId in a Bone when optimizing it out in the previewer.) Visually, this was causing a geoset to disappear on a test model when the geoset should have been visible.
  • Some logging message if you attach a console to the program used to print out "Whoa!2" if you encounter an unexpected shader type ID in an MDX1100 (patch 1.33) asset. Now instead it will print "MDX11 parser reached unexpected shader type ID: 2" (Most likely no user will ever see this fix)
it would be possible to add something closer to it as an update of the old SD ---> HD?
It might be possible to add a tesselate feature, but off the top of my head I do not know the algorithm for that. Do you know if it is publicly documented or has an open source library to do the tessellation available somewhere online?
 
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Hey all! Another small update, 0.04.4d, has been released. This update changes only very tiny things:
  • Using the dropdown menus for "Edit > Delete" was broken from 0.04.3 to 0.04.4 and should be fixed again to delete vertices how it used to. (It doesn't work on the Tracks view yet, unlike the DEL hotkey, though.)
  • Using "convert HD to SD (experimental)" had a bug that was reported to me where some model geometry would be deleted in custom, nonstandard models (when LoD == -1 but not 0). This has been changed so that the geometry in question is retained in the converted SD model.
  • Fixed a bug reported by @Leo Akastenix on Discord which caused 3D mesh to display differently on the "View" tab versus how the "View in 3D" of Hive and the Warcraft 3 game actually work (For anyone interested in the technicality behind this, you can review my source code change. This pertains to a case when we use GeosetId instead of GeosetAnimId in a Bone when optimizing it out in the previewer.) Visually, this was causing a geoset to disappear on a test model when the geoset should have been visible.
  • Some logging message if you attach a console to the program used to print out "Whoa!2" if you encounter an unexpected shader type ID in an MDX1100 (patch 1.33) asset. Now instead it will print "MDX11 parser reached unexpected shader type ID: 2" (Most likely no user will ever see this fix)

It might be possible to add a tesselate feature, but off the top of my head I do not know the algorithm for that. Do you know if it is publicly documented or has an open source library to do the tessellation available somewhere online?
You can speak with him at github, there is also OS discord, but you need to be invited.
Also the SRC is open, because this is modern bethesda modding, and modders dissapearing without leaving source code for future updates is a thing now.
 
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Sep 11, 2018
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2
Thanks Retera for this great editor! I downloaded it yesterday and after about 30 min of working made this naughty sorceress :D but according to site rules I can’t show it to you… But you can DL it from attachment.
 

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Ardenaso

HD Model Reviewer
Level 33
Joined
Jun 22, 2013
Messages
1,820
Thanks Retera for this great editor! I downloaded it yesterday and after about 30 min of working made this naughty sorceress :D but according to site rules I can’t show it to you… But you can DL it from attachment.
yeah it's very R18, btw don't forget to remove the LODs to save space as they are literally junk
 
But you can DL it from attachment.

but how can i animate geosets in this tool? How to make visible\invisible in animations?
It's pretty annoying. I use the import tool Visibility tab, but that's probably not convenient for general use.

The twilac fork of the Retera Model Studio has some button for that I think.
 
This bundle was updated tonight. The new version 0.04.4e fixes a bug that I encountered in the ParticleEmitter parser for MDX files after someone asked me about it. The parser would exit the Retera Model Studio application when seeing animated Speed on a ParticleEmitter with no warning, and lose any open user files.
 
Level 2
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Sep 25, 2013
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7
Hey, Retera! Can your editor merge some animation with portrait talk (for example, stand + talk, walk + talk and etc.)? If yes, can you suggest how to do this?
 
Can your editor merge some animation with portrait talk (for example, stand + talk, walk + talk and etc.)?
Yes. If the base model has the same face rig as the portrait, then doing this type of merge should be as simple as "File > Import" then leaving geometry ("Leave All" geosets tab), then "Leave All" in animations tab other than the Talk animation where you can "Time-scale into pre existing" with it to merge it to a Stand anim by picking Stand in the selection list that appears, then in Bones tab doing "Motion from all" or maybe "Leave All" but then on the face talking bones hold shift and select them all and do "Import motion to pre existing" which is the same as "Motion from all" except it applies only to the selected nodes, and then lastly on the "Objects" tab click "Leave all" again.
Then click Finish.

Edit: If the base model doesnt have the same face rig its still possible, but you might want to delete its head and then literally import the portrait's head as the new head for the model along with the rest of same import dialog.
 
Level 2
Joined
Sep 25, 2013
Messages
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Yes. If the base model has the same face rig as the portrait, then doing this type of merge should be as simple as "File > Import" then leaving geometry ("Leave All" geosets tab), then "Leave All" in animations tab other than the Talk animation where you can "Time-scale into pre existing" with it to merge it to a Stand anim by picking Stand in the selection list that appears, then in Bones tab doing "Motion from all" or maybe "Leave All" but then on the face talking bones hold shift and select them all and do "Import motion to pre existing" which is the same as "Motion from all" except it applies only to the selected nodes, and then lastly on the "Objects" tab click "Leave all" again.
Then click Finish.

Edit: If the base model doesnt have the same face rig its still possible, but you might want to delete its head and then literally import the portrait's head as the new head for the model along with the rest of same import dialog.
Wow, it works! Thank you very much!
 
This Tool has been updated: The old backup of version 0.04.2 has been removed, as multiple users reported to me that it was not compatible with the latest patch, and I have no intention of fixing it because in the future I will be using 0.04.4.
Thank you very much!
No prob!
 
Level 2
Joined
Sep 25, 2013
Messages
7
Edit: If the base model doesnt have the same face rig its still possible, but you might want to delete its head and then literally import the portrait's head as the new head for the model along with the rest of same import dialog.
Can you help me, how to do this? I tried to import pandaren's head from portrait but each time I have weird results and no moving lips.
 
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