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Spotlight: Vision Mod

Archian

Site Director
Level 66
Joined
Jan 1, 2006
Messages
3,153
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Vision Mod is quality control for Reforged that changes the models to be closer to Classic. The mod corrects failures in visuals and gameplay.


Features
  • New Default Skins
  • Units Resized and Remodeled
  • New Animations
  • Classic Hit Boxes
  • Classic HP Bar Position
  • Classic Icons (Not A.I.)
  • New UI and Portraits
  • Trees Resized and Remodeled
  • Item Animation Removed
  • Bug Fixes and Possible Small FPS Increase (Less Unit Data)

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Many of us were hopeful for the new graphics - if they had just followed Classic more closely.

Vision Mod aims to make competitive play possible for players who wanted to use the new graphics but gave up because of the issues. Fixes for the unnecessary changes that made switching from Classic a nightmare, like moving hit boxes, moving items, and odd hp bar positions.

Animations for some units have been altered to be more fluid and modeled after Classic. The portrait UI has been opened like the blizzcon trailer to make the new portraits less jarring.

Overall, the mod is drastically more faithful to how Classic plays and looks compared to default Reforged. Recognizable units, functional hit boxes, and consistent unit size is essential for a remaster.


 
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Level 5
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Feb 9, 2025
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Thanks for sharing all the work! I just updated it to v1.3 after seeing how bad the Demon Hunter's hair was clipping.
It looks very nice, must feel great to have it finished. Congratz ;)
It feels never ending... Next step is to finished the non 1v1 creeps.
It's like plastic surgery. It helps but it will never be like the natural/real thing.
Haha as someone from California that is a brutal analogy :xxd: I'm not trying to convince Classic enjoyers that "Reforged is fixed you should switch" by any means. They took the sane route and gave up on Reforged, I could not for some reason.
I just wish they would remove Classic from Reforged already. But this looks awesome not gonna lie.
Yeah it's a mess and should have been optional. There's so much bloat they could fix too. For example, every default unit / portrait is twice the size it needs to be because of animated hit boxes and unused Levels of Detail.
The only 2 things that I personally don't like is the portrait UI, and the removal of armor from the poor panthers.
The UI you can undo by deleting the "UI" folder in retail. If you want to keep the Classic icons for the UI then keep the folder "ui>widgets>console>human" but remove the rest. The portraits will be changed to the mod version unless you delete all 300 of those to revert to default.

Any unit like the panther you can revert to default by deleting the .mdx so units>nightelf>huntress>huntress.mdx but keep the portrait if you like it. Funny thing is the latest patch added a visual effect when huntress upgrades to heavy armor but no visual was made for Reforged. I could not make it (as far as I know) because it was done via the upgrade in the editor and not the model.

Does this in any way affect the classic mode? Can I still switch and combine classic models with this mod's terrain?
The mod did not add the terrain change, Blizzard added it in the 2.0 patch. You can switch to it in the settings if you own Reforged. It does not work with Classic, but Blizz added a new "Classic HD" setting of the Classic models with AI textures in the Reforged engine.
 
Level 12
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264
May i give a suggestion since footman said this to me once at the group when looking at hots textures
Can you guys experiment with increasing the contrast and black levels with some units to make it closer to the "cartoony samwize" look of war 3
 
Level 8
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Messages
118
Yeah that's 2.0 terrain which is optional.
It's ok aslong as you dont take credit for it. These problems I have seen with reforged models: too big spell effects like forexample if 1. panda gets bloodlust + lightning shield he becomes Huuuge. 2. Dead fish animation: fish just stand still.
Great if you do the work that reforged should have been done 5 years ago..

By the way I like more "pre 2.0 terrain" (shown on attachment) but there doesnt seem to be a way to change it back.
 

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Not really a big fan of the UI portraits but overall seems really cool.
Thanks. You can revert the UI by deleting the "UI" folder in retail. If you want to keep the Classic icons for the UI then keep the folder "ui>widgets>console>human" but remove the rest. The portraits will be changed to the mod version with a black background unless you delete all the portraits in "buildings/units" folders.
May i give a suggestion since footman said this to me once at the group when looking at hots textures
Can you guys experiment with increasing the contrast and black levels with some units to make it closer to the "cartoony samwize" look of war 3
That would have been ideal. I tried different things like adding filters but in my test it just looked blurry, they all would probably need to be hand drawn to be decent. Maybe someone can find the perfect filter. I imagine that's what the 40th anniversary 3.0 AI update will be like, changing the unit textures into the new end screen drawn over style.
totally sick, im gonna test a couple models with my other models :p
Feel free to edit them for your maps!
i think it would be better if the screenshots have no health bars enabled.

btw you mention units reanimated to look more like classic ones like what exactly? is there any video demonstration?
The health bars were added in some pictures because it's a big feature of the mod having those in the right place. The video at the top showed the cryptfiend, mk and footman walk animations in a split screen. There are a lot of small changes like the wyvern tail, wolves and potm tiger's tail now move when they attack. Taken individually they're no big deal but as a whole it felt like death by 1000 cuts with all those details missing. Plus nearly every unit needed multiple clipping fixes.
It's ok aslong as you dont take credit for it. These problems I have seen with reforged models: too big spell effects like forexample if 1. panda gets bloodlust + lightning shield he becomes Huuuge. 2. Dead fish animation: fish just stand still.
Great if you do the work that reforged should have been done 5 years ago..

By the way I like more "pre 2.0 terrain" (shown on attachment) but there doesnt seem to be a way to change it back.
You can change the terrain in the menu > options > gameplay > use old terrain. It will go back to 1.36 terrain but keep the edited trees. I'm not taking credit, don't you blame Reforged on me! At first I edited the old terrain brightness but I think 2.0 was better than mine so I left it out.

There's a lot I couldn't figure out like giant blood lusted units - I think it might be a unit properties setting in the editor which I don't think I can change for the mod. There's a lot I can't fix like spells and hero glow. I have seen those fish treading water, but I didn't look into it. All the critters were updated though. Thanks for all the comments they helped me write a FAQ.
 
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Level 13
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May 19, 2022
Messages
264
The health bars were added in some pictures because it's a big feature of the mod having those in the right place. The video at the top showed the cryptfiend, mk and footman walk animations in a split screen. There are a lot of small changes like the wyvern tail, wolves and potm tiger's tail now move when they attack. Taken individually they're no big deal but as a whole it felt like death by 1000 cuts with all those details missing. Plus nearly every unit needed multiple clipping fixes.
ohh i see , like the idea of overall making it more readable and remove details that add nothing helps increase perfomance.


i thought animation changes like footman stance closer to OG one or something like that but ey those little details add up might aswell try it in the future :grin:
 
Level 5
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i thought animation changes like footman stance closer to OG one or something like that but ey those little details add up might aswell try it in the future :grin:
Yeah the Footman really bothered me here's his stand animation now. The gold shoulders were changed to silver and the helmet hair textures aren't showing here. Not perfect I couldn't get his knees right but it's closer. How he holds the sword/shield in walk and attack were changed too. Minor stuff like that mainly.
 
Level 12
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Feb 20, 2020
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View attachment 538327
Yeah the Footman really bothered me here's his stand animation now. The gold shoulders were changed to silver and the helmet hair textures aren't showing here. Not perfect I couldn't get his knees right but it's closer. How he holds the sword/shield in walk and attack were changed too. Minor stuff like that mainly.
the reforged footman helmet is simply terrible when Iroquin made a perfect footman armor pack for skyrim and cgtrader
 
Level 13
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May 19, 2022
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264
View attachment 538327

Yeah the Footman really bothered me here's his stand animation now. The gold shoulders were changed to silver and the helmet hair textures aren't showing here. Not perfect I couldn't get his knees right but it's closer. How he holds the sword/shield in walk and attack were changed too. Minor stuff like that mainly.
finally reforged footman that resembles my beloved footies slightly i can sleep happily now knowing i can one day play reforged graphics with this version of the footmen.


thank you

btw you may want to take a look at footies defend animation since in reforged it seems they seem to use the same attack animation as normal i seen it in a grubby video when he played 4v4 using HD setting.



btw what about grunt running animation and stance? i dont want to overburden you or sound demanding but are you planning to bring them closer to the OG ? or is the reforged one perfect recreation of their movement and attitude?
 
Level 5
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btw you may want to take a look at footies defend animation since in reforged it seems they seem to use the same attack animation as normal i seen it in a grubby video when he played 4v4 using HD setting.



btw what about grunt running animation and stance? i dont want to overburden you or sound demanding but are you planning to bring them closer to the OG ? or is the reforged one perfect recreation of their movement and attitude?
Defend looks different than normal attack, I didn't need to change it. I can for sure tell when it is activated, maybe grubby didn't since that was probably the first time he saw it.

The grunt I'm OK with I just swapped his armor so it's on the proper side. It's one of the weaker changes since the shoulder armor is difficult to edit with meshes that don't connect and avoiding clipping when he attacks was a challenge. I don't plan to edit grunts walk/stance I'm used to it.
 
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