- Joined
- Apr 19, 2008
- Messages
- 2,565
I am interested to see user opinions on how I should spend what little free time that I have. I am the developer of the Retera Model Studio application. I am aware that it is bug ridden, and (where have we heard this story before) not quite the experience I would have wanted when I use it. People ask me how to recalculate extents or edit materials and I don't have a good answer, because Retera Model Studio is kind of incomplete as programs go. I just read a thread written by some guy about using Magos instead of Retera Model Studio. And obviously whatever he was doing in Magos was not possible in my program, so he is objectively correct to be doing that for now.
The difference, however, is that Magos might be dead for all we know and has been offline on this website for a decade. But I still lurk on these forums.
My development budget is zero dollars and I am just one guy. I have drained progress on Retera Model Studio dry at a time when the community is rightly asking for new desperately needed features and support for Reforged. I did this because starting in about December of 2018 I began a project that I began to have more and more faith in than Retera Model Studio for the future of my modding experience.
Retera Model Studio is an MDX editor. It functions as a companion app for somebody else's game, and that is all it is. The project I started at the turn of 2018-2019 after Reforged had been announced was something that I came to refer to as Warsmash. The idea is simple. After decades of open source Warcraft III modding fan tools, it was clear to me that everything we do in tool making often revolves around getting a closer and closer approximation to simply reinventing the sourcecode of the Warcraft III game.
So, I saw what Ghostwolf had been making with his rendering projects and I realized that with just the open source libraries we have in the Warcraft III modding community from Ghostwolf and others and the technology I have spent my time with, I can create a game engine that exists merely as a simulation of my Warcraft III childhood experiences that are open source so that we can do serious game modding rather than piddly statistical changes in the Object Editor.
I'm totally serious. I became aware of the mathematical possibility of this project after I copied Ghostwolf's animation rendering technology to change what was called the "Matrix Eater" into what became "Retera Model Studio". At that point I realized: I am a human who can put animation rendering technology to practical use, even if I might struggle to build something like Ghostwolf's viewer if I ever try to do invent on my own.
Leading up to the development of my game engine, for practice, I downloaded the sourcecode of HiveWE and fought through the experience of upgrading the HiveWE rendering pipeline in my local build to have animated units and items. This gave me a second opportunity to try to copy Ghostwolf's code, this time in C++.
But then, after my experiments with HiveWE, Reforged was announced. And it was at this time that I became aware of the loss of the thing I was working towards with my model editor in a technical sense. Reforged on the 2018 stage showed innovation in the fundamentals of the rendering pipeline and the model format which meant the end of the compatibility of all of our existing modeling tools with whatever the game was going to be. And I think it was due to this, and seeing it would be this way, that I began then in 2018 on this project to build my Warcraft clone. But initially I was just copying code from HiveWE and from mdx-m3-viewer (Ghostwolf's repo) into the Java language because that's what I used to make Retera Model Studio and I wanted to use the language I was most familiar with so that I would get this thing running as soon as possible. And so throughout 2019 on some of my weekends, I copied this code together into a code repo off and on sometimes on the weekends. It was really interesting, copying all of this code into one place and never testing it for all that time living with only the simple faith that I knew it should have the potential to become what I wanted.
But the Reforged Beta was different than I expected. When I got my hands on it, for the first week custom maps were not possible, only melee games. The second week custom maps became available for launching via the editor, but even Warchasers had heroes with confused icons and tooltips and you could export the Footman MDX model file from Patch 1.31 and it would not load on this Reforged Beta, because they had botched the legacy SD model parser. Those problems all got fixed by the Reforged team but they introduced me to more examples of issues that I know I would be able to fix given the sourcecode, but I just couldn't because of how the world is. And this renewed my aspirations for the Warsmash engine. So, I kept developing it throughout the Beta, begrudgingly tossing out a "Retera Model Studio Reforged Hack" version that was thrown together and to this day has some pretty nonsense bugs when operating on Reforged models.
But for me, for my future, I began working on this Warsmash engine. And it was as the Reforged Beta came to a close in those last weeks of January that I put in a big push because I wanted to reach a point where I could do "right-click move". I wanted to prove to myself that this hypothetical thing I worked on during that time really and truly can exist. The doorway to the intellectual freedom of making my own patches, even if it is confined to my own computer and confined to educational purposes for legal reasons or whatever. And somehow, in those weeks of January, after debugging a blank display screen for a few nights, this thing booted into a 3d world and I began to see an MDX model. And then 400 MDX models all animating side by side for a test. And then terrain copied from HiveWE, and ground textures copied from that guy Riv with his Rivsoft website.
And that's how, on January 27, I published a video of this engine running the day before the Reforged release. It's entertaining to me because people don't understand the time investment that led to the contents of this video, and if I recall someone in the comments section actually asked me for the JASS code to spawn this UI into their Reforged map (which does not exist):
But if you've ever seen one of those video games where the big bad guy ends up becoming good to help the main character save the world, "because otherwise there would not be a world to become the ruler," so too was my motivation based somewhat on the existence and the success of Reforged. The irrational downpour of internet hate that landed on Reforged the next day on January 28 and kept going until this day did a number on my motivation. People have turned it into a politicized sort of topic, but I can tell you that within the last 24 hours I was privy to a conversation that led me to believe the Site Owner of the Hive Workshop has probably never played a custom game on Reforged to date. And I think that is not an isolated case within the Warcraft III modding community.
There are a lot of people who have no concept of the technical details involved in working on a game like Warcraft III, and so they appear to offer absolutely no respect to the developers who tried to make Reforged. There are some really interesting theoretical accomplishments inside of the Reforged engine like how the limits to the number of units on the map that can visually display were fixed, and the new Reforged model format allows users to mix and match HD and SD content inside of a model, while having both chunks of the model formatted differently, each with their own version. This is great if you are trying to make models with model blending and you have one specific component that fits well even with the higher fidelity graphics and you want to just merge it in. Reforged also has an HTML based menu which means that you can change button behaviors and develop mods such as Pad's Ladder which would have been incredibly difficult to mod into the non-Reforged menu UI and you can also do tricks like this to make dropdowns with more than 4 races.
So there are a bunch of interesting things going on in Reforged and if the developers had done better stability testing on the overall experience (desyncs, drops, latency, etc) there are certainly clear signs that pieces of the work done on Reforged were the technically challenging and correct steps to take to get towards that feeling we all had when Pete Stilwell was on the stage announcing Reforged.
But again, even back in 2018 I wanted to feel the experience of playing the Blizzard Entertainment Reforged experience and I also wanted to reach out into the ephemeral fabrics of reality and somehow catch the Warsmash engine developer experience.
And this brings me to my current dilemma. Frequently I read trash on the forums and on discord where people rant about this or that, talking extensively about some hypothetical update to Reforged that we all know is never going to happen that they feel should be necessary for their game experience, and for me one of the shining lights in the trash was people who actually take the time to learn enough about Reforged to use my Retera Model Studio Reforged Hack junk tools to make things that actually look pretty decent. Those people who are actually enjoying Reforged, as a result, communicate with me out of necessity sometimes and I am reminded they exist.
And so, I find myself face with these two diametrically and ideologically opposed options for how to spend my time:
(1) Support the Blizzard game that I love by making updates to Retera Model Studio Reforged version
(2) Support my personal lust for an imaginary but rewarding sense of power and freedom by working on my Warsmash engine
To be honest, sometimes recently with the grim COVID19 world there are times where I go for rather long stretches of time only doing my day job and not catching the time for hobbies. But, when I have had hobby time, I've almost exclusively been trying to pour it into (2) above, into Warsmash, and not into Retera Model Studio Reforged.
And I guess in a sense that means I'm becoming toxic, disappearing perhaps, like other people who did lots of Warcraft III stuff like Magos have done who seem to be entirely gone. It's just that I'm disappearing to my new warcraft...
So, I am not promising that I will change my decisions either way, but I was interested in what kind of poll responses I would get on this question: should I spend time on (1) Retera Model Studio -- a community service project or (2) Warsmash -- a self serving project.
The difference, however, is that Magos might be dead for all we know and has been offline on this website for a decade. But I still lurk on these forums.
My development budget is zero dollars and I am just one guy. I have drained progress on Retera Model Studio dry at a time when the community is rightly asking for new desperately needed features and support for Reforged. I did this because starting in about December of 2018 I began a project that I began to have more and more faith in than Retera Model Studio for the future of my modding experience.
Retera Model Studio is an MDX editor. It functions as a companion app for somebody else's game, and that is all it is. The project I started at the turn of 2018-2019 after Reforged had been announced was something that I came to refer to as Warsmash. The idea is simple. After decades of open source Warcraft III modding fan tools, it was clear to me that everything we do in tool making often revolves around getting a closer and closer approximation to simply reinventing the sourcecode of the Warcraft III game.
So, I saw what Ghostwolf had been making with his rendering projects and I realized that with just the open source libraries we have in the Warcraft III modding community from Ghostwolf and others and the technology I have spent my time with, I can create a game engine that exists merely as a simulation of my Warcraft III childhood experiences that are open source so that we can do serious game modding rather than piddly statistical changes in the Object Editor.
I'm totally serious. I became aware of the mathematical possibility of this project after I copied Ghostwolf's animation rendering technology to change what was called the "Matrix Eater" into what became "Retera Model Studio". At that point I realized: I am a human who can put animation rendering technology to practical use, even if I might struggle to build something like Ghostwolf's viewer if I ever try to do invent on my own.
Leading up to the development of my game engine, for practice, I downloaded the sourcecode of HiveWE and fought through the experience of upgrading the HiveWE rendering pipeline in my local build to have animated units and items. This gave me a second opportunity to try to copy Ghostwolf's code, this time in C++.
But then, after my experiments with HiveWE, Reforged was announced. And it was at this time that I became aware of the loss of the thing I was working towards with my model editor in a technical sense. Reforged on the 2018 stage showed innovation in the fundamentals of the rendering pipeline and the model format which meant the end of the compatibility of all of our existing modeling tools with whatever the game was going to be. And I think it was due to this, and seeing it would be this way, that I began then in 2018 on this project to build my Warcraft clone. But initially I was just copying code from HiveWE and from mdx-m3-viewer (Ghostwolf's repo) into the Java language because that's what I used to make Retera Model Studio and I wanted to use the language I was most familiar with so that I would get this thing running as soon as possible. And so throughout 2019 on some of my weekends, I copied this code together into a code repo off and on sometimes on the weekends. It was really interesting, copying all of this code into one place and never testing it for all that time living with only the simple faith that I knew it should have the potential to become what I wanted.
But the Reforged Beta was different than I expected. When I got my hands on it, for the first week custom maps were not possible, only melee games. The second week custom maps became available for launching via the editor, but even Warchasers had heroes with confused icons and tooltips and you could export the Footman MDX model file from Patch 1.31 and it would not load on this Reforged Beta, because they had botched the legacy SD model parser. Those problems all got fixed by the Reforged team but they introduced me to more examples of issues that I know I would be able to fix given the sourcecode, but I just couldn't because of how the world is. And this renewed my aspirations for the Warsmash engine. So, I kept developing it throughout the Beta, begrudgingly tossing out a "Retera Model Studio Reforged Hack" version that was thrown together and to this day has some pretty nonsense bugs when operating on Reforged models.
But for me, for my future, I began working on this Warsmash engine. And it was as the Reforged Beta came to a close in those last weeks of January that I put in a big push because I wanted to reach a point where I could do "right-click move". I wanted to prove to myself that this hypothetical thing I worked on during that time really and truly can exist. The doorway to the intellectual freedom of making my own patches, even if it is confined to my own computer and confined to educational purposes for legal reasons or whatever. And somehow, in those weeks of January, after debugging a blank display screen for a few nights, this thing booted into a 3d world and I began to see an MDX model. And then 400 MDX models all animating side by side for a test. And then terrain copied from HiveWE, and ground textures copied from that guy Riv with his Rivsoft website.
And that's how, on January 27, I published a video of this engine running the day before the Reforged release. It's entertaining to me because people don't understand the time investment that led to the contents of this video, and if I recall someone in the comments section actually asked me for the JASS code to spawn this UI into their Reforged map (which does not exist):
But if you've ever seen one of those video games where the big bad guy ends up becoming good to help the main character save the world, "because otherwise there would not be a world to become the ruler," so too was my motivation based somewhat on the existence and the success of Reforged. The irrational downpour of internet hate that landed on Reforged the next day on January 28 and kept going until this day did a number on my motivation. People have turned it into a politicized sort of topic, but I can tell you that within the last 24 hours I was privy to a conversation that led me to believe the Site Owner of the Hive Workshop has probably never played a custom game on Reforged to date. And I think that is not an isolated case within the Warcraft III modding community.
There are a lot of people who have no concept of the technical details involved in working on a game like Warcraft III, and so they appear to offer absolutely no respect to the developers who tried to make Reforged. There are some really interesting theoretical accomplishments inside of the Reforged engine like how the limits to the number of units on the map that can visually display were fixed, and the new Reforged model format allows users to mix and match HD and SD content inside of a model, while having both chunks of the model formatted differently, each with their own version. This is great if you are trying to make models with model blending and you have one specific component that fits well even with the higher fidelity graphics and you want to just merge it in. Reforged also has an HTML based menu which means that you can change button behaviors and develop mods such as Pad's Ladder which would have been incredibly difficult to mod into the non-Reforged menu UI and you can also do tricks like this to make dropdowns with more than 4 races.
So there are a bunch of interesting things going on in Reforged and if the developers had done better stability testing on the overall experience (desyncs, drops, latency, etc) there are certainly clear signs that pieces of the work done on Reforged were the technically challenging and correct steps to take to get towards that feeling we all had when Pete Stilwell was on the stage announcing Reforged.
But again, even back in 2018 I wanted to feel the experience of playing the Blizzard Entertainment Reforged experience and I also wanted to reach out into the ephemeral fabrics of reality and somehow catch the Warsmash engine developer experience.
And this brings me to my current dilemma. Frequently I read trash on the forums and on discord where people rant about this or that, talking extensively about some hypothetical update to Reforged that we all know is never going to happen that they feel should be necessary for their game experience, and for me one of the shining lights in the trash was people who actually take the time to learn enough about Reforged to use my Retera Model Studio Reforged Hack junk tools to make things that actually look pretty decent. Those people who are actually enjoying Reforged, as a result, communicate with me out of necessity sometimes and I am reminded they exist.
And so, I find myself face with these two diametrically and ideologically opposed options for how to spend my time:
(1) Support the Blizzard game that I love by making updates to Retera Model Studio Reforged version
(2) Support my personal lust for an imaginary but rewarding sense of power and freedom by working on my Warsmash engine
To be honest, sometimes recently with the grim COVID19 world there are times where I go for rather long stretches of time only doing my day job and not catching the time for hobbies. But, when I have had hobby time, I've almost exclusively been trying to pour it into (2) above, into Warsmash, and not into Retera Model Studio Reforged.
And I guess in a sense that means I'm becoming toxic, disappearing perhaps, like other people who did lots of Warcraft III stuff like Magos have done who seem to be entirely gone. It's just that I'm disappearing to my new warcraft...
So, I am not promising that I will change my decisions either way, but I was interested in what kind of poll responses I would get on this question: should I spend time on (1) Retera Model Studio -- a community service project or (2) Warsmash -- a self serving project.
Last edited: