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Vision Mod - Reforged Graphics Quality Control v2.5.2

Vision Mod

Visit project page

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Vision Mod makes Reforged graphics usable in multiplayer. It fixes hitboxes, hp bars, hero glow, animations, texture colors, model size and the many bugs. This detailed quality control gives Classic gameplay to the new graphics.

Subscribe to Warcraft3Vision to support the mod and watch replays - Thank you!
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Features
⦁ New Default Skins
⦁ Units Resized and Remodeled
⦁ Buildings Resized and Remodeled
⦁ New Animations
⦁ Classic Hero and Weapon Glow
⦁ Classic Hit Boxes
⦁ Classic HP Bar Position
⦁ Classic Icons Improved (by Warcraft 3: Classic Remastered)
⦁ New UI and Portraits
⦁ Environment and Trees Remodeled
⦁ Item Animation Removed
⦁ Custom Skins from the Community and Unused Blizzard Models
⦁ New Custom Hero Voices
⦁ Bug Fixes for Models, Spells and Sounds
⦁ Possible Small FPS Increase (Less Unit Data)

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Default Reforged units are often too small and hit boxes are tied to the mesh with "Automatic collider generation based on asset anatomy to vertex relation".
Moving shapes instead of stationary circles like Classic. That made clicking a unit difficult because it took a breath, now imagine a wing. All have been replaced.
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Installation Guide

1. Unzip VisionMod and copy all the folders inside retail "abilities, buildings" etc. into your Warcraft 3 install directory retail folder.
Example location C:\Program Files (x86)\Warcraft III\retail

2. Click AllowLocalFiles and accept all the pop ups. This enables the registry to use local files for Warcraft 3. Now it is installed.

If you want to make the entry in the registry yourself you can. Open Registry Editor (windows key search registry editor) and find HKEY_CURRENT_USER > SOFTWARE > Blizzard Entertainment.
Under Blizzard Entertainment: Right click > Add New Key and name it "Warcraft III"
In the new Warcraft III folder: Right click > Add New DWORD and name it "Allow Local Files" double click this and change the Value Data from 0 to 1.

Note that if you switch to Classic graphics using the menu will not work with the mod files in the folder. You will need to rename, move or delete the mod folders from your retail folder or you can disable "Allow Local Files" in the registry set Value Data from 1 to 0 this is the fastest option. To uninstall just delete the mod folders.

Mac Instructions: The terminal command to enable local files is: defaults write "com.blizzard.Warcraft III" "Allow Local Files" -int 1

Changing the Mod:

If you dislike something in particular simply find the model file .mdx or the color file .dds and delete it. The game will then use the default Reforged file. Examples:

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Revert the tree textures to default: Open the folder "replaceabletextures" and delete the folders "dalaranruinstree" "lordaerontree" "ruinstree"
Revert the tree models to default: Open the folder "doodads" and delete the folder "terrain"

Revert the foliage to default: Delete folder "environment"

Revert icons to default: Open the folder "replaceabletextures" and delete the folders "commandbuttons" "commandbuttonsdisabled" "passivebuttons" Open the folder "ui" and delete "widgets" "cursor" Open webui and delete "scorescreen"

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Revert the UI open portrait to default: Open the folder "ui" and delete the folders "console" "framedef"

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Hero Glow Options: Remade Classic team glow is the new default. For a smaller teamglow open "replaceabletextures" rename "teamglowXsmall" to "teamglow"
To switch to Blizzard's ClassicHD team glow rename or delete "teamglow" folder.

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How to Use Custom Skins:
Copy only the .mdx unit file to the folder of the unit you want to replace do not move any other files.
For example: Open "units/undead/evilarthas/lichking_deathknight" and copy UNDEADARTHAS.mdx and UNDEADARTHAS_PORTRAIT.mdx into the previous folder "units/undead/evilarthas" overriding the files in it.
Do this before starting WC3 or you have to restart the game for it to work.
Backups of the original files are kept in the default folder so you can switch back by copy pasting from that into the main folder.
There's a setting in Reforged main menu > Gameplay > Use Skins make sure that is turned on and then select the skin in the collection tab if needed.

Location of Custom Skins:
units/creeps/heroflamelord/guldan_firelord (not in collection tab)
units/demon/chaoshellscream/saurfang_blademaster
units/demon/pitlord/archimonde_pitlord
units/human/herohalahk/ThalorienDawnseeker_paladin
units/human/heropaladinboss/AnasterianSunstrider_paladin
units/human/heromagroth/judgment_paladin (This is enabled. The old default is in the folder)
units/human/heropaladinboss2/lionheart_paladin (This is enabled. The old default is in the folder)
units/nightelf/maiev/watcher_warden
units/nightelf/malfurion/malfurion_mountless
units/nightelf/tyrande/tyrande_mountless
units/orc/samuro/burningblade_samuro
units/orc/thrall/thrall_mountless
units/orc/rokhan/voljin_shadowhunter
units/other/heroarchmageghost/medivh_archmage
units/other/rexxar/moknathal_rexxar
units/undead/anubarak/green_anubarak
units/undead/evilarthas/lichking_deathknight (not in collection tab)
units/undead/herolichcin/kelthuzad_necromancer
units/undead/varimathras/kiljaeden_dreadlord

You can make shortcuts to these folders for faster changing.

Icons have been added to those folders. If you want hero icons to match the custom skin move them to replaceabletextures overriding the default. If you removed all Classic Icons then inside "replaceabletextures" recreate the folders "commandbuttons" and "commandbuttonsdisabled" to place custom icons.

New Optional Voicelines:
Copy sound files to folder that the skin replaces. Note that voices will change for the default hero too as long as sound files are in that folder.

Gul'dan voice (located in units/creeps/heroflamelord/guldan_firelord/guldan_sounds) copy to heroflamelord
Lich King voice (located in units/undead/herodeathknightX) rename folder to herodeathknight
Medivh voice (located in units/human/heroarchmage/medivh_sounds) copy to heroarchmage
Kel'Thuzad and Necromancer voices (located in units/undead/herolich/kelthuzad_sounds and kelthuzad_necromancer_sounds) copy to herolich
Elf Paladin voice (located in units/human/heropaladin/elf_paldin_sounds) copy to heropaladin

FAQ
⦁ It is allowed to use this mod online in multiplayer that's what it's made for. It only works on bnet after W3Champions disabled reforged gfx.
⦁ The mod only works for Reforged graphics, not Classic.
⦁ Campaign and Custom Maps work if they use Reforged graphics. Some portraits will not be updated if they aren't in melee but most for Campaign are added. Lip sync was removed in campaign because it broke for rescaled units. Instead you should turn on portraits. In Menu > Options > Gameplay > Show Portraits in Cinematics.
⦁ Terrain was not changed just grass and trees. You can switch to pre 2.0 terrain inside the game menu.
⦁ Quenching Mod made an importer for Vision Mod files for people who want to combine the mods without copying the folders. It doesn't include everything in Vision mod like the custom heroes, voices, or the object folder with the treasure chest you would have to copy those yourself.

Known Issues of Reforged and Fixes
⦁ Loading a SAVED GAME breaks animations. This is a Reforged bug it's not from the mod so I can't fix that. Checkpoint saves and new games work. If you load a saved game you have to restart the game to undo the bug.
⦁ Loading a downloaded Reforged .w3g replay will usually crash. The work around is to load up the correct version of the map in single player then quit after a few seconds and only then start the replay.
⦁ Does your collection skin choice get deselected after you restart the game? Make your skin choices and tab out to open Documents/Warcraft III/War3Preferences and keep this text file open. Restart the game and after it loads close the text file, the skins should stay selected.
⦁ If you want sharper graphics there are ways to do it. Anisotropic Filtering is not in the game options but you can turn it on with your graphics card app.
In the Nvidia app add the game Program Files (x86)\Warcraft III\retail\x86_64\Warcraft III.exe then Show Legacy Settings to turn AF ON.

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More Graphics Options with Reshade
Reshade Download: Home
Select the game path: Program Files (86)\Warcraft III\ _retail _\x86_64\Warcraft III.exe
Choose “Direct3D 10/11/12”
Select the effect packages "Standard effects" "Sweet FX by CeeJay.fx"
Start the game and hit the HOME key to see Reshade options. There are many options just beware of the FPS changes for some of them.
The only settings I use are LUMA Sharpen set to 1 and Levels to make it slightly brighter. Pick the strength you like and check "performance mode" at the bottom.

Future Updates
⦁ All creeps for 1v1 maps have been added. If the map pool adds new creeps those will need to be updated.
⦁ Other game mode creeps can be added over time if people are interested.

Credits
Created by VisionMod Donate to Vision Mod if you feel like it, it's appreciated but not necessary. Blizzard should cut the check.

Models from HiveWorkshop.com:
Shadow Hunter Rokhan Projectile - credit SADGASM
Prince Kael with fixed armor and animations, Better equipped peasants, Fixed Cairne Bloodhoof, More Beautiful Sylvanas, Thrall Chain Lightning Animation, Guldan, Lionheart Paladin, Thalorien Dawnseeker and Anasterian Sunstrider - credit Fugrim
Blood Elf Ranger Texture - credit Iomero
Classic like Melee Paladin - credit kten & Fugrim
Rexxar with fixed animations, Firelord/Volcanus Fix and Frost Wyrm emissive - credit Mr Ogre Man
Beastmaster fixed animations, Gyrocopter texture fix - credit Mr Ogre Man and Fugrim
Fixed Reforged Flora Animations - credit Tamplier
Paladin Judgment Set and Icon - credit Vindorei
Malfurion Mountless and Tyrande Mountless - credit Retera
Lich King Texture and Icon - credit Symphoneum
Lich King Model - credit HolyRavioli
Lich King Reforged with WoW Animations, Arthas with Sword, Kil'Jaeden Portrait and Thrall Mountless - credit VictorZ
Varok Saurfang and Icon - credit Vulfar
Classic Icons Improved - credit Nargacuga Warcraft 3: Classic Remastered
Gul'dan, Lich King and Medivh voices - credit Blizzard Heroes of the Storm
Saurfang, Vol'jin, Lich King Icons - credit Blizzard Hearthstone

Special Thanks to these creators whose tools made the mod possible:
Retera's Model Studio for model and sound changes - credit Retera and the people who helped that project like OgreLord and Twilac
Casc View for extracting - credit Ladik
SanityTester for model testing - credit GhostWolf
Quenching Mod for showing how to edit the UI - credit Zorrot
AllowLocalFiles Installer - credit BogdanW3
Thank you everyone of Hive who answer questions!

ChangeLog
v2.5
Building Portrait Lighting
v2.4
New Portrait Lighting, Textures Updated, Bug Fixes
v2.3
Model Updates
v2.2
Model Updates with Final Scaling of All Units, Classic Hero Glow Remade and Classic Icons Improved
v2.1
Campaign Fixes and Added Portraits, New Custom Voices, Texture and Model Fixes
v2.0
New Hero Skins, Custom Hero Voices, Hero Glow Options, Bug Fixes
v1.9
Sound Effects Fixed, Spell Effects Added, Missing Animations Added, New Hero Skins and Icons Added
v1.8
Added New Hero Skins and Campaign Animations
v1.7
New folder "Environment" all optional foliage (turned on in the main menu) updated the size and color to better match the 2.0 tile sets.
v1.6
Buildings Updated
v1.5
Added Classic Hero and Weapon Glow, Collection Skins Updated, New Portraits, and Animated Environment
Contents

Vision Mod - Reforged Graphics Quality Control (Binary)

Hello,

Can the assets safely ovveride the custom assets from the Re-Reforged campaigns?
So, in the end, I tried it, and I strongly discourage anyone else from doing the same.

The new models by the Vision mod have different animations (for walking, for instance) that don't match with the vision from the Re-Reforged's author. The result is very strange and immersion-breaking. Sadly, it looks like one has to choose between playing with the Vision mod and playing the Re-Reforged campaigns, both can't be done at the same time.
 
Hey Visionmod :) I made a weird observation and i am not sure, if those are already known problems. On some Savegames from custommaps, the mod seems to make some buildings and units die - or at least they play their deathanimation but still exist. Also some Versus Replays seem to malfunction (Units get stucked or do strange things until basically inactivity takes over). So i wonder why this is happening - may be because of different collision size compared to original Reforged?

Note: The affected replays have been recorded in Reforged original visuals Versus-Mode and i went back on them later on with the VisionMod installed.


Here is a video with the blowing up buildings and units.

Anyone else experienced such problems?

Thx for your effort to work on the Reforged-Models and bring this mod to us. If i may add one last thing: I had the impression, that the huntress is a bit oversized compared to other T1 units. They make them look very tiny - i understand they are riding a huge wildcat - still it seemed to be a bit off in my opinion.

You got my Vote :)
 
Savegames from custommaps, the mod seems to make some buildings and units die - or at least they play their deathanimation but still exist. Also some Versus Replays seem to malfunction
Hello, your reshade look is interesting. I wonder if using it with the 2.0 HD graphics it would look like the fake painted screenshots we never got.

I am aware of issues with save games - it exists in default Reforged. Here's a video showing how the animation transitions break without the mod. Your example seems to be a more egregious form of this.

This happens in save games but as far as I know never in new games or checkpoint saves.

Replays I have not seen my own bug out but I know even in Classic graphics there are replay bugs in some downloads were the opponent stops moving or the game is kind of hallucinated. As for the huntress, like horses and wolves, it is a very different shape from Classic. I believe I scaled it up to fit better in the standing silhouette and shortened the tail. Certainly it is longer that the Classic version when moving but I'm limited by the choices of the original artists. You can always delete the huntress.mdx model in the units folder so the game uses the default or adjust it to your liking in Retera's Model Studio.
 
Thanks for your feedback! I’m a bit puzzled why the savegame only spawns exploding buildings when your models are on – but I’ve seen the same thing on a custom map where I placed some units really close together in the editor. In the end, don’t let it bother you too much, it is just an observation and if it is some spaghetti code from Blizzard, there’s not much we can do anyway. I begin to like your models more and more. It took a short amount of time to get used to them but now i think they are indeed a clear step up.


And yep, I do use ReShade – good eye 😄. In theory, you could use it to make things look closer to the fake screenshots, but getting it perfectly aligned is trickier than it first seems. If you don’t like the bright grass green for example on lorderon summer maps, you can change it – but then you automatically change the color of faction green too. There are always these little overlaps where you have to make compromises, especially if you want a single profile that works decently on all map templates.


Honestly, having separate control over terrain and unit colors would be a dream – but sadly, ReShade can’t give you that, only blizzard.


If you want, I can send you the profile and you can play around with it yourself.
 
If you don’t like the bright grass green for example on lorderon summer maps, you can change it – but then you automatically change the color of faction green too. There are always these little overlaps where you have to make compromises, especially if you want a single profile that works decently on all map templates.


Honestly, having separate control over terrain and unit colors would be a dream – but sadly, ReShade can’t give you that, only blizzard.


If you want, I can send you the profile and you can play around with it yourself.
Yes that is why I stopped using it because it would help one part but not the whole. I just use monitor settings. If you want to share it make a new form post of your own and put it there for download since some people want a more hand drawn style. I'd suggest screenshots of both and reforged and HD if it looks decent :D
 
v1.7 Update:

New folder "Environment" all optional foliage (turned on in the main menu) updated the size and color to better match the 2.0 tilesets.

Color of trees and some doodads updated to better match 2.0 textures.

Removed random bone models from blight because the 2.0 textures have it drawn on.

Hero Tinker Gazlowe Attack 2 updated and Naga/Vash attack updated to be consistent with the attack ready. Removed sword from default Naga. SH/Rokhan weapon hero glow redone.

Bug Fixes from Default Reforged: Felwood lilypad spawning bug on Springtime fixed.
Dead critters like frog no longer have their body respawn once the skeleton appears. There is a weird shadow under the chicken, even in default reforged, I can't seem to do anything about.

Added a screenshot of the grass/trees to the top post if you're interested.
 
Update v1.8 Added New Hero Skins, Campaign Animations, More Fixes

Campaign: I added back all cinematic animations that were removed and fixed the weapon clipping for units with custom weapons.
CustomSkins.png

Lich King Reforged with WoW Animations - credit VictorZ for the animations and glow. Model - credit Holyravioli and Textures - credit Symphoneum. I removed team color from gloves and added Symphoneum's textures to default DK. Switched the spell animation names so the sword goes forward when he casts, remade the death and dissipate with the cinematic death.

Thrall Mountless - credit VictorZ. I added Farseer spell effects, adjusted the run, and spell animations for chain lightning.

Malfurion Mountless - credit Retera. I combined the walk animation of Retera's model with the beta model because the beta version has a buggy staff transition. Added new spell channel animation and weapon spell effect.

Tyrande Mountless - credit Retera. I used the upright model but replaced the stand animation with the hunched version. Also added a quiver.

Gul'Dan - credit Fugrim. I added firelord spell effect to weapon. Drag the icons into replacable textures if you want Guldan's icon.

Replaced Collection Heroes:
Arthas with Sword - credit VictorZ his model has new Attacks, Stand and Cinematic Animations.

Paladin Judgment Set - credit Vindorei this replaces Halahk the Lifebinder. I added a spell effect and made the gold slightly brighter.

Lionheart Paladin - credit Fugrim this replaces the default Sir Gregory Edmonson. (Paladin Boss 2) The replaced paladin models are in a default folder if you want to switch back.

Mannoroth / Archimonde - Pitlord Azgalor it is now Mannoroth by default. Added spell effect and animations. Drag the icons into replacable textures if you want Archimonde's icon.

Made pictures for the collection tab along with credits. Unfortunately there's not a spot for DK or Firelord. I added the file path text because I know this will confuse people. Thank you guys for making these models! I hope more people can enjoy using them. All the heroes have Classic hero glow, Classic hit boxes, adjusted hp bar position, and are rescaled for melee.

How to Use New Skins:
Copy only the .mdx unit file to the folder of the unit you want to replace do not move any other files. For example, open "units/undead/evilarthas/lichking_deathknight" and copy UNDEADARTHAS.mdx and UNDEADARTHAS_PORTRAIT.mdx into the previous folder "units/undead/evilarthas" replacing the files in it.
Do this before starting WC3 or you have to restart the game for it to work. Backups of the original files are kept in the default folder so you can switch back by copy pasting into the main folder.

Location of News Skins:
units/undead/evilarthas/lichking_deathknight
units/orc/thrall/thrall_mountless
units/nightelf/malfurion/malfurion_mountless
units/nightelf/tyrande/tyrande_mountless
units/demon/pitlord/mannoroth & archimonde
units/creeps/heroflamelord/guldan_firelord

Unit Color: Lowered saturation of Pitlord, Archimonde, Tyrande, Malfurion, KotG and scarabs. KotG/Ghost normal map on the cloth redone. Thrall is slightly more green, added bracer armor back to his wolf and spell effects/weapon glow repositioned.

Portraits: Lich/KelThuzad special animation rarity increased. Night Elf and Undead unit portrait lighting blue value lowered. I suggest you use monitor settings to adjust the game lighting if needed.

Animations: Custom attack animations are now the same frame length as Classic for Death Knight, Default Pala attack 2, MK/Muradin attack 2 and KotG/Ghost attacks. Various clipping fixes. Magtheradon added animations and spell effects, now he runs and Mannoroth walks. Lordaeron tree branches no longer clip.

Bug Fixes: MK / Muradin thunder clap sound will no longer duplicate. Malfurion now has an animation for tranquility.

Does your collection skin choice get deselected after you restart the game? Make your skin choices and tab out to open Documents/Warcraft III/War3Preferences and keep this text file open. Now restart the game and after it loads close the text file. Now the skin should stay selected.
 
I would love to see some streamer games with either show matches but I'm curious if this is compatible with w3champions
W3C disabled Reforged graphics in 2024 afaik it's still turned off. It could be to protect themselves from Blizzard since they can't prove you didn't pirate HD or something I don't know. I was a few months into the project and wouldn't have started had I known that would happen. But bnet hasn't been too bad I appreciate getting some games vs pros like Lawliet, Infi when I wouldn't match them on w3c.

I started uploading pro games here. The latest ones are in 4k but I need to mess around with my recording settings more.

Almost done with another patch. 4 new heroes soon - Medivh, Kil'Jaeden, Sunstrider & Dawnseeker Elf Paladins.
 
Updated 1.9 Sound Effects Fixed, Spell Effects Added, Missing Animations Added, 8 Hero Skins and Icons Added

These custom skins are scaled for the collection skin they replace. The size, hitboxes and hp bars will not match the others so replacing another unit is not advised. Wish I could change the names and voices too.

New Skins:
Medivh (located in units/other/heroarchmageghost/medivh_archmage) this replaces Ghost Antonidas new animations and archmage spell effects added. Team color on feathers removed.

Varok Saurfang - credit Vulfar (located in units/demon/chaoshellscream/saurfang_blademaster) added animations from Samuro so he has 2 attacks and more idles. Chest armor added to portrait. Weapon teamcolor changed since glow was added. Icon made from Hearthstone art.

Default Blademaster added (located in units/orc/samuro/burningblade_samuro) be sure to copy the samurospin.mdx too for bladestorm to match.

Default Beastmaster added (located in units/other/rexxar/moknathal_rexxar) Beastmaster fixed animations - credit Mr Ogre man and Fugrim.

Default Cryptlord added (located in units/undead/anubarak/green_anubarak) new 2nd attack.

Kiljaeden this replaces Varimathras dreadlord (located in units/undead/varimathras/kiljaeden_dreadlord) The model is the default version with a new run, updated wing texture color and DL spell effect added. Portrait with lipsync - credit VictorZ

Sunstrider and Dawnseeker Elf Paladins - credit Fugrim (located in units/human/heropaladinboss/AnastarianSunstrider_paladin and units/human/herohalahk/ThalorienDawnseeker_paladin) Icons made from Classic high elf icons.

Judgment Paladin - credit Vindorei moved to replace Magroth. This changes the weapon attack sound to a hammer.

Made pictures for the collection tab.

Location of all Custom Skins:

units/creeps/heroflamelord/guldan_firelord
units/demon/chaoshellscream/saurfang_blademaster
units/demon/pitlord/mannoroth & archimonde
units/human/herohalahk/ThalorienDawnseeker_paladin
units/human/heropaladinboss/AnasterianSunstrider_paladin
units/human/heromagroth/judgment_paladin (This is enabled. The old default is in the folder)
units/human/heropaladinboss2/lionheart_paladin (This is enabled. The old default is in the folder)
units/nightelf/malfurion/malfurion_mountless
units/nightelf/tyrande/tyrande_mountless
units/orc/samuro/burningblade_samuro
units/orc/thrall/thrall_mountless
units/other/heroarchmageghost/medivh_archmage
units/other/rexxar/moknathal_rexxar
units/undead/anubarak/green_anubarak
units/undead/evilarthas/lichking_deathknight
units/undead/varimathras/kiljaeden_dreadlord

Reforged & Classic Icons added to custom hero skin folders. If you want icons to match the custom skin move them from the unit folder to replaceabletextures overriding the default.

Lich King Icon - credit Symphoneum
Judgment Icon - credit Vindorei
Lionheart Icon - credit Fugrim

Units:
Water elementals remade with the animated texture by Blizzard that was never implemented. Added missing sounds and spell effects.
Uther has his default weapon again.
Sorceress and priest textures relinked so the ROC and TFT versions are different.
Size scaled slightly smaller - Arthas, Arthas with Sword, Dagren, Judgment, Lionheart, Jaina, huntress, and fiend.
Demon Hunter and Evil Illidan tattoos are black not team color and the skin tone is more saturated with purple instead of pink.
Default Thall spell effects fixed and weapon hero glow repositioned.
Alchemist enrage texture bug fixed.

Animations:
New attack 2 for Panda/Chen, Chaos Hellscream, and Cryptlord/Anubarak.
Pitlord/Magtheridon/Mannoroth attacks redone to be same the length as Classic to fix the weird animation cancel jump cuts. Pitlord death arm fix.
Small changes to Lich King death, Thrall mountless run, attack, chain lightning and death.

Portrait:
Blade, Samuro, Proudmoore and tornado should no longer clip the UI. Mannoroth's green fire burns in Chaos Hellscream's eyes. Chen necklace removed. Rexxar/beastmaster repositioned.

Spell Effects Fixed:
Added missing casting spell effects I think they should all be included now - Bloodmages, Paladins, Dreadlords, Farseers, Pitlords fire and Classic cleave added (the reforged version was so tiny), Nagas, Rexxar, all Blademasters crit effects on the correct animation and MKs bash effect added.
Missing blood effects and splats added to all heroes.

Sound Bugs Fixed:
Sounds of weapons swings are now the same timing as Classic and not on the backswing or played twice or randomly in a stand.
Missing 2nd attack sounds added to Paladins, TCs, Blades, CLs, Pandas, Pitlords.
All Blade crit sounds now start at 0 which is wrong from a Classic point of view but why should the crit sound be 733 frames after it happens? Now it will play even if it kills the unit.
Lich King & Arthas with Sword given Deathknight attack sound. Arthas sword has different attack hit sounds for campaign and melee unfortunately I can't fix that.
Missing dissipate sounds added.

I will add the new banshee spell effect when Blizzard's ptr goes live.
 
Last edited:
Updated 1.9 Sound Effects Fixed, Spell Effects Added, Missing Animations Added, 8 Hero Skins and Icons Added

These custom skins are scaled for the collection skin they replace. The size, hitboxes and hp bars will not match the others so replacing another unit is not advised. Wish I could change the names and voices too.

New Skins:
Medivh (located in units/other/heroarchmageghost/medivh_archmage) this replaces Ghost Antonidas new animations and archmage spell effects added. Team color on feathers removed.

Varok Saurfang - credit Vulfar (located in units/demon/chaoshellscream/saurfang_blademaster) added animations from Samuro so he has 2 attacks and more idles. Chest armor added to portrait. Weapon teamcolor changed since glow was added. Icon made from Hearthstone art.

Default Blademaster added (located in units/orc/samuro/burningblade_samuro) be sure to copy the samurospin.mdx too for bladestorm to match.

Default Beastmaster added (located in units/other/rexxar/moknathal_rexxar) Beastmaster fixed animations - credit Mr Ogre man and Fugrim.

Default Cryptlord added (located in units/undead/anubarak/green_anubarak) new 2nd attack.

Kiljaeden this replaces Varimathras dreadlord (located in units/undead/varimathras/kiljaeden_dreadlord) The model is the default version with a new run, updated wing texture color and DL spell effect added. Portrait with lipsync - credit VictorZ

Sunstrider and Dawnseeker Elf Paladins - credit Fugrim (located in units/human/heropaladinboss/AnastarianSunstrider_paladin and units/human/herohalahk/ThalorienDawnseeker_paladin) Icons made from Classic high elf icons.

Judgment Paladin - credit Vindorei moved to replace Magroth. This changes the weapon attack sound to a hammer.

Made pictures for the collection tab.

Location of all Custom Skins:

units/creeps/heroflamelord/guldan_firelord
units/demon/chaoshellscream/saurfang_blademaster
units/demon/pitlord/mannoroth & archimonde
units/human/herohalahk/ThalorienDawnseeker_paladin
units/human/heropaladinboss/AnasterianSunstrider_paladin
units/human/heromagroth/judgment_paladin (This is enabled. The old default is in the folder)
units/human/heropaladinboss2/lionheart_paladin (This is enabled. The old default is in the folder)
units/nightelf/malfurion/malfurion_mountless
units/nightelf/tyrande/tyrande_mountless
units/orc/samuro/burningblade_samuro
units/orc/thrall/thrall_mountless
units/other/heroarchmageghost/medivh_archmage
units/other/rexxar/moknathal_rexxar
units/undead/anubarak/green_anubarak
units/undead/evilarthas/lichking_deathknight
units/undead/varimathras/kiljaeden_dreadlord

Reforged & Classic Icons added to custom hero skin folders. If you want icons to match the custom skin move them from the unit folder to replaceabletextures overriding the default.

Lich King Icon - credit Symphoneum
Judgment Icon - credit Vindorei
Lionheart Icon - credit Fugrim

Units:
Water elementals remade with the animated texture by Blizzard that was never implemented. Added missing sounds and spell effects.
Uther has his default weapon again.
Sorceress and priest textures relinked so the ROC and TFT versions are different.
Size scaled slightly smaller - Arthas, Arthas with Sword, Dagren, Judgment, Lionheart, Jaina, huntress, and fiend.
Demon Hunter and Evil Illidan tattoos are black not team color and the skin tone is more saturated with purple instead of pink.
Default Thall spell effects fixed and weapon hero glow repositioned.
Alchemist enrage texture bug fixed.

Animations:
New attack 2 for Panda/Chen, Chaos Hellscream, and Cryptlord/Anubarak.
Pitlord/Magtheridon/Mannoroth attacks redone to be same the length as Classic to fix the weird animation cancel jump cuts. Pitlord death arm fix.
Small changes to Lich King death, Thrall mountless run, attack, chain lightning and death.

Portrait:
Blade, Samuro, Proudmoore and tornado should no longer clip the UI. Mannoroth's green fire burns in Chaos Hellscream's eyes. Chen necklace removed. Rexxar/beastmaster repositioned.

Spell Effects Fixed:
Added missing casting spell effects I think they should all be included now - Bloodmages, Paladins, Dreadlords, Farseers, Pitlords fire and Classic cleave added (the reforged version was so tiny), Nagas, Rexxar, all Blademasters crit effects on the correct animation and MKs bash effect added.
Missing blood effects and splats added to all heroes.

Sound Bugs Fixed:
Sounds of weapons swings are now the same timing as Classic and not on the backswing or played twice or randomly in a stand.
Missing 2nd attack sounds added to Paladins, TCs, Blades, CLs, Pandas, Pitlords.
All Blade crit sounds now start at 0 which is wrong from a Classic point of view but why should the crit sound be 733 frames after it happens? Now it will play even if it kills the unit.
Lich King & Arthas with Sword given Deathknight attack sound. Arthas sword has different attack hit sounds for campaign and melee unfortunately I can't fix that.
Missing dissipate sounds added.

I will add the new banshee spell effect when Blizzard's ptr goes live.
Thank you for your work!
 
Update v2.0 New Hero Skins, Custom Hero Voices, Hero Glow Option, Bug Fixes

Kel'Thuzad Necromancer (located in units/undead/herolichcin/kelthuzad_necromancer) Spell effects added, some clipping fixes, new dissipate and spell animation.

Vol'jin (located in units/orc/rokhan/voljin_shadowhunter) New skin combining Voljin with default shadow hunter.

New Optional Voicelines:

Copy into the folder that the collection skin replaces. Note that voices will change for the default hero too as long as sound files are in that folder. Lip syncs won't be perfect but I'm not about to pay for facefx.

Guldan voice (located in units/creeps/heroflamelord/guldan_firelord/guldan_sounds) copy to heroflamelord
Medivh voice (located in units/human/heroarchmage/medivh_sounds) copy to heroarchmage
Kelthuzad and Necromancer voices (located in units/undead/herolich/kelthuzad_sounds and kelthuzad_necromancer_sounds) copy to herolich

Gul'dan and Medivh voices - credit Blizzard Heroes of the Storm

Hero Glow:
Team Glow has 3 options: Remade HD teamglow is the new default. It can be changed to brighter Classic Team Glow in replaceabletextures/ "teamglow" rename or delete that folder and change "teamglowXclassic" to "teamglow"
For a bigger HD teamglow rename or delete the "teamglow" folder.

Weapon glows were resized to fit Reforged models better and some were removed.

Units:
Thrall Mountless doomhammer scaled slightly smaller. Updated Thrall's mountless run.
Saurfang scaled slightly larger and weapon position updated.
Guldan firelord spell effect is smaller during non spells.
Fixed missing orb/position for Medivh and Saurfang.
MK/Mauradin walk animation updated to be the same length as Classic, arms repositioned and geoset alphas fixed.
Death Knight geoset alphas fixed.
Lich King attacks retimed to better match the damage point and weapon size scaled down.
Arthas with Sword weapon size scaled down.
Lich/KT spell effect removed and attack effect added.
Cryptfiend classic walk sounds and footprints fixed.
Default Paladin shoulder armor ORM fixed, fixed global sequence and cloth clipping.
Footman defend animation retimed and geoset alphas fixed.
Maiev texture color updated to match WoW and to be different from default warden.
Missing dust trail added for Drekthar and Ghost Archmage.
Missile texture added for Rokhan - credit SADGASM
Bugged texture fixed for critter chicken and added death sound when using classic sound.
Voljin shadowhunter Classic Icon - credit Blizzard Hearthstone
Mannoroth walk retimed. Mannoroth Classic Icon added to Azgalor and Magtheridon.
Pitlord geoset alphas fixed.
Demon Hunter dissipate weapon scaling fixed.

I think the graphics look blurry so I'm using Reshade for sharpening.
Reshade Download: Home
Select the game path: Program Files (86)\Warcraft III\ _retail _\x86_64\Warcraft III.exe
Choose “Direct3D 10/11/12”
Select the effect packages "Standard effects" "Sweet FX by CeeJay.fx"
Start the game and hit the HOME key to see Reshade options. There are many options just beware of the FPS changes for some of them.
The only settings I use are LUMA Sharpen set to 1 and Levels to make it slightly brighter. Pick the strength you like and check "performance mode" at the bottom.
 
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More videos coming to YouTube?
Next is making a final trailer since youtube compressed the last one to shit. I'm aiming for one replay a week now that the mod is more polished.
v2.0 was reuploaded since Vol'jin health bar wasn't synced. Completely forgotten about until I try to sleep... :ogre_rage:
Just download it below if you already got v2.0 replace in units/orc/rokhan/voljin_shadowhunter
 

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I honestly don't understand how custom skins work. I am trying to replace that paladin default with Thalorien Dawnseeker, but it does not work. Please help me.
 
I honestly don't understand how custom skins work. I am trying to replace that paladin default with Thalorien Dawnseeker, but it does not work. Please help me.
Open "units/human/herohalahk/ThalorienDawnseeker_paladin" and copy HEROHALAHK.mdx and HEROHALAHK_PORTRAIT.mdx into the previous folder "units/human/herohalahk" overriding the herohalahk.mdx and herohalahk_portrait.mdx files in it. If you did that then I think this is the issue:

There's a setting in Reforged main menu > Gameplay > Use Skins make sure that is turned on and then select the skin in the collection tab.
 
Open "units/human/herohalahk/ThalorienDawnseeker_paladin" and copy HEROHALAHK.mdx and HEROHALAHK_PORTRAIT.mdx into the previous folder "units/human/herohalahk" overriding the herohalahk.mdx and herohalahk_portrait.mdx files in it. If you did that then I think this is the issue:

There's a setting in Reforged main menu > Gameplay > Use Skins make sure that is turned on and then select the skin in the collection tab.
Understood, I now see the skin in-game, but I am wondering if his voice comes-with as well, or if he will keep souding like a human paladin. Thanks a lot.
 
I am still trying to get the skins and such to work (would love some help with the voiceovers, I really don't know if there's voices for all skins or just the 2 or 3 mentioned?), but I needed to give this feedback just in case it has not been mentioned:
units/orc/rokhan/voljin_shadowhunter
units/undead/herolichcin/kelthuzad_necromancer
These 2 are not present, the folders are nowhere to be found.

Also, if I deactivated those awful classic icons (at least in my eyes) and returned to reforged ones by renaming the replaceabletextures folder with .old at the end, how do I go about activating icons for each skin included? I cannot place them in that folder anymore evidently. Please let me know, and also if you can provide some assistance with the voices. Thanks in advance, regards.

Gul'dan voice (located in units/creeps/heroflamelord/guldan_firelord/guldan_sounds) copy to heroflamelord
Medivh voice (located in units/human/heroarchmage/medivh_sounds) copy to heroarchmage
Kel'Thuzad and Necromancer voices (located in units/undead/herolich/kelthuzad_sounds and kelthuzad_necromancer_sounds) copy to herolich

These 4 folders aren't there either.
 
I am still trying to get the skins and such to work (would love some help with the voiceovers, I really don't know if there's voices for all skins or just the 2 or 3 mentioned?), but I needed to give this feedback just in case it has not been mentioned:
units/orc/rokhan/voljin_shadowhunter
units/undead/herolichcin/kelthuzad_necromancer
These 2 are not present, the folders are nowhere to be found.

Also, if I deactivated those awful classic icons (at least in my eyes) and returned to reforged ones by renaming the replaceabletextures folder with .old at the end, how do I go about activating icons for each skin included? I cannot place them in that folder anymore evidently. Please let me know, and also if you can provide some assistance with the voices. Thanks in advance, regards.
You haven't downloaded the latest version it seems.

Those are the only custom voices. In the future I will add priest to paladin, and Lich King from HotS soon.

To delete icons follow install guide "Changing the mod" what folders to delete, you don't need to call it OLD and keep it if you don't want them.
Then just remake those folders with the same structure replaceabletextures/commandbuttons and commandbuttonsdisabled then put the custom icons in there.
 
Latest Update v 2.1 Campaign Fixes and Added Portaits, More Custom Voices, Texture and Model Fixes

New Custom Voices
Lich King sounds from HotS (located in units/undead/herodeathknightX) rename folder to herodeathknight
Priest sounds for the Elf Paladins (located in units/human/heropaladin/Elf_Paldin_Sounds) copy to heropaladin

Campaign
All unit facefx were removed. They were bugging and not necessary since there are other projects that focus on cinematics, maybe it will even help fps. I suggest you show portraits in the absence of lip sync. In Menu > Options > Gameplay > Show Portraits in Cinematics.
Added about all the portraits of units and buildings you control and units that speak. High Elves, Towers, Fel Orcs, Draenei, Naga, ships.
knight cinematic flickering geoset alphas fixed.
banshee cinematic flickering geoset alphas fixed.
malganis bleed particle removed for campaign.
guldan spell effect and team glow removed for campaign.
Removed fel hellscream "cinematic stand spin" to stop random spinning in cinematics.
human sylvanas weapon glow in cinematic fixed.
evil sylvanas deleted SPNxNBAR blood from appearing when shes talking. FYI all blood attachments made like that are bugged, if a random blood appears it will have to be remade with the particle.
Those were the only glaring issues that I can fix.

Units
Grunt pauldron and animation redone.
Wisp replaced with HD version added Classic particles for the missing lumber effect. This was done because the default popcornfx is bugged and leaves a long trail.
thrall wolf head mesh gap fixed
water elementals more animation clipping fixes
guldan hair clipping on attack fixed
dk cloak logo cleaned up
Removed hair clipping in hood from evil sylvanas
Bloodmage spell effect and Lich King eye particle texture alpha redone to not show edges, no idea why the blps weren't rendering right.
More leaves added to 2 lordaeron trees
Infernal, Mannoroth and Magtheridon green fire added to eyes
Hero Pitlord beard and horn texture updated, fire added to eyes
Cenarius UV gaps in back are smaller I couldn't fix all of it. Default hair color restored, keeperghost beard redone.
Hero weapon glow rezied to be more subtle for all DHs, Mks, Malfurion, Elf Paladins and Thrall.
Added Reforged Icon for Saurfang - credit Vulfar
All custom textures were re-exported to fix any alpha issues.

Buildings
In default townhalls if you didn't see it start to transform it would disappear fully when revealed. I adjusted the starting transitions for Human and Orc but it's not perfect. These are a nightmare to change and test. The only complete fix as far as I can tell is to remove the transition which looks bad compared to the fade.
Leaves on the Tree of Life and Ages no longer disappear when starting the upgrade.

This project is now in a very good spot with so many fixes and features I had wanted.

Enjoy
 
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Is it possible to have this mod and kenshin classic + installed at the ssme time? Im imagining being able to toggle between the mods, since kenshin is updated classic and this updated reforged. I dont know if either one is overriding the other one or if there is some conflict
 
Is it possible to have this mod and kenshin classic + installed at the ssme time? Im imagining being able to toggle between the mods, since kenshin is updated classic and this updated reforged. I dont know if either one is overriding the other one or if there is some conflict
Hi, I just tried a few folder structures but I don't think it's possible as an in game toggle. The game registers from the same folders.

The easiest way to make a toggle it is to create two folders to keep each project separate and then cut and paste the contents from the one you want active into the retail folder.
 
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2.1.1 update small changes not necessary to redownload just for these: Added glow particles to eyes of Shadowhunter, Rokhan and Vol'jin units not just the portraits. Updated Voljin's spell animation to grab ward object from his back.

I just finished a cinematic trailer to show the added models from the community and new voice lines. I figured one last trailer would be in order after another 8 months of work. Like the video if you do, the mod won't reach players without that.


Thank you everyone for your kind words.
 
Update v 2.2 - More Model Updates with Final Scaling of All Units, Classic Hero Glow Remade and Classic Icons Improved. The top post has updated pictures to show all the changes.

Classic Icons Improved: added from the project "Wacraft 3: Classic Remastered" Naguna messaged me and said I should include his icons. I think his work is much higher quality than Blizzard's ClassicHD. Also included his higher resolution Classic cursors and hero icons for the scorescreen. Check out his project which updates all Classic textures.

Fixed the issues of it switching to Reforged icons such as: Alchemist no longer switches after enrage, summons that level up and ethereal spirit walkers. Those that are Reforged should be intentional like the female dh/dk. Added Classic HD2 race icons for the scorescreen.

Final Unit Size: Checked all to fit better in the Classic silhouettes, obviously some models are different designs. Since Blizzard's previous patch changed the camera angle I could judge the scaling better. Some were scaled slightly, or just parts - I didn't list those changes.

Model Updates:
Acolyte updated texture and model added team color mesh to back.

Archer/hippo rider model updated, texture redone and animation fixes for rider.

All buildings should no longer flicker when they finish or die. Various fixes to make sure the animations loop, effects fixed, death updated for haunted goldmine. I gave the townhall transitions a final try, it doesn't disappear instantly like default, but I think the fog of war bug is unfixable.

Entangle goldmine leaves added, HD Wisp alpha made the same as classic, added HD wisps to goldmine and repositioned them.

Hippogryph texture updated, fixed orm holes.

Demon Hunter and Evil Illidan attack 2 updated and other cliping fixes.

Druid of the Talon and Storm Crow textures updated.

Banshee texture updated, lowered ghost glow amount, adjusted popcorn effects.

Cenarius texture fixed to not have holes.

Cenarius Nightmare portait clipping fixed.

Dragons all level 10s added, fixed the animation jumps between stand and attacks.

Firelord dissipate updated.

Forest troll priest hair fixed in decay.

Gargoyle stoneform death fixed.

Guldan firelord hitbox scaled up.

Hawk fixed line on model.

Huntress texture fixed to not have holes, updated armor color.

Ice Troll Priest decay fixed.

Kael portrait added hand back.

Kotg/Ghost attacks updated. Entangle color changed slightly.

Lich frost spell effect now only happens when a spell is cast instead of always. Added to Kel'Thuzad Necromancer version.

Makura snapper corpse texture fixed and blue decay fixed.

Spell breaker texture color updated to be brighter.

Naga/Vash portrait clipping fixed. Mesh strap removed.

Obsidian statue fixed death.

Ogre Lord mesh straps on back replaced to not clip through the model on attacks. Other animation clipping fixes to pants.

Owlbear decay fixed.

Penguin critter decay fixed.

Polar Furbolg Tracker decay fixed.

Potm dissipate arrow fixed.

Raider texture fixed to not have holes.

Raccoon added decay flesh and skeleton.

Rifleman cloak attack animation updated.

Rock golem, mud, moss, granite, and war all have much faster decay animations.

Shadow Hunter/Rokhan beard animations updated.

Serpent Ward textures updated to fix the line.

Tauren metal weapon removed from portrait.

Thrall moved weapon in run so it is a smoother transition to stand.

Thrall Mountless run animation updated and repositioned the weapon to be more like hots.

Vengeance spirit texture updated.

All Pitlords fire effect stays on while they're dying.

Added portrait lip animation to Mannoroth and Archimonde. Thank you Malmgrev for making a tutorial.

Water elementals birth and death animations updated to fade with the splash effect.

Environment: Tree stumps added that were missing for Lordaeron, Cityscape, Dalaran and Ruins trees. Tree trunk material fixed so it won't have holes in it, lordaeron tree textures slightly darker. Rally point on trees fixed. Flowers lowered in the grass.

Team Glow default is now a remade texture of Classic Glow. It was made to replace the pixelated edges of the classic texture. The folder "teamglowXsmall" is the smaller remade HD glow. If you remove/rename the "teamglow" folder entirely it uses the default ClassicHD texture which has pixelated edges so I don't recommend it. Some units had their glow size rescaled.

This is the final big update since it's in very good shape compared to the default game after years of constant free labor. I was able to change a lot that I didn't think would be possible. I'm sure I'll find minor things to do but I consider this project complete.
 
Does anyone know why this is happening when I install the mod? The instructions are simple so there's nothing to mess up, and it does seem to work in-game, but it also comes with bright green boxes on the lower left and right side that never go away.
 

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Does anyone know why this is happening when I install the mod? The instructions are simple so there's nothing to mess up, and it does seem to work in-game, but it also comes with bright green boxes on the lower left and right side that never go away.
That sucks I've never seen that are you playing in 4k maybe? Try to revert the open UI to default: Open the folder "ui" and delete the folders "console" "framedef"

I thought it could be some weirdness with the in game menu "hud scale/ show side panels" but I can't reproduce your bug. Hope deleting the UI fixes it.
 
off-topic but gotta ask, anyone hates the mushrooms? any chance they can be replaced with proper trees?
I tried renaming some scorched trees, but seems they have different size, so it cause errors about trees not being able to be replaced in some maps.

also the fixed trees in vision mod, looks great.

now that the ghoul has lighter skin color, gave him blighted lumber since he is harvesting blighted trees lol.
 

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update 2.3 - model fixes

Alchemist Classic effects and glow added to chemical rage animations. Added spell effect to portrait as well.

Arcane Tower portrait clipping fixed. Adjusted the human tower birth/death which weirdly shrinks sometimes, but it's beyond my control.

Archmage animation clipping fixes.

Blademaster stand 2 weapon adjusted.

Ghoul lumber texture updated. Good idea Mint Blancmanche! I don't plan on changing any other tees unless they are added to the 1v1 map pool.

Added text how to remove the environment foliage for those who want the old terrain.

Mountain King/Muradin walk animation updated. Ice particle attachment for campaign removed because a bug happens where it appears in versus when it shouldn't.

Naga walk position fixed for walk and stand that was my mistake from trying (and failing) to fix the tail clipping into the ground.

Tyrande & Mountless replaced arrow with default PoTM arrow to match the projectile. Mountless size scaled smaller, (campaign and custom skins have different scaling for some weird reason) weapon was slightly repositioned and attacks are slightly faster.

Over 1200 people downloaded v2.2 that's quite a lot considering 3k are playing on w3c the past week.
 
Can you guys remodel the footman and knight.According to the original model the footman and knight suppose to wearing full metal boots with pointy toes.But in reforge they are wearing leather boots with some metal plate on it also it’s not pointy.This really ruined the whole armor set for the footman and knight.

So can you guys please remodel the footman and knight’s boot.
 
Update v 2.4 New Portrait Lighting, Textures Updated, Bug Fixes

Portrait Lighting: Added directional lights to give all the portraits more shadows. Changed some camera angles and fixed any frozen animation bugs.

Skin added: Default Warden located in "Units/NightElf/Maiev/Warden_Watcher" with fixes for death animation, missing splats and sounds.

Units:
Warden/Maiev missing spell effect added and model scaled slightly smaller.

Night Elves skin tone hue shifted from bright pink to more lavender for Archer, Huntress, PotM, Tyrande, DH, Dryad, Druid of the Claw, Druid of the Talon and Malfurion.

Lava Spawns - Missing emissives added to all portraits. Added the classic hit box and HP bar position, these were the last units in 1v1 without that. Level 3 scaled bigger and added the animated emissive.

Archmage weapon glow scaled smaller.

Death Knight added goatee.

Footman texture updated and raised the back of the boot I made. If I raise it more it clips and I don't plan on changing the knight. I suggest people look in the model section or learn to make the changes they want if they are not pleased.

Gnoll Assassin texture is darker.

KotG/Ghost leaves added to portrait.

Naga/Vashj dissipate updated.

Lich/Kel'Thuzad face is less yellow.

Shade changed smoke effect to Classic because the Reforged popcorn is bugged leaving a trail across the whole screen like wisps. I didn't include the Classic black trail because it looked bad.

Serpent Wards are now transparent.

Shadow Hunters kept the glowing eyes but removed the light trail.

Black stag critter texture updated.

Phoenix Egg portrait added it doesn't look like that even works in Classic...

Trees: Lordaeron summer, winter and dalaran colors updated. I don't want to keep changing the tree color so hopefully these changes will match the tilesets better.

Bug Fixes:
Mur'Gul creeps on Tidehunters fixed decay to not flicker. Added missing blood splats and repositioned.

Murloc blood splats repositioned to be under the corpse.

Druid of the Claw missing footprints added to caster form and repositioned for bear form.

Druid of the Talon blood splat added.

Tuskar Fighter hat texture fixed.

Thrall Mountless added footprints for walk animation.

Fixed broken chest attachment for Medivh, Forest and Ice Troll Berserkers, Warlords, Trappers. This means spells like Rejuvenation will no longer be invisible on these units.

i'm-tired-boss.gif
 
Update v 2.4 New Portrait Lighting, Textures Updated, Bug Fixes

Trees: Lordaeron summer, winter and dalaran colors updated. I don't want to keep changing the tree color so hopefully these changes will match the tilesets better.
I got a question, are these tree changes made thinking on 2.0 cartoony trees or old(1.36) tileset?
I'm using old tileset and tweaked your trees textures from 2.3 to fit better the old tileset.
 
are these tree changes made thinking on 2.0 cartoony trees or old(1.36) tileset?
The texture colors are made to match the 2.0 tilesets the file paths and pictures are in the top post showing how they can be changed. The trees were remodeled after Classic using 1.36 tree models. The files replace both textures/models so it works for 2.0 and old terrain. Glad you have made what you want.

Also, the messages from you about the gargoyle texture looked better as default are really not my business. You can delete what you don't want in less keypresses than sending that. It's not like my taste will be the same as everyone's for the 250 building and 1382 unit files, peace.
 
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