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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)

Hey!
Great decision with this mod. A nice addition.
I myself am not a fan of the new 2.0 graphics updates or the original ones but I do approve of the quenching more gloomy approach.
Also you are free to use my models but no need to add me as an author.
It's your project. The credit is more then welcomed.
I am improving on the other models as well so you can check for other stuff on my page.
 
Great decision with this mod. A nice addition.
I myself am not a fan of the new 2.0 graphics updates or the original ones but I do approve of the quenching more gloomy approach.
Thank you Fugrim! The terrain and foliage of Quenching Mod are outstanding at creating a vibe. My initial reaction to 2.0 terrain was disgust, probably because the styles clash, but it grew on me very quickly for competitive games.

Just so other people know, it is possible to use Vision Mod updates with Quenching Mod terrain. Remove the trees from replaceabletextures and the files from doodads>terrain and replace with Quenching's files. Or if you want to install the full Quenching Mod then copy the files from Vision Mod that works too.
 
Pretty nice start. There is still alot to do. I hope you can make a real purist reforged down the line
Thanks YourArthas, that sounds like the goal of your Rebirth mod. This is simply updating Reforged graphics to fix the glaring issues. I did my best with regards to hitboxes, health bars, and unit color - but obviously Reforged will never be a 1:1 with Classic.
Tried it in the campaign. There are some things to be done, but I love the direction.
Thank you OutsiderXE, this works in campaign but was designed for multiplayer issues. There's a few missing portraits in the campaign and some cinematic animations were removed for a possible fps increase.
 
It looks really good. Recognizable.

I will recommend this to others.
Thanks a lot!
Can't wait to see the fixed units in the Fixed Original Reforged Models
Oh man if someone wants to upload whatever they wish to that section or edit my models for their projects that's cool with me. I guess I could add them at some point.
 
I would suggest for the heroes to not be set as the ones from campaign (Beastmaster should not be Rexxar default and so on)
The idea that reforged added new models for many of the heroes was a nice addition in my opinion
Also we have the new setting blizzard added to change hero appearance with all existing heroes
Sadly there are missing animations or other issues with some of the models
I am currently working on setting them properly
If you want I can let you know when their done so you can use them in the mod
For example:
Many more will come and I will also be updating these to see if I missed something before

Also I am doing updates to the new heroes too like beastmaster now has two 1-handed axes and boots

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Nice. I am also looking for an improvement on water graphics, since they are also draining my FPS a lot.
Hi Aswel, I tried to look at the water files today in CASCviewer but couldn't find anything in my power to fix. All I saw was a .slk and .dds files maybe they need to be a smaller resolution / file size? I'm afraid that's a Reforged engine problem since some people have stutters making a moon well even in Classic HD.

As far as fps goes, I have to play on low shadows that's a big help for me. I considered making the mod for shadows off and then adding mesh shadows to each model that might have helped the most but looked a lot worse. The mod will hopefully improve it slightly, my test had +6-10 in big fights.
I would suggest for the heroes to not be set as the ones from campaign (Beastmaster should not be Rexxar default and so on)
The idea that reforged added new models for many of the heroes was a nice addition in my opinion
Also we have the new setting blizzard added to change hero appearance with all existing heroes
Sadly there are missing animations or other issues with some of the models
I am currently working on setting them properly
Hey Fugrim, I added a lot of your models after you last post. The Peasant with a hammer is really good and for some reason I didn't even have Cairne. You'll notice I changed the colors some like Cairne's fur or Kael's cloak to be a bit closer to Classic. I swapped the default paladin with yours and Uther I made long ago - we both had the same idea haha. Others like Sylvanas I already made too, but added your non-undead Sylvanas.

I started this long before 2.0 and the original goal was so simple - to get rid of what I thought was weird. I considered adding the default heroes back now that we have an in game toggle, but I just don't want to see them since they look odd to me. The collection tab is set up all wrong "Use default skins" would mean nothing if I switch the models back. A Classic user would be using the default and then I'd have to look at a weird Bloodmage or whatever. Swapping them to the named variant would be wrong too so I will keep the duplicates for now.

To be reverted to the default just delete the unit's .mdx file or replace it if someone prefers the others.

Ideally, we'd have a better way to edit the collection (I know quenching did it somehow as an external program) and then I could add others that I had started like Gul'Dan fire lord with HotS Voice lines. But there was the portrait lip sync bug so I and stopped that, maybe I'll revisit it some day.

The list of animations in my head that still need updating are all Dreadlord 2nd attack animations with the correct hand, his walk is kinda stiff. KotG 2nd attack animation with the correct hand. Infernal 2nd attack with the correct hand? Maybe the DK attack and attack ready so it doesn't keep his hand raised. Kel Thuzad's correct voice I couldn't figure out. There's a lot I just can't fix like Berserker's ability is a circle not a glowing weapon (needs a maya user to remake it?), blood lust being too big (editor fix?), and team color glow needs to be remade so it works for weapons and does not hide selection circles. I'm sure there's more but I'm burnt out. Feel free to update my units or use them in your maps if you like.
 
I always shit on HD for very good reasons, but this kind of efforts is genuinely appealing. I won't go past SD+ tho, as I found HD to be too heavy for my taste (I even call it Heavy Definition).
What would you do for the Earth tower ? Its design was completely changed and breaks the continuity of some maps.
Keep it up for the rest !
 
What would you do for the Earth tower ? Its design was completely changed and breaks the continuity of some maps.
Keep it up for the rest !
Thanks, I'm not sure what could be done for the tower. Maybe someone could try merging a different tower with the boulder tower. I had a bug once where constructing towers were unclickable but couldn't reproduce it.
 
Thanks, I'm not sure what could be done for the tower. Maybe someone could try merging a different tower with the boulder tower. I had a bug once where constructing towers were unclickable but couldn't reproduce it.
Can give you a tip
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Base is if I remember correctly from naga tower or naga build or something. Rest is recoloured guard tower
 
The stuff you changed shows that you got a better understanding of model problems related to Reforged than some care to admit. Minor comment btw... surprised you didn't change Frostmourne for the Death Knight.

But i have to say this:
Vision Mod aims to make competitive play possible for players who wanted to use the new graphics but gave up because of the issues.
Is a tough bar to clear, quote taken from Hives front page... not sure if this mod achieves that but maybe it doesn't have to ? the way i see it the more tries of this sort we have the more options people get, but the Reforged visuals direction always presented a more complicated and layered problem rooted even in the very direction of using such Poly and PBR-heavy models that reflect to lighting.

I sort of see this mod as a continuation of what Blizzard would have done in their efforts to "listen" to people, sort of like what they did with the Footman:
2.PNG

1.PNG

Changes like that wasn't exactly going to save the Reforged visuals but it was definitely a step in the right direction with whatever tools they had left. But back to the whole "competitive ready" topic, even the more faithful Classic + Mod would face critique trying to clear a bar like that but it was nice to see Neo use it for his streams, though i dont even know why Kenshin named it Classic+ since most of the replaced models are HD.

Oh and, i'm low key interested in who the author of Vision Mod is since the account is clearly made as a frontend for the person but, privacy comes first.

Lastly i got a question, did you redo the terrain ? or is that the whole 2.0 update thingy from blizz?
 
Hey guys I just updated it to v1.4

DK animations changed for attack and ready animations.
Fallen Arthas spell animation fixed.
Frostmourne model is bigger for DK/Paladin with Sword/Fallen King Arthas.
KotG/Ghost KotG texture updated new attack/attack2 animations.
Wyrm model is bigger, Chimera hair is darker and Feral Spirit tail in walk animation changed.
Bug Fixes: Ancient Protector birth fixed. ToL hands bug fixed. Hundreds of useless keyframes removed from ancients constructing.

Thanks StormKnight for reminding me about Frostmourne. There's a few things that I want to say that your post brings up.
"Vision Mod aims to make competitive play possible for players who wanted to use the new graphics..." Is a tough bar to clear not sure if this mod achieves that
"For players who wanted to" is the key part there. If that's your opinion that's fine, but if you are conflating pros with all competition I disagree. The rest of the player base competes too and judging by the numbers not nearly at a level where less fps would matter. Pros will never use Reforged and it's safe to assume it wasn't even made for them.

It is an insurmountable disadvantage using Reforged without the mod, even for a beginner, because of gameplay problems like smaller moving hit boxes and bad team color. My goal wasn't to convert Classic players who dislike the art style, it's simply quality control.
a more complicated and layered problem rooted even in the very direction
The direction is what is unacceptable to most people, not individual things and therefore they want it deleted. I wanted to have a functional remaster so I did my best to make it happen.
i'm low key interested in who the author of Vision Mod
I was not an active Hive member so I just used the mod name. I've never gone by Vision it's just the best name I could think of for the project. I didn't want it to be called two names.
did you redo the terrain ?
No that's 2.0 terrain it's optional, I only changed trees. It was used to demonstrate because people don't know it exists they think Reforged = painfully bright grass. There are severe limitations editing tiles. I changing 1.36 terrain brightness but ditched it for 2.0 which to me looks better.
Some of my fixed models you can use
Hi Malmgrev, I took a look thanks, but I've already done all those units. I just changed the Chimera hair texture to be darker after seeing that it bothered you. I don't plan on adding more buildings; their hitboxes confuse me, some parts are tied to the model like trees I think.
 
Hi Aswel, I tried to look at the water files today in CASCviewer but couldn't find anything in my power to fix. All I saw was a .slk and .dds files maybe they need to be a smaller resolution / file size? I'm afraid that's a Reforged engine problem since some people have stutters making a moon well even in Classic HD.

As far as fps goes, I have to play on low shadows that's a big help for me. I considered making the mod for shadows off and then adding mesh shadows to each model that might have helped the most but looked a lot worse. The mod will hopefully improve it slightly, my test had +6-10 in big fights.

Hey Fugrim, I added a lot of your models after you last post. The Peasant with a hammer is really good and for some reason I didn't even have Cairne. You'll notice I changed the colors some like Cairne's fur or Kael's cloak to be a bit closer to Classic. I swapped the default paladin with yours and Uther I made long ago - we both had the same idea haha. Others like Sylvanas I already made too, but added your non-undead Sylvanas.

I started this long before 2.0 and the original goal was so simple - to get rid of what I thought was weird. I considered adding the default heroes back now that we have an in game toggle, but I just don't want to see them since they look odd to me. The collection tab is set up all wrong "Use default skins" would mean nothing if I switch the models back. A Classic user would be using the default and then I'd have to look at a weird Bloodmage or whatever. Swapping them to the named variant would be wrong too so I will keep the duplicates for now.

To be reverted to the default just delete the unit's .mdx file or replace it if someone prefers the others.

Ideally, we'd have a better way to edit the collection (I know quenching did it somehow as an external program) and then I could add others that I had started like Gul'Dan fire lord with HotS Voice lines. But there was the portrait lip sync bug so I and stopped that, maybe I'll revisit it some day.

The list of animations in my head that still need updating are all Dreadlord 2nd attack animations with the correct hand, his walk is kinda stiff. KotG 2nd attack animation with the correct hand. Infernal 2nd attack with the correct hand? Maybe the DK attack and attack ready so it doesn't keep his hand raised. Kel Thuzad's correct voice I couldn't figure out. There's a lot I just can't fix like Berserker's ability is a circle not a glowing weapon (needs a maya user to remake it?), blood lust being too big (editor fix?), and team color glow needs to be remade so it works for weapons and does not hide selection circles. I'm sure there's more but I'm burnt out. Feel free to update my units or use them in your maps if you like.
Good man.
Doing good work.
I will do a overall feedback of the mod and let you know if something was missed my accident. Mostly on models animations.
Also if you use any other model of mine and find anything wrong that I missed let me know so I can update it or if you think I can help with a particular update to model animations or stuff send me a message.
An example would be that I know of the centaur outrunner that need's some repairs to their attack animations which I will do in the near future.
 
I'd love to install this, but I can't find Warcraft III in the registry (see attached file), so I can't really complete this step:
2. Enable using local files in Warcraft 3. Open Registry Editor (windows key search registry editor) and find HKEY_CURRENT_USER > SOFTWARE > Blizzard Entertainment > Warcraft III. Click Allow Local Files and change Value Data from 0 to 1.

Any ideas? :/
 

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I'd love to install this, but I can't find Warcraft III in the registry (see attached file), so I can't really complete this step:
2. Enable using local files in Warcraft 3. Open Registry Editor (windows key search registry editor) and find HKEY_CURRENT_USER > SOFTWARE > Blizzard Entertainment > Warcraft III. Click Allow Local Files and change Value Data from 0 to 1.

Any ideas? :/
1751882132299.png

Follow the lines :D
 
Sorry about that, I will update the install guide thanks Fugrim!
No worry
I actually did not know about those settings before hand
Your explanation helped
The reason I already had it active was because I use IM Re-reforged installer & quenching which both set that value
But never new how to do it default now it's good in case quenching break I know how to set it up :D
 
the Warcraft III folder doesn't exist (which is something that my attached image shows). Do I need to create the key, in that case?
I assumed that the game had already made a registry entry, but that was not the case.
Just a small note: Reforged versions migrated all registry entries into new TXT format known as "War3Preferences" and "WorldEditPreferences". These can be found in the "Documents\Warcraft III". Local Files (and WC3 registry entries unrelated to in-game) still requires a DIY-trick inside Registry Editor, since the installation doesn't add "Warcraft III" key by default inside the "HKEY_CURRENT_USER\Software\Blizzard Entertainment".
 
the installation doesn't add "Warcraft III" key by default
I didn't realize that thanks.

v1.4.1 Small Update
Gyrocopter texture fix - Credit Mr Ogre Man and Fugrim
KotG/Ghost Attack 2 updated
Footman animation clipping updated
SH darker nose paint
Chaos Blademaster bladestorm is bigger. Could not figure out how to add bladestorm sound without breaking the model :/

I'm slowly adding Classic hero glow and weapon glow to everything that will hopefully work out for the next update.
 
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Does anyone know if there's a link on Hive to a tool that will do the registry change for people? I didn't realize that.

v1.4.1 Small Update
Gyrocopter texture fix - Credit Mr Ogre Man and Fugrim
KotG/Ghost Attack 2 updated
Footman animation clipping updated
SH darker nose paint
Chaos Blademaster bladestorm is bigger. Could not figure out how to add bladestorm sound without breaking the model :/

I'm slowly adding Classic hero glow and weapon glow to everything that will hopefully work out for the next update.
I know how to add sound :) i'l need to make some pictures to show how
 
Hello,

Can the assets safely ovveride the custom assets from the Re-Reforged campaigns?
Depending which of them is set first then yes
If you add re-reforged then vision you will have the vision models
I use my own updated models which are working in the re-reforged campaign it's same process
 
Hi I have not tested it with that, but I don't think the mod would crash it. There will be some cinematic animations missing from units and some portraits that aren't in melee will be unfinished.
yeap no crash will happen
just say if the footman from re-reforged had a animation in a cinematic to run and you have vision footman and that one does not have that particular animation then he will just continue to use stand 1/stand 2
 
it's simply quality control.
That sounds like a modest idea, thanks for the clarification.
I was not an active Hive member so I just used the mod name. I've never gone by Vision it's just the best name I could think of for the project. I didn't want it to be called two names.
Oh thats cool. Well atleast cool to me anyway xD
Vision the person to Vision Mod or ... Vision's Mod. :grin:
No that's 2.0 terrain it's optional, I only changed trees. It was used to demonstrate because people don't know it exists they think Reforged = painfully bright grass. There are severe limitations editing tiles. I changing 1.36 terrain brightness but ditched it for 2.0 which to me looks better.
And that sums up my questions, thanks again for the replies.
 
This is lovely work! May I ask - since the mod removes "additional detail", would it be possible to remove some of the armor from Thrall's wolf, to closer resemble the original model?
 
the item chest is nice, but I think the glow could be lowered a bit more, it blocks the gold coins and in the portrait you only see the glow lol.
I can't edit spell effects but I can lower it in the model. It's the tome spell effect because the default chest glow is lacking.

I'm redoing the portrait cameras and lights. Some were really bad angles because I was trying to avoid animation clipping with the UI but now I can animate cameras to fix that instead.
This is lovely work! May I ask - since the mod removes "additional detail", would it be possible to remove some of the armor from Thrall's wolf, to closer resemble the original model?
Thanks. I do need to redo Thrall's wolf's size. Maybe it will look better without that.
 
I can't edit spell effects but I can lower it in the model. It's the tome spell effect because the default chest glow is lacking.

I'm redoing the portrait cameras and lights. Some were really bad angles because I was trying to avoid animation clipping with the UI but now I can animate cameras to fix that instead.

Thanks. I do need to redo Thrall's wolf's size. Maybe it will look better without that.
yeah, that's what I meant, not turning down the glow, but simply lowering the effect so it's mostly inside the chest, there's still a bit of shine showing through and the particles flowing out, but the sun won't blind you xD
also the chest is floating, looks a bit silly when the camera is low.
 
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v1.5 Update - Hero Glow, Collection Skins, Portraits and Environment.

All Reforged hero glow has been replaced with Classic hero glow. This glow does not cover selection circles, won't clip on terrain as much, and is brighter. Classic Weapon glow added.

Model Changes - PotM is now the default model with animation fixes and has Tyrande's white tiger. DR/Sylvanas added Classic smoke effects, Sylvanas size corrected and cloak changed in animations. Warden/Maiev cloak animation fixes. Footman many animation fixes to holding the shield, sword slightly thinner and pauldron redone. Default Paladin weapon changed, clipping fixes, new walk and Attack 2. Far Seer wolf tail walk animation updated. MK walk updated. Kotg attack 2 updated. DK shoulder color redone. Beastmaster necklace removed, Rexxar still has it. SH/Rokhan hex and ward have the correct animation. Archer texture cleaned up. Dreadlord/Malganis skin texture less bright. Ogre Magi clipping fixes and model updated. Forest Troll Trapper is darker, Ice Troll Trapper is darker, Forest Troll is lighter, Gnoll Assassin darker, and Gnoll Warden is lighter.

Collection Skins - Textures have been switched back to the default for Muradin, Kael, Antonidas, Ghost Archmage, High Elf Archmage, Sylvanas, Kel Thuzad, Anuberak helm reverted, and Chen took off his hat again. Default Warden helm added to Maiev. Malfurion weapon switched to left hand. Gazlowe had to be remade to fix the buggy animations and added attack 2. Thrall mount armor removed and wolf updated.
Thrall Chain Lightning animation added and fixed clipping on Spell - credit Fugrim

Now there are more skins and the menu option "Use Default Skins" will be reminiscent of Classic. This gives some skin variety without adding models that I think look odd in Warcraft i.e. default Panda, Naga, Lich, etc are still deleted.

New Portraits - All are brighter with 3 point lighting and many are repositioned.

Environment Changes - Tree animations now loop, lordaeron treetop is darker and tree7 model is updated.
The other plants now move because of Fixed Reforged Flora Animations - credit Tamplier

Bug Fixes: DR/Sylvanas added death sound and hp bar updated. Chaos Blademaster Bladestorm sound added. Female DH death and morph sounds added. Female DK death sound added. Warden/Maiev fan of knives sound added. Many duplicate and broken animations were removed for units and portraits.

Known Issues: When Gazlowe switches out of Mech form the game uses a sharedfx and it shows the wrong model for 1 sec. The game won't load Gazlowe's mech model so I removed it.
Hope you enjoy. Now I can finally play the game. :infl_thumbs_up:
 
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A lovely update! You did touch up Thrall's wolf like I suggested, thank you! I love the fact that you're working on the unit animations - a lot of the new models felt like gliding over the terrain, instead of walking. Are you planning to touch up the portraits of all creeps? Most of what I've seen have been redone, but some still have the static background that stands out in your new UI.

Also, a separate question - do you plan on touching up the buildings and their sizes? For example, the human blacksmith is slightly larger than the highlighted grid, while a lot of orc buildings are quite small - as in smaller than the originals.
 
Are you planning to touch up the portraits of all creeps?
Eventually the non 1v1 creeps can be added along with campaign.
do you plan on touching up the buildings and their sizes?
That's what I'm doing next. It's a real pain because there are 3 models for each building, birth and death are in separate files, meaning any change has to be done 3 times.
 
Updated to v1.6

Buildings Updated - Most models were rescaled and moved to better fit in the Classic model. Extra detail removed and a few texture changes. UD and NE birth are both smaller, except Necropolis needed to be bigger.

Building hit boxes replaced with Classic circle shape. Note that the model itself is a collision shape after construction. HP bar position moved to the same as Classic, except for buildings that transform.

Unit Model Changes - Raider skin is darker, Tauren attack animation clipping fix, and Grunt pauldron updated. Kotg/ghost attack2 animation is timed better.

Portraits - Classic effects added to eyes of SH/Rokhan, Chaos Hellscream, and Lich/Kel'Thuzad. Lich added a second talk animation. Malfurion portrait camera updated. Altar portraits updated and fire effects added.

Bug Fix - Bladestorm sound for Chaos Blade should now be only during the spell and fixed the dissipate. Fixed the item light not disappearing on death. Stand Work effect added for Tauren Totem.
 
1.6.2 update

Tree of Life/Ages/Eternity scaled to match Classic's size better. It was almost impossible to tell ToA from ToL before. ToE alternate decay animation bug fixed. Alter of Elders texture updated.
Pictures of updated buildings?
Most are simply scaled better or had parts moved around. Tomb of relics probably had the most edits.
tree scale.gif

Haunted Goldmine added team color glow and haunted effect from Classic.
haunted.png

Really wish I could fix troll berserk ability to not look like bloodlust. It should have been as easy as adding a red emissive but what would the emissive alpha even be animated to since there's no spell animation. I assume it's just a hidden popcornfx or something I have no control over unfortunately.
 
Would still be cool to see the edits of the other buildings :)
The voodoo lounge is a big offender which needs huge edits
voodoo.gif


In v1.6 buildings were resized if needed, parts moved around, extra detail removed, hp bars synced with classic and hit boxes reverted. I'm not interested in posting every building picture I might make another video at some point. It's there for download if people want it.
 
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