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InstallPath in the registry key HKEY_CURRENT_USER\Software\Blizzard Entertainment\Warcraft III\ to point to the Warcraft 3 data folder you wish to use.If you want to open Reforged models, you are going to need RMS. Magos can only open legacy ones.10/10 but some model like reforge kel'thuzard(lich) can't open the file
You might need something like this to go with that: Blender 2.83 MDL/MDX importerCan i use this or some other editor to export the models to blender?
I experience the same thing on my old Windows 7 PC, but not on my Windows 10 PC. I hope someone who knows more about computers will figure out why this happens.why does magos hate particle emitters 1, the green icon ones,"SuperSpray" bones/gutz? if you want it in your model you have to save in .mdl, otherwise they get deleted
hmm, for me it happens on windows 10 laptopI experience the same thing on my old Windows 7 PC, but not on my Windows 10 PC. I hope someone who knows more about computers will figure out why this happens.
I don't remember seeing the old one when I last used my version, but I will give it a look tonight and see if it's something obvious and easy to change - having the new style dialog is probably better in generalHey so I finally got this working on my PC & it's pretty great, but I ran into a little issue which is hard to describe...
Basically there are two different kinds of dialog windows that can pop up when I go to Open File; one is the "older" one (Windows XP-style skin (gray)), and the other is the "newer" one (Windows +7-style skin (dark mode)). Most importantly, the latter features an 'address bar' file-system thing, where I can copy-paste an entire address to find exactly which model I want to open (as opposed to the former, which only has a drop-down box & the "Up-Folder" button).
In your ( @BogdanW3 's) latest version, I only get the former ("older") one, and cannot seem to access the latter ("newer") one, which I really want.
Any thoughts?
It may be worth remembering that the user Magos who created the War3ModelEditor stopped publishing the source code of his program for some time before he disappeared, so the version of the code that I gave Bogdan that was used to build a more recent version is an "out of date" version of the code from the standpoint of Magos from back in the day. So there might be some cases where Bogdan or whoever is doing the updates today has to reinvent or re-introduce features that were added by Magos to his binary back then, but not added to his public code that was on his website before it went down.Any thoughts?
a lot of beta models show similar errors and some (but not all) of them get fixed if you convert to .mdl and backView attachment 442066
When trying to create an animation with a light intensity. Model can't be re-opened and can't be loaded in the editor... Any solution?
Just saving in .mdl and not .mdx fixed the issue genius!a lot of beta models show similar errors and some (but not all) of them get fixed if you convert to .mdl and back
you can also try opening .mdl in notepad, searching for that "KLAI" and deleting that string or renaming it
.mdl can be opened in text editors and weighs a lot more, that's all i knowJust saving in .mdl and not .mdx fixed the issue genius!What's the difference between those two file formats?
I'm pretty sure this is an Mdl Vis bug. Saving with Mdl Vis turns modulates to none.when opening a model, if any layer has filter mode "modulate", is changed to "none". (saving with modulate works however)
Some Reforged models didn't work with this new W3ME. You can use RMS instead.Is there a way to open reforged models with this new versions of W3ME? I extracted the reforged Paladin Model with textures DDS, but the program couldn't open.
If you mean HD models, they're rendered very differently so it'd be very hard to code that in sadly, and they're much more complex to parse tooIs there a way to open reforged models with this new versions of W3ME? I extracted the reforged Paladin Model with textures DDS for testing, but the program couldn't open.
Too bad. I dream of the day we'll be able to open HD models in W3ME and MDLVis. Retera's Model Studio is nice, but is too complex for my big-brainIf you mean HD models, they're rendered very differently so it'd be very hard to code that in sadly, and they're much more complex to parse too
If you have usability suggestions you might want to feed them back to the developers. Effective UI design is very difficult and usually involves a lot of feedback and use by a broad spectrum of users.Retera's Model Studio is nice, but is too complex for my big-brain
I love the RMS because it contains almost all tools we used in order to make high quality models. However, I'm used to MDLVis because it seems simple. Perhaps I will use RMS again. I just have to properly know how to, right?If you have usability suggestions you might want to feed them back to the developers. Effective UI design is very difficult and usually involves a lot of feedback and use by a broad spectrum of users.
You could use both for various purposes. There's things you can't do with one and do with the other.I love the RMS because it contains almost all tools we used in order to make high quality models. However, I'm used to MDLVis because it seems simple. Perhaps I will use RMS again. I just have to properly know how to, right?
I will start training with Retera's, though I think I should download it againt to properly work nowadays.You could use both for various purposes. There's things you can't do with one and do with the other.
searching the path HKEY_CURRENT_USER\Software\Blizzard Entertainment\Warcraft III\ but unfortunately i don't have the Warcraft III folder there...Don't double-post, and the registry editor is a part of windows, just open the windows search bar and search for it
If the folder is not there, you can create itsearching the path HKEY_CURRENT_USER\Software\Blizzard Entertainment\Warcraft III\ but unfortunately i don't have the Warcraft III folder there...
and @Kyrbi0 I think I just found out the cause - some undocumented windows API edge-case, where not nulling some fields makes the window depend on the last interacted-with element.why does v1.07 has two different "Open Model or Texture" menus...
Wow, going back to fix ancient bugs like this, in 2024? You da man. : )and @Kyrbi0 I think I just found out the cause - some undocumented windows API edge-case, where not nulling some fields makes the window depend on the last interacted-with element.
I think I fixed it in 1.08 now (another update released just now), give it a test and report back if you'd like, thanks in advance!
Ideally you'd just set up the InstallPath registry key, unless you really need to have the InstallPath set to an invalid install for some reason, but I'll fixed both of these in the new release, I'll call it 1.09 to create extra confusionWow, going back to fix ancient bugs like this, in 2024? You da man. : )
I barely recall the issue I was describing, but as far as my (limited) testing revealed, everything works fine! (It does seem like it 'saves' the same Windows folder/file location between the MPQ Browser & the regular Magos window, which is annoying when my MPQs & my models aren't in the same place. But I reckon that's not the same issue Tillinghast describes, nor is it fixable).
//EDIT// - Not to give you more to do/consider, but I remembered something that's bugged me for a while... Used to be I could put the 4 MPQs straight into the Magos folder & it could 'see' them (or at least, be 'routed' to see them properly). I have an unorthodox setup so it keeps looking in Program Files & not finding them.
Is there a way to fix that (either tell Magos where to look, or have it automatically check it's own folder, or both)?
My computer's starting to become overflowing with versions of Magos... xDOk, just released a new version, you can choose the War3 folder from the properties panel now, and the open dialogs should all work independently now!
@Kyrbi0 give it a shot, and feel free to report any new issues![]()
Which patch of Warcraft III? Since I added 24 player capabilities and more replaceable textures, versions before 1.29 won't have all textures.My computer's starting to become overflowing with versions of Magos... xD
I cracked it open & I love the new setting in the Properties menu, very nice. Unfortunately, it still isn't working quite right... But I'm willing to bet it's just my wacko file organization. (I tell it to use a specific version of Wc3 in a particular place, but upon opening Magos it goes through a seemingly endless series of error messages, starting with "that's not valid", and then a bunch of "texture file not found" ones).
I don't really think this is necessarily an issue outside my own computer, though. :<
Since I added 24 player capabilities and more replaceable textures, versions before 1.29 won't have all textures.
It would be nice, but I don't know if the 'juice is worth the squeeze'; how hard is it to do, versus how many people it would benefit (me)?View attachment 479185
do you now if you could make it so like in this video it would render like the reforged models if thats what user picks in settings
but at the same time, keep backwards compat. So for example if the user picks patch 1.26 because they want to look at ballista
View attachment 479186
Can you make so they can do this with no error and it just lets them configure to any patch??
(I think is more convenient for users this way)
Edit; would also be great if it could preview Reforge particles. people want ot know what their models looks like!
I'm trying to point to v1.26, my natural primary working version (currently).Which patch of Warcraft III? Since I added 24 player capabilities and more replaceable textures, versions before 1.29 won't have all textures.
After painstakingly clicking on all the errors, you should be able to use it even with 1.26, but I really can't recommend.
For the part about Retera, he's trolling as usual, he knows well how much he had to restructure his tool, and he wasn't bound by Dx9 problemsIt would be nice, but I don't know if the 'juice is worth the squeeze'; how hard is it to do, versus how many people it would benefit (me)?
I mean heck, I'm trying to figure out how to shift my workflow away from Magos & into your program, so maybe fixing Magos up like this for me is simply wasted time. :<
I'm trying to point to v1.26, my natural primary working version (currently).
I'll have to poke around to see if I can find my v1.29+ (I have several versions, including the latest Reforged... but for some reason I had trouble finding the folder containing the MPQs).
Data folder).he's trolling as usual
I mean, in my opinion what I was saying is accurate to the user experience and the interest of the end consumer. I think that if you actually provided the features that I was describing, people would most likely use them. Some people might really enjoy them. These ideas are/were based in features that I actually invested the time to support on my own program, such as the switching capability to read from 1.26 or 1.36 without issue (and a lot of things in-between).On a serious note
glsl code using the provided facing angle. So in each GPU code when it's processing the location of a vertex in the vertex shader program, he uses sin and cos to apply this XYQuad rotation which he introduced after some Discord conversation where he probably asked me, "Did you ever have this problem?" and I told him yea I did and that I put in some hack to turn the particles to face with their velocity. But his solution isn't at all like my solution that I added to his code! So although he does standard trig, and then cos(facing) for the X component and sin(facing) for the Y component to construct vectors on the GPU to match particle orientation, mine instead is doing this " if(a_p1[0] != 0.0 || a_p1[1] != 0.0) {\r\n" + //
" lightingNormal = vec3(0.0, 0.0, 1.0);\r\n" + //
" vec3 vx;\r\n" + //
" vx[0] = a_p1[0];\r\n" + //
" vx[1] = a_p1[1];\r\n" + //
" vx[2] = 0.0;\r\n" + //
" vx = normalize(vx);\r\n" + //
" vec3 vy;\r\n" + //
" vy[0] = -vx[1];\r\n" + //
" vy[1] = vx[0];\r\n" + //
" vy[2] = 0.0;\r\n" + //
" vertices[2] = - vx - vy;\r\n" + //
" vertices[1] = vx - vy;\r\n" + //
" vertices[0] = -vertices[2];\r\n" + //
" vertices[3] = -vertices[1];\r\n" + //
" } else {\r\n" + //
glsl code that is then run on the graphics card hardware, in this case is a snippet of the section where p1 vector's X or Y component are nonzero. And so I was able to tell that I set these to nonzero in the case of XYQuad emitters, and so this code pasted above is the fundamental piece of code that rotates the ripples of the naga swim animations to face how the unit faces, i.e. to match the velocity of the emitted particle. But is that the same as Ghostwolf? It's totally different mathematically. His is that trig: vec3 v = u_vertices[int(a_position)];
float cs = cos(a_p1.x);
float sn = sin(a_p1.x);
float x = v.x * cs - v.y * sn;
float y = v.x * sn + v.y * cs;
vec3 fv = vec3(
v.x * cs - v.y * sn,
v.x * sn + v.y * cs,
v.z);
gl_Position = u_VP * vec4(a_p0 + fv * scale, 1.0);
p1's X component as facing when it's running on the GPU. So instead of the X and Y of this p1 vector being the ground projection in 2D space of the velocity of the particle, like what I was doing, he's treating X as facing. That make sense. I don't know why he declares x and y and doesn't use them, but I think he was getting pretty fed up with our community by 2021 for the lack of appreciation of the unrewarding technical effort that he put into this stuff, so writing some variables and then forgetting to use them was probably par for the course for the upstream battle to get anything done.vx ? What is vy ? What do these represent?vy is a simple perpendicular vector. This makes sense -- it's constructed with a basic x2=-y1 and y2=x1 from middle school math class. Okay, great. But why do I create the sum of the inverses of vx and vy together? Burned another 20 minutes trying to mentally picture it. I don't remember writing this code. That probably means I copied it from someone. But if I didn't copy it from Ghostwolf, where the dickens is it from? My mind starts to wander: Was Ghostwolf looking at "my" solution when he wrote his, making his the definitive best (minus the stray variables that are apparently unused)? Or had I started with something like what he's got and hacked it some late night that I don't remember for some reason? He's probably right that a facing angle and standard trig are more readable, and make more sense whenever we try to maintain code. What is the code even doing on my side? if (modelObject.xYQuad) {
let vx = vec3Heap[4], vy = vec3Heap[5];
vx[0] = velocity[0];
vx[1] = velocity[1];
vx[2] = 0;
vec3.normalize(vx, vx);
vy[0] = -vx[1];
vy[1] = vx[0];
vy[2] = 0;
vec3.add(vec3Heap[2], vx, vy);
vec3.sub(vec3Heap[1], vy, vx);
vec3.negate(vec3Heap[0], vec3Heap[2]);
vec3.negate(vec3Heap[3], vec3Heap[1]);
vectors = vec3Heap;
}
I agree, especially the part where you call out how our attempts at replicating the MDX behaviour are still incorrect 20+ years later... The way I look at the current state of afairs, I'm only doing compatibility and accessibility updates to W3ME, I don't really have much interest in making another competing tool again. If there's one "percieved positive" out of Reforged changing the model format (other than the new functionality), it's that there's no longer a million MDL formats that barely match because all the tools got killed. RMS was the first to revive, and it supports HD too, this is monumental.
I get the impression that would probably be a good idea, especially so that people who bother to learn wc3 model work can leave to go make models for some other game. But as someone who has hardly ever used blender myself, other than a few occasions sitting for an hour and trying to draw a model without reading much of a tutorial, it certainly seems like a program with a lot of buttons that easily might not be relevant to Warcraft 3 and I would imagine it might be difficult or time consuming to coerce blender to render a Warcraft 3 model in its exact form (particles, ribbons, priorty planing of blend geosets, etc). It's certainly a good fit for Reforged models where we can never preview the details anyway because of Activision's tomfoolery of buying a third party render system from a company unwilling to sell to a guy like me, wherein the third party system was designed to store particle scene graph data in unlabeled binary chunks of unlabeled sizes expressly so that the mere concept of parsing first requires an application level understanding of which chunks have which meanings.This would mean we can use Blender as the end-all be-all of model editing
War3Preview.exe existed as a standalone app if I recall for users who download the official 3ds Max Plugin used to create Reign of Chaos and TFT models.That's what Blender would be, there's a lot about modelling that shouldn't be taken for granted, and knowing even the basics of Blender translates well into knowing how stuff works: Blender's animations can do more than War3SD, that's true, but most of what you'd want in a game like War3 is exactly doable in both Blender and War3; skinning in Blender is more sophisticated not to make it harder to understand it, but to make it easier, the "many buttons" can translate really well to War3 stuff, I've just yesterday made use of Blender to fix a model with multiple broken animations and very broken skinning, but do players of War3 even know what skinning vs rigging is, and then again, why texture-swaps shouldn't be called skinning?...there would be some group of users who would complain and say that they want a GUI for making quick model edits...



