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WC3 Tutorials - moyack

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Tutorial Zone / How to [download | install | configure] JNGP
« on: December 08, 2012, 07:11:55 PM »
Category: General Mapping Tutorials
« Created: April 04, 2016, 10:00:21 AM by moyack »
« Last Edit: December 11, 2016, 10:10:14 PM by moyack »
How to [download | install | configure] JNGP
By moyack. 2016

Hello fellow members: I come here with a very quick and direct to the point tutorial about how Download, Install and Configure Jass New Gen Pack from Blizzardmodding.info.

What is JNGP??

JNGP is the acronym for JASS NEW GENERATION PACK, which is a tool that expands the possibilities of the traditional WC3 World Editor and allow us to code and develop stuff that normally would have implied more effort or tedious work. If you want to check all the features of JNGP you can visit the current and updated link: http://blizzardmodding.info/4263/the-jass-newgen-pack-jngp-2-0/

Download JNGP

In order to download JNGP you have to follow this link:

This pack is compressed using the format 7z, in order to extract it you should have the 7zip installer which can be downloaded from the official site http://www.7-zip.org/
Because google detects this tool as malware, the compression process has been modified to double compression in 7Zip. (7z packs inside a 7z pack). This increase the file a little but hopefully will overrride this false (and annoying) warning.

Install JNGP

Installing is as easy as 1, 2, 3. You only need to extract the package and install it where you want. I'll show you the most direct way to do it.
  • Install 7zip to open properly this package. After you've installed this software, please open 7zip and select Tools > Options... and in the system tab select all the file extensions.
  • Open in the explorer where you downloaded your JNGP compressed file.
  • Because this pack now comes in an over-compressed way, you should follow the steps in this way:

    • Select the JNGP compressed file and right click over it. You'll see the following menu:
    • Then goto to the folder "JNGP" folder where the files were extracted. Here you'll see a bunch of files with strange extensions :)
      There, you right click in the file JNGP_2XX.7z.001, and extract the file.
    • After this extraction, the final folder "JNGP_2XX" could be moved into a desired place and renamed in the way you consider convenient.

Configure JNGP
If you're in Windows 7 or the horrible vista (could it be possible?? :o ), please open the executable files as administrator.

If you see for any chance an antivirus message, do not worry. JNGP add functionality to WE by injecting in memory the additional menus, this trick is used by some virus and trojans and antivirus recognize this behavior in a preventive way. If that's your case, just add NewGen WE.exe in your antivirus White List (More info).
  • Open the JNGP folder
  • If it's the first... first... first time you start this tool, you should run the "we.bat" file. This one should be used to set for the first time (again) the JNGP files. Double click it in order to start it. You'll see a console start and then the WC3 World Editor starting. If you've updated this tool, then simply run NewGen WE.exe:

    If everything goes well, it should have opened WE with the menu extended:
  • And that's all!! Let's start modding!!!  :P

Final words

I hope this tutorial can give you a whole idea about how to start with this pack. If you have any questions or comments, please Go ahead :)


Tutorial Zone / How To Remove Weapons to WC3 Model Units
« on: August 21, 2011, 07:41:29 AM »
Category: 3D Modeling Tutorials
« Created: April 04, 2016, 10:22:51 PM by moyack »
How To Remove Weapons to WC3 Model Units
By Moyack - 2013


The purpose of this tutorial is to teach you how to do a basic model editing. Specifically remove the weapon to a WC3 unit.

Tools required

  • Open Magos model Editor
  • Open the model file you want to edit. This can be using file > Open or using an ingame model (Windows > MPQ Browser). For this example, we'll use an ingame model: a footman (which can be found in War3.mpq in Units\Human\Footman\Footman.mdx).
  • With the model visible in Magos model editor, we save the model file with a different name, just to differentiate it.

    Let's call it Footman_ww.mdx
  • Open MDLVIS
  • Select Open (CTRL+O) and open Footman_ww.mdx
  • You will see the model in wireframe mode, to see it with texture, press the "F" key. You'll see the following:

  • With the rotation tool rotate the view and with the mouse wheel scale the view so we can see properly the footman weapon.

  • When you've set the right view angle, select the work mode icon so we can do the model edition
  • As you can see, in the right side of the window there's a section which manages the geosets. By default it's selected the "Show All" checkbox, which will show all the model geosets but it only lets select the ones indicated by numbers.

    In order to know what geoset is the one which have the sword, we'll let unchecked the "Show All" and we'll uncheck and check the geosets numbers until we can see only the one that has the weapon. In this case it will be the geoset number 1.

  • In the top toolbar we can see 2 checkboxes. Please check the checkbox and you'll see the geoset with the vertices bold.

  • Now it comes the delicate part: we must select the vertex of the sword. In order to do this, we select each vertex of the sword checking that we don't catch any other part. use continuously the "Rotate view" and "work mode" tool to set a proper view that don't interfere the vertex. Press "F" several times to move from faced to wiremode view will help too because it allows you to see which vertex are the ones which conform the weapon. At the end, we should have these vertex selected:

    Check this video to see the selection process...
  • Now that we've selected the vertex of the sword, we'll going to delete them. First we must ensure we are in work mode and you'll see in the right there's a toolbar with icons:

    Then we click the Delete button or simply we press "Delete" button. The outcome is the following:

  • Now let's save the model and close the program. And it's done :D

Final Words.

As you can see, doing the removal in MDLVIS is very easy. This procedure is the most recommended because it actually removes the vertex and faces and it reduce the model size. There's other alternative using only WC3 model editor, but it's reducing the sword size into a measure not perceptible in game (scale 0.01 in all the coordinates). This works, but it lefts unused vertex. Let's check the final result ingame:

Model file

Thanks for reading and if you have any question just let me know :)

Category: 3D Modeling Tutorials
« Created: April 04, 2016, 11:18:32 AM by moyack »

Important Note: this tutorial was taken from this link and updated the download link (http://www.hiveworkshop.com/forums/3d-modeling-tutorials-282/mdlvis-model-edition-creation-animation-uv-mapping-179193/) to the one of this site. This tutorial was made by jk2pach.

How to use Mdlvis

 I/ Introduction
 a) Generalities
Mdlvis is a free tool to create models  for Warcraft III ... and it is probably the most comprehensive and the most buggy version in English.
Here's the download/ link:
This software has the following functions:
  • vertex edition (clouds of points forming a model)
  • Application of textures (UV Mapping)
  • Changing GeoSets (vertex groups)
  • Creating and Editing Bones (vertex arrays connected to a center of gravity, bone)
  • Designing and editing sequence (animation)
  • models optimisation (weight reduction).

 In fact, combined with War3ModelEditor he can do everything . War3ModelEditor with Mdlvis is essential for the following things: creation of particles, easier use of the hierarchy of bones (interdependence of bones between them), Geoset importation (MdlVIs allows to create from the existing vertex, but no importing).
 Note the English version is quite bugged for the display mode.
Technique to permanently retain: to avoid blinking textures at times, where the amendment to a vertex / set of points is visible (it tends not to appear instantaneously), the simplest thing is to achieve a Right click with the mouse: one, by default, moves the camera observation model and solves the bug
 b) This tutorial
 Did not aim to show you everything, because the software is kind of "powerful" and I just want to help to understand the base.
 Also, for you to discover MdlVis, I rely on simple examples. We will first try to add a nice attack animation to the model of the Assassin:
 Use any MPQ reader to extract this model.
 II/   Discovering Mdlvis
 Do not run away, this tool looks really weird, but usefull.
 Nothing hard : we will open our model by clicking  on the folder icon or File+Open, or CTRL+O, like in any other tool. There, we open our Assassin model.
 You should get this :
 Okay, a quick description
 The menu File, like in any tool, allows to save, load , open a file etc…
 The menu Edition allow to select/copy/paste/cut objects. Warning, Mdlvis allows to modify anything, so use those shortcuts carefully. For example, when you try to cut a cloud of points, you may get an entire geoset without seing it.
 Please not that Copy-Paste does work for the frames (animations), but we will describe them later.
 The third menu, Aèä on my computer (a minor bug) should be “Display” or “View”, I do not know.
 The option « small grids » allows to select a display mode, depending on the following options : XZ, YZ, XY Grid, complete grid. I never use this mode to avoid to destroy my little head, but it is usefull for simetra works or precision works.
 The option “Axis” allows to display the axis for width, length and depth. The X axis is red, Y green, Z blue. I suggest you always leave them turned on to see which side of your model you work;).
 The option “surface” allows to work with a sense of relief in the model, but without displaying the textures of models.
 The option “Textured View” allows you to easily work on the model using the textures of the model. Indeed MdlVis detects mpq archive materials on Warcraft III, which is quite handy.
 The option "Normals" can show the direction of lights and shadows from each vertex. Tip: Never use any tools related to the Normals with Mdlvis, they are particularly buggy.
 The Modules menu allows you to switch  between the Vertex Editor, ie the tool that lets you change the structure of a model, and the submenu Sequence Editor, which will then help you take care of animations.
 In between, we have, by default not available, the submenu UV Mapping. In fact it will only be available when we have selected points.
 Optimization menu, very useful but very dangerous, is only available when working on the Vertex Editor (it disappears when you are in the animation editor). "Optimize" is an action that will make the list of default actions that you find in the menu "Optimizer ..." Canonization is shorthand for a particular action. I suggest you always go through the menu ... Optimizer 'for what you do. An other tip: Always back up the non-optimized model with another name in order to get a backup. Optimization, if it saves up to 50% less space on a basic model of Warcraft III (and more when it was purified), sometimes change things which were not expected. We learn its effects empirically. The descriptions are clear, but succinct.
 Let’s go on. You can see the 4 little buttons.
 Quite simply, they allow to vary the view.
 The arrow (Work Mode) can return to work model, while the Zoom, Rotate and Move can move the camera around the model without having to pay attention to the ongoing work.
 Moreover, to the left of these buttons, you see the menu "perspective." It allows you to quickly center the camera in one way or another.
 This menu is very useful because it is extremely difficult to work in 3D without congealing on a plane, because the display of MdlVis is buggy.
 The display of geosets. Simple enough. The Show All option displays all geosets a model. A geoset is a grouping of points that we decided to hold together for various reasons (eg texture). Then you see check boxes with numbers, there are 4, one by geoset, actually. So if you click on one, you will see vertex of the first geoset.
 If you uncheck it, you'll simply see the forms of the model, without vertex. And if you uncheck Show all ... You will not see anything.
 Under the circumstances, it  will be easier to work on a single geoset, or seeing others in the background to maintain consistency of a model etc. ... Each display mode has its pros and its cons.
 III/   Vertex Modification
 Well. Just for practice, we will remove the cloak of the assassin and enlarge his shoulder. 
 The cloack : we open the vertex editor if it is not already on it, and choose to display only the first Geoset.
 We select what looks like the cloak. I am in “Right” perspective, to look the side of the unit.
 I went through the persectives "Right" to see select what looks like the cloack  the profile unit.
 You'll notice that new options appeared on the menu circled in the screenshot above.
 Before you remove the cloak, simply by pressing the button on your keyboard Supr (surprising huh?), Quick description of the options.
 Selecting : allows to select a cloud of points. We can add points to a current selection by pressing the key “Shift”.
 Move : it will allow to move the selected points.
 Very important note: you may notice that once a group of  points is selected, a new symbol appears on the model displayed  (green circle on the diagram)
 Tip: when you want to move a cloud of points, place your mouse with precision like in this screenshot. There, we are in Right perspective. If we would like to move the selected cloack (the vertex displayed in red), it would be better to place the mouse to the top left of the gravity center of the selected points. Through the example, it’s top right (i.e X and Z greater than 0 on the new axis grid)
 So why? Because otherwise, you will move the group of points through an other axis, at the moment invisible, the Y axis (width). It means that without seing it, you will move the cloak.
 Mdlvis indeed
 En effet, Mdlvis understood on what axis of the space we want to work, depending on the position of the mouse compared to the gravity center of the selected points. It’s kinda hard to handdle when you discover the tool.  In our example, if we had been in “Left” perspective, it would have been better to place the move to the top left of the gravity center.
 Rotate : it allows to … rotate the selected points arround the gravity center. Take care to work in 2D (defined perspectives); it allows to avoid to rotate the model on more than 1 axis.
 Zoom: it raises or reduces the size of a cloud of points with the gravity center as origin. Warn, contrary to the other actions, it will works on the 3 axis at the same time.
 Rotate normal : In theory, it works, it allows changing the orientation of light on the walls of the model. In practice, if you do it, I will not assume what it does.  I almost always get a corrupted model after this, and War3 Model Editor is no more able to read it.
 Delete : simple, it allows to delete the selected points.
 Uncouple : should be used for a confirmed user. It allows to separate a 3D selection into several planes.
 Mirror Verticles in Workplane : you may not use this a lot. It’s usefull to reverse selections.
 Extrude :  it allows to create a 3D object by extending a 2D selection to a 3D model. Really usefull, even if it is not easy to redo the textures after this.
 Detach as a new geoset :  one of my favorite actions, since I hate work on models with too much points on the same view. It will simply separte the selection from the current geoset and create a new one with the selection.
 Create Triangle et Delete Triangle : well, I do not know . It is supposed to create a vertex from scratch, but I never achieved this.
 Collapse : quite usefull when we get useless vertex (such as a box whose faces are not connected)   since it allows to fusion several points in a unic one. Generally, the new point will not be to the coordonates you want, because Mdlvis create the collapsed point at the position of the center of gravity of the selection.
 Weld , Reverse Normals, Average Normals, Delete normals modifiers : same that for Rotate normals : I advice you to avoid these actions, since Mdlvis and vertex usage seems buggy.
 UV-Map : it’s quite simple. It will display the texture attached to the geoset, and the way the selected points are placed on the texture. It’s quite usefull when we want to use ingame textures, to reduce the size of the model and set properly the textures.
 Take care, contrary to Vertex Modifier, Mdlvis modify in real time the UV-Maps, so it will be hard to cancel any change.
 That were the main actions. Okay, let’s go back to our cloak. We press the del key, in order to clean the model (and then enlight it, since the biggest part of a model is the vertex).
 So, now, our assassin is without cloak.
 In order to end the presentation of the Vertex Editor, we will raise the size of the spaulders.
 They are in th geoset 3. I suggest to select “Front” perspective, and to select the two spaulders, and, finally, to use the scale action to enlarge them.
 All of this has this unic objective to show you how to modify a model. It’s up to you to discover all you can do (anything except the vertex creation from scratch). To sum up, all will depend about what you want to do.
 What I generally do is to register the model and to see it through War3 Model Editor, since this tool is more stable and better to watch the final rendering (especially for animations).
 We get now this :
 So Mdlvis is usefull since it allows to let complete tools like oinkerwinkle, powerfull but separated in X subtools, or to escape to learn to use 3DSMAX, expansive, requiring a lot of CPU Power, and hard to handdle.
 It is now time to go on what Mdlvis can do the best (more than any other free tool for Wacraft III), the animations.
 IV/   Sequence Editor
 Sequence Editor
 There we go. Open the sequence editor.
 You arrive there :
 The defaut menu opened is : « anims »
 Quick introduce :
 a) Menu Anims
 A new menu appears near the classic menus, called « Frames ».
 A frame is a concept in animation. Animations of the models are the same than the ones of cartoons. It is image after image, and the animation is only the reading of all images, creating the illusion of the movement. Do not worry, Mdlvis is enough powerfull to avoid you to have to make each frame. I mean the tool will calculate the moves to do between two frames you would have created. (Even if it is not always like you want).
 In other words, an animation is equal to X frames, such as 1000 frames for a quite short animation. On some of these 1000 friends, you will set your unit in different positions (move, rotation, etc…) These settings are applied to the group of objects called Bones. Between each frames you modified to make the unit look different, you do not have to do anything: Mdlvis will make the projection itself. Simple, right?
 To sum up, you only have to set the start position and the end position of each bone you want to see moving. Of course, some movements are more complicated to set, such has those of human beings.
 Let’s see the options of the Frame menu.
 Clear Frame : clear the coordonates stored on the current frame selection.
 Delete Frame : idem.
 Add Frame : adds a frame to the sequence. If the sequence was a succession of 1000 frames, it will now be a succession of 1001 frames. So this will implement the entire start/end of the sequence.
 Since Mdlvis is powerfull but not godlike, sometimes the visbility of the particle created with an other tool such as War3 Model Editor will be disturbed. Just anticipate the thing you will probably have to set again the changes made by Mdlvis.
 Cut Frame : delete the frame. It is the contrary of Add Frame.
 Emitters Off : no idea, it is supposed to turn the particle emitter off, but anyway they are bugged in mdlvis.
 Copy and Copy Frames :  one can say copy is better, because it stores all the informations of the frame. It’s kinda usefull for any animation you want to copy/paste, for example when you want to have X animations having the same start position for your unit. Example: the Decay animation has to start with the same frame than the last frame of the Death animation. In this way, you will have no rupture between the two animations.
 Blend : no idea.
 Let’s see the other things.
 On the right of the visualisation screen, you have a tittle: Current Sequence. In this window, you can select: All Line (defaut, the entire sequence of a model) or any subsequence: Attack-1, Walk… Now you will be able to understand how the animations work.
 We call an animation  “sequence” because it’s a chain of frames glued to each other. That’s all.
 Two other buttons : Create and Global. Create allows to create (of course) a new sequence, defaut is with 90 frames (really fast, it’s invisible ingame). So you will have to add more frames.
 Global allows to add a global sequence (a way to get a sequence used whatever the unit is doing, other words: a sequence used in any sequence).
 On the bottom, you can see a long white bar with a button “lecture”’ (top right) (with white color and blue bars).
 It is the visualisation of a sequence. You read them from left to right, like a film of a camera. The blue bars are frames where some parameters have been stocked. White are blank frames or frames where Mdlvis make itself the moves. IFI allows to set the interval between each frame.
 Frame: this menu allows to move from a frame to an other with precision, contrary to use your mouse to place it on our sequence bar.
 There we are. Use “Create”.
 You should get this after picked Right perspective + texture display
 The window “Current sequence” now displays a new sequence, “New”. Click on “New” and rename it depending what you need and the Warcraft III format (“bankai” is invalide, W3 will not recognize it :p )
 I want an attack with a critical strike: I call it “attack slam”.
 Check the menu « Non looping », in order to have an animation which is not played in loop until a new order is given to the unit : Attack Slam will only be played on time through this.
 Use rarity : I do not remember what it does.
 Appply Mouse Speed : never take care of this, it allows Mdlvis to interpretate the move of the bones with the ones of your mouse.
 Frame Interval : allows to set the start and end frame. Just do not touch this.
 Delete : allows to delete the entire sequence.
 You can notice we still have, and permantly have the little display window for the geosets.
 b) Menu Movements
 it seems we have the same display of our model. The Movement menu allows to create the movements for the bones of a model. There, since you are supposed to have the Attack Slam sequence selected (the one you created), we are still on this sequence in the Movements menu. Of course, this sequence is blank.
 You can see on the bottom this sequence goes from the frame 203000 to the frame 203010 (for me), which means…. 10 frames. No human eye can see this. Let’s make a right click on the sequence bar and :
 Hop ! We validate Add Frame, and select 1000 frames to begin (meaning a sequence of 1010 frames).
 What changes is the right window in mdlvis: we get again a window like the Vertex Editor. Do you see the scrolling menu on the top right? (A white bar with a defaut name: Objects). It allows to select some strange things: the first, on our Assassin, is called Bone_Arm_1_L
 We are lucky since the names of the bones of the Assassin are easy to understand (which is not always the case).
 A definition : a bone is a group of point, a bit like a geoset, except the geoset allows to select points together to apply them material (textures) or global animations. The bone is a matrix of points, working like a gravity center where you will set some parameters affecting all the points it regroups.
 Move the bone = move all points stored in the bone depending on its gravity center.
 It’s a bit more complicated on advanced models like Assassin: some points are linked to several bones. (We will go back on them later). And, even harder, there is a hierarchy between bones: if you move the shoulder, you will move the arm, and the arm will move the hand. It’s logic, but keep this in mind.
 In our example, Bone_Arm_1_L means “the group of points linking between them all points of the superior part of the left arm. Blizzard usually call 1 the superior part, 2 the inferior. So there, this bone regroup more or less the left spaulder and the top of the left arm. If you go in Left perspective, you will be able to discover the transformations you can do with the bones.
 Like in the Vertex Editor, you have the possibility to select something (useless for the moves), to move (translation), to rotate (pivot), to scale (raise/reduce the size of the model).
 The other options are more for advanced modelists and allow to restrict the actions to only one kind of modifcation and avoid to make stupid things. Just have fun with the different transformations used on a bone, to understand what you can do.
 Please note that for a human model, you should not use a lot “Move” and “Scale” since these actions will deformate the model, which is not really realistic. Rotate should be the most used action (to start)
 I advice you to look how Blizzard animated its models, because they are well made. Of course, Mdlvis is not perfect, and it does not allow to see what is stored on a frame. So it’s kinda hard when you get 100 frames with modifications used on the model to understand what frame does what.
 That’s why it’s better to create your own animation.
 We will make a simple thing (and weird-looking, but the objective of my tutorial is only to show you the way to start with Mdlvis). We will try to move down the right arm in diagonal. (like this \  ). There, your own way to use Mdlvis takes more and more importance: you will switch between perspective modes a lot.
 Note : Your model is stiff as a ramrod default. Okay. But if you create an animation in the middle of your sequence (a frame so) where the model has a certain position, and you stop there, there will be no movement. Mdlvis therefore assign all frames of your movie ... the same position.
 So the golden rule of animation in Mdlvis: for each bone that you move, you should at least  have a beginning, a change, and an arrival. A unic modification alone is not sufficient to attribute the entire sequence the same position.
 Here is a little twisted: to create the frame of departure and arrival, you  will simply have to select your bone, and take any transform tool (move, rotate, scale) and to "pretend" to turn your Bone. (In the case of a rotation, rotate the smallest possible). Mdlvis will then note the initial position of the bone, and compare, then, to frame the amendment.
 In our example :
 Step 1: you got to the first frame of the animation. One begins to rotate the bone Bone_Arm_1_R up, but right after we deliver it to its starting position. As it was made clear to the good old Mdlvis that we would like the starting position is this one. Beware, there have been information that and only that for this particular bone. The operation must be  repeated for each bone you want to change in a sequence.
 Step 2: we rotate our bone to get the whole arm (Because Bone_Arm_2_R and Bone_Hand_R for example  are attached to the bones Bone_Arm_1_R) perpendicular to the trunk of our assassin.
 Step 3: I remind you that it is better for a sequence to have the beginning and end like this. So you either do it by hand (by rotating the bone down again) or, as lazy people like me, you copy paste the first frame to the end of the sequence.
 And now, you can watch your first animation in W3Model Editor. It is ugly, useless, but it is animated: D
 C) Menu Bones
 Despite appearances, even if it’s a menu that looks like the others, it is probably the most difficult tool to use since it is vital but buggy;)
 Another new menu: Create.
 Here you can create a Bone, an attachment, or duplicate the selected object.
 Create Bone: will create a center of gravity that you will be able to move with the usual translation action. Subsequently we will attach the vertex.
 Create Attachment: attachment is a center of gravity which will remain empty. At this point you put in the desired location for that in game, you can add special effects. The attachment will become a center of gravity in this special effect.
 Duplicate Subject: not very complicated to translate: copies the selected bone.
 Right: we still have our usual window: menu to select the clips.
 To avoid to damage our model we will start from 0. Go therefore on Create / Create Bone.
 A new step is created by default: bone_newX where X is an integer that increments alone. Of course you can rename it.
 So then, as our Bone is empty, we will have to add vertex. Select our first geoset as geoset displayed. The vertex of the head will appear. Select them.
 You'll notice that on the bottom right, a window appears. It says two pieces of information: Object04 and Mesh_03
 This means that the selected vertex (here, the head) are already linked, directly or indirectly, to bones and Mesh03 Object04.
 If you click the action button Reattach verticles, the cloud of points selected (head here) will be released from other bone and attached to the selected one on our menu at the top right. With me, it is bone_new1. Use sparingly: with a transaction of this kind, you may kill your animations, since the head will be attached to another bone for whom we have not done anything.
 You can also use the "Attach to verticle bones”, pretty convenient to add new bone to our head without emptying it of its ancient centers of gravity.
 And hop! The head is attached to another bone. The fastest will have realized that my bone (red cube) is located at the foot of the murderer. It might give entertaining results if we move our bone during an animation. To you, then, to adjust the location of your Bones as you want. Note especially the hierarchy, again. I prefer to do this on War3Model Editor, since it is sufficiently well made
 We see also that our bone is attached to the root of the model: it is independent. To make it dependent, simply right click on it, and move using the Move Up / Down / Left / Right. The hierarchy will be automatically made.
 Under Mdlvis the hierarchy, I do not control, but then not everything is available, once the menu Bone in View (menu whose title does not pass from me), Hierarchy (Shortcut: H).
 Clearly at the top was the first level of hierarchy (Body, the whole model).
 Below: We have the folders of the bones. By double clicking it opens the dependencies of each. But I hardly see the logic of the display: p
 V/ Advices for animations
 Again, the Blizzard  animations are good  in general, but made with more powerful tools (ie 3DsMax) Mdlvis being bugged, do not expect to do as well. It is a story of empowerment.
 My method to make a complete animation on a model that already exists:
 1-Make a move myself (when possible: p)
 2-Copy of starting positions of the model if it has one, often stand, which is useful as a starting point of any natural-animation if the model is a Blizzard  model.
 3-Copy the same position at the end of the sequence. For the duration of it, I go on the principle of: 500: Ultra short animation. 1000: the minimum for most. 2000: Advanced animation a bit. More than 3000, excluding animation like Decay, which lasts a lot in general, is for very complex animation, really good when you want the show to go on.
 4-Move from the largest to smallest. Example: To do a somersault to a unit: I know that the entire body turns on itself. So I created four frames, each with 90 ° rotation of the Bone (as it Bone_Root in some models Blizzards)
 Then I attack the legs, which follow suit, placing their changes of position on the frames created for the Bone_Root if possible. Then the calves, feet. Then for the shoulders, arms, hands, etc. .. all depends on the model.
 5-I check in Model Editor that what is displayed by Mdlvis is the reality, not an anticipation of the movements of Bones that I will forget to set "by hand" and which therefore will not be taken into account by Warcraft III.
 6- When I have to create animations, I prefer to do much, but pretty simple: do not forget that during the game, an animated "attack" is anyway often quite rapidly. No need to rotate 36 x times a sword around the cops a soldier, a good blow dynamic is enough.
 7-Take into account the time. For example, to make a good sword, the movement that will lift the arm must be much longer time than that will see the arm lower, to make the power of the shot.
 8-Avoid translation / changes of scale: they involve a transformation of non-natural body, so may break the consistency of the model. Except cons examples, such as the Blizzard  Marine rifle which is completely independent of the body and must be moved continuously by hand to keep it in the hands of a soldier.
 9-Always look at your model: we often realized too important transformation, and unit, if it was intended to be realistic, will loose all credibility. A few degrees of rotation is sometimes enough to get the elbow in the chest of a unit: p
 10-Optimizing model BEFORE adding particles in W3 Model Editor. Indeed, a good optimization will linearize the model. So the textures too, and you'll be unpleasantly surprised. If your model uses 30 particle moving, you'll win the right back behind the 30 particles, line visibility, and remove the display style "linear". Anticipate so.
 11-Last tip: for each animation that you create, save your template under a new version. Mdlvis is very powerful, but really ***** from time to time, and we sometimes want to go back to the version before to start again from scratch on an animation!

Tutorial Zone / AI Editor, a graphical tutorial
« on: January 14, 2011, 09:58:04 AM »
Category: Trigger (GUI) Editor Tutorials
« Created: April 04, 2016, 10:24:27 PM by moyack »
An easy start to the AI.

By moyack

Recommendations: This tutorial is best viewed in Firefox with 1280x1024 monitor resolution


Due to demand in AI information, I've decided to start a tutorial about the AI editor. I'll do my best to make it as easy as possible, anyways if you have any question, I'll answer it here.

This text will have reference information from this tutorial: The WC3 AI Editor by uberfoop and Av3n which is more related with AI editor functionality.

Let's start.

Starting the AI editor.

To start the AI editor, you should open WE and press [F8]  or this button .  This editor is not like the trigger or object editor which require an open map, instead you can create, edit and open an AI independently to any map. But if you have a map open, you can inject the developed AI to the map, making it dependable to the units created there (excellent for AI based on custom races). This option will be explained later.

When you open the AI editor you will have this interface:

Figure 1. AI editor - General tab

This interface shows the General tab, we will use it to set the general configuration and global conditions. Because we want to start quickly with our AI, we are going to set the basic features.

First we need to define what kind of AI we are going to do. If we are going to make an AI using a standard race, we should choose in the race combobox the respective race, or custom if we are planning to make one based on a custom race in a map. If we select a normal race, we won't be able to use units from other races, only the standard, campaign or custom ones for the selected race. Custom race in the other hand allow us to select any unit defined in the object editor.

See General Tab reference

Starting a new AI.

Because an example is a good start in the learning process, we are going to emulate a famous human strategy: Mass sorceress. This strategy consist in reach quickly tier 2 to train the sorceress, and then reach tier 3 to get the master training and make this strategy unbeatable. What we will need? well, besides the sorceress, some units from the barracks, mainly footman for tier 1 that can be replaced by knights in tier 3, mortar team as siege support, some special units like priest, and a good support hero for the casters, in this case it will be the Archmage with its summon water elemental + brilliance aura skills. I've seen this strategy sometimes done with a Blood Mage as a second hero (because it can offer its damaging and disabling abilities as an advantage), so I'll add in this strategy too.

With a defined strategy to make, I'll select Human race in general tab, and set the AI name as: Sheep lovers (Figure 2). With this configuration done, we can go straight to the Building tab.

Figure 2. Our first starting...

What can we see?? Basically there is an interface conformed by two list box, the left one is to define the building priorities and the right one is to define the harvest priorities (Figure 3).

Figure 3. Building tab.

Figure 4. Adding a new unit in the building editor
Why is it called building priorities? what's that?

The AI will build the units following the list order, but if any previous unit or building is killed, the AI will give priority to replace the fallen unit according to the list order.

Now that we now how the priorities work, let's start adding some units to this list. As you can see, the list is prefilled with the main hall and 5 peasants, those units are the first units set in a melee game, and with them we are going to build our town. First of all, we need to build a barrack, a farm and an Altar of Kings buildings. To do that, we select the last unit in the list, right click with the mouse, and we will have a menu with the options (Figure 4). We select Add priority..., and a dialog box will appear: the unit type dialog  box (Figure 5).

Figure 5. Unit type dialog box.

Here we have different options:
  • Town: Here we select in which town we are going to train or build the unit required. The options are: Any (suggested), Main (The town at the player start location), Expansion # (Refers to a mine WITH the town hall), Mine # (Refers to the mine expansion location, not necessarily it should have the town hall).
  • Build: Here we select the unit which we are going to train. Options are: Hero first, second and third (This will be explained later), Expansion Town, Specific unit and Specific upgrade.

Figure 6. Our first buildings
For our example, we are going to order to the AI to build a barrack, then a farm, and then the Altar of Kings, then we must say to the AI to build more peasants, so they can harvest wood. To do that, we select in Town: Any, Build: Specific Unit, and then we select the barrack building. and press OK. We do the same for the other buildings and units (Figure 6).

As you can see, we must do that for every unit / upgrade we want to build. The question is... is there a faster way to do that?? Of course yes :) For the peons, I just select the last peon, and then make CTRL+C (or do right click and select copy in the pop up menu), and then paste it by pressing CTRL+V. Repeat this step until you get 10 peons.

Now let me see if you do the things in the right way. If you add peasants until get 10 units trained, you will see something like picture 7, but if you paste 10 times the peasant (or even better, 18 peasants... YEAHHH), you will have something like the picture 8:

Picture 7 - Added peasants until get 10 of them trained

Figure 8 - Added peasants in excess :P

As you can see in the picture 8, the last peon is shown in red, why?? because  the interface is indicating that the the food produced is not enough to keep the units trained, if you add a food provider building prior to this unit, it will be marked in black again.

Because we won't need that amount of peasants at this level, we will remove them until get 10 peasants (like picture 7). Later we will add more peasants when we manage expansions.

Ok, I think it's time to add some attacking units to this AI, so let's add 3 footmen and the First hero. First add a farm so we can have enough food for the next units, then we must add the first hero, do right click over the last unit in the list and select "add priority...", in the unit type dialog box we select in the Build combobox: "Hero - First", then we make click in . After that, we add the footmen units, I suggest 3 of them. After doing this, the priorities list should look like the picture on the right (Picture 9).

Our first test.

With this small progress, we can do a test to this AI. To do that, you can press CTRL+F9 or this button in the AI editor dialog box. This command will start WE running the plunder isle map. When the AI starts, you will see the sequence in the building process:
  • First it will start the barracks, then a farm and then the Altar of Kings. That's ok.
  • The town hall won't build any peasant until it has started all the prior buildings (according to the priorities list), as soon as the Altar of Kings is started, the AI will construct the peons. This situation can become a disadvantage against the enemy because is time that the AI waste and can be used to get a warrior unit. We will discuss later how to solve this issue.
  • After finishing the Altar of Kings, it starts to train a random hero.
  • As soon as a hero is trained, it will try to get a new gold mine. If the AI can't defeat the enemy, it retreats and it gets more warriors, and it will try again, and again, and again until defeat the target enemy group.

Figure 9 - AI with the first warrior units.
Now we must have several questions: How should we control how randomly a hero is chosen, and which heroes should be chosen by the AI?? How to remove those "dead times" and make the AI faster at training units /buildings?? how to control the AI attacks?? As the Spellbreaker said: Watch and learn.

Hero Settings.

As we know, the heroes in WC3 are a very important component for the game, for its skills and attributes which makes them unique, affecting the game flow for good or for bad. The hero effect in the game depends on the following factors:
  • Heroes selection and order (which hero is trained in which tier)
  • Skills selection in all the heroes
For the AI specifically, the heroes have other important function: they are the leaders of the attacking units. If in the game there's no defined AI heroes, there are many chances that the AI won't attack, keeping sleeping until it's is attacked (without react accordingly).

Now that we understand how important are the heroes for the AI, we are going to check it out the Hero interface. Select the "Heroes" tab in the AI editor and you will see this (Figure 10):

Figure 10 - Hero Interface

Let's enumerate the interface functions:
  • We have a section called "Heroes used" to select which heroes will be trained for the AI.
  • A "Training Order" section where we indicate the chances that the AI will train heroes in a specific order, showing us the different combinations.
  • And finally a the "Skill selection" section, where we define in which order the heroes skills are learned. As you can see, the skills per hero can be different depending of the tier which the hero is trained.
Now... how can we configure this interface according to the AI example?? as you remember, we need to train 2 heroes only. We can set this by assigning in the "Heroes Used" section the third hero as None. When you do that, automatically the interface disable some parts of the interface (very convenient ). After doing that, select in the first choose box the Archmage and in the second one the Blood mage. Then set to 100% the chances that the AI trains fist the archmage and then the blood mage. You will notice that the second option (first bloodmage and second archmage) is set to 0% automatically. The interface should look like this (Figure 11):

Figure 11 - Setting the heroes for the Sheep Lovers example. Step 1.

And the last thing to do is to set the skill learning order for each hero. To do that, we select in the "For Hero" choose box the hero which we want to modify the skills order, and we arrange them by selecting each one and modifying its order with the [Move up] and [Move Down] buttons. For our AI example, we are going to modify the Archmage's skill order to this one (Figure 12):

Archmage Skill order:
1Water Elemental
2Brilliant Aura
3Water Elemental
4Brilliant Aura
7Brilliance Aura
8Water Elemental
Figure 12 - Setting the heroes for the Sheep Lovers example. Step 2.

For this case I consider the Blood mage abilities are ok, but if you want to change them too, go ahead :)

Now that we know how to set up the heroes for our AI, we are going to deal with other important AI Editor feature: Conditionals.


One of the most important features in the AI Editor is the Conditionals. They can be used to help the AI to take a right decision according to the situation at some point, making more "smart".

Where can you apply the conditionals? they can be used in:
  • General tab:
    • Conditions
  • Building tab:
    • Building Priorities
    • Harvest Priorities
  • Attacking tab:
    • Units
    • Target Priorities
How to add a condition to priorities?? Just select the desired priority and right click over it, you will see the option "Modify Condition..." (Figure 13). As soon as you make click on it, you will see the following dialog box (Figure 14).

Figure 13. Conditional menu

Figure 14. Conditional Dialog Box

Figure 15. Configure Condition dialog box
By default, this dialog box is set to none. In order to create a new conditional, we must do click in the list box, and select "custom", this will enable the button [Configure Condition]. Now you can press it and a new dialog box appears (Figure 15). In this one you will feel familiar, because it's similar to the trigger editor dialogs, the only difference is the kind of data that you can select in it. The comparisons are classified in:
  • Boolean Comparison
  • Integer Comparison
  • And
  • Or
The last two kind of Comparison enable And and Or operations between other comparisons, so you will be able to do complex evaluations. A complete list of comparisons can be found in the AI Editor tutorial by Av3n

I think it's time to do a conditional for our AI example. As you can remember, the AI only will train the first hero if it has built 10 peasants and a farm, as you can see, putting the AI to wait until this is a waste of time, it will be better if as soon as the Altar of Kings is built, we put the hero to train. In order to achieve this behavior, we must change the hero priority before the sixth peasant. If we left the things as is, the other 5 peasants won't be trained until the hero begins its training at the Altar of Kings. So we are going to configure the AI so it will train the first hero as soon as the Altar of Kings building is completed, if not, it will train the other units and buildings.

First we have to put the Hero First priority after the Altar of Kings building, then we select it, and then we do right click over this priority selecting "Modify Condition..."

Figure 16.1
After the AI condition is selected, we change in the Condition list box to Custom. We'll see that the button [Configure Condition] is enabled.

Figure 16.2

Press it and the "Configure Condition" dialog box pop ups. Having that, we select an "Integer Comparison" and we'll see a text in hyperlink showing a dogmatic true 0=0. Let's click on the first 0

Figure 16.3
With the Integer comparison dialog box opened, we browse through the integers functions and select the item with the label "Unit - Total Units of Type - Completed Only". Then we press the  button.

Figure 16.4

Now that we have selected our function, we must define the unit type to be counted. In this case we want to check the amount of Altars of Kings. We make click in the link text, and this will open this window.

Figure 16.5

Now that we have selected that unit type, we will see this dialog box "filled". After this press the  button. With this we have defined the first element of comparison.

Figure 16.6
Now let's define the comparison operator. Select in the "Configure condition" dialog box the Equal to link. This will open this dialog (Figure 16.7). After selecting the appropriate comparison operator (In this case Greater than), press the  button.

Figure 16.7

Because we need to do a comparison to a value greater than 0, we don't have to modify the comparison value. But if you need to change that value, just make click in the integer and change the variable in the value that you need. When you have the conditional set, just press the  button.

Figure 16.8 - Almost finishing the conditional
Congratulations!!! you have done your first conditional!!! Now it's time to save it, so please press the  button in the AI condition dialog box.

Figure 16.9 - Conditional finished... saving time!!

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