HD and SD models

Blizzard can you put an option at the objects so we can define wich model the objects (units, doodads, etc) will use in HD graphics and in SD graphics? I mean, when i set some doodads models using Reforged graphics models, these doodads don’t have a classic graphics counterpart but even when they do they don’t transmit the same feel of the original models with the graphics switch. With this option i could control wich model a certain object will show if people are using HD or SD graphics.

Some examples in pics:

https://imgur.com/a/xuH8Jmr
https://imgur.com/a/dg4MKsr

If you notice Blizzard gave themselves this feature. So you can do it, but its not supported in the editor. The MindWorX guy from wc3 community showed another guy and I that you can do this by adding skin entries to the war3mapSkin.txt. Ive seen it work for units. It probably also works for doodads. But this file is used also for gameplay constants. Two patches ago when I tested, at that time it was true that the editor nukes your data if you open and save a map with these types of settings. So the map has to be created without using the world editor. The format that I saw work in a test map a few weeks ago was to use :hd after the name of the object editor setting to define its HD mode value. But basically if the editor is in the HD mode, there was (two patches ago when i tested this, it might be fixed now) at the time a bug where the editor would read that HD setting in order to preview it and then write it back over top of the SD setting as well. But this might possibly be fixed now, I have no idea, didnt test yet.

Format was:

[h000]
file=Units/Human/Footman/Footman
file:hd=Units/Orc/Grunt/Grunt

And from what I recall, again this is just going by memory, if you put this in the war3mapSkin file then it would cause unit type 'h000' to be a footman model on the SD mode and a grunt model on the HD mode.

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There’s another workaround. When you import models you can define wich models will appear in HD graphics and wich in SD graphics using asset manager. The only problem with this aproach is to define the correct path of these models. The request i’m making here is exactly to take out the unnecessary complicated workarounds and to simply set at the object the option to set the HD and SD models in the editor. Example of the workaround.

https://imgur.com/a/u73Uu2w