Key developers from Blizzard have even given doing this the all clear and even support it as long as you do not try to recreate Heroes of the Storm in StarCraft II (conflict of interest). It is probably far easier to consider switching to StarCraft II, where you can literally import the models straight from Heroes of the Storm and work with them. You will then need to animate all parts which are not supported by WC3 due to no physics engine, which include capes, hair, weapons. This is to reduce redundancy since the same animation file can be used by many variants of the model which do not require different animations.Īs such not only will you have to port the base model from Heroes of the Storm but also after porting it, somehow apply the animation extension model to it to get all the base animations. This is applied to the base model to produce a model with animations in the StarCraft II engine. The animations mostly come in the form of a model extension file. You would have to animate such parts from scratch. The series is made up of three real-time strategy (RTS) games where opposing players command virtual armies in battle against each other or a computer-controlled enemy and includes, Warcraft: Orcs & Humans, Warcraft II: Tides of Darkness and its expansion Warcraft II: Beyond the Dark. We here will share information with another player that interested to play this map. Warcraft is a franchise of video games, novels, and other media originally created by Blizzard Entertainment.
Due to its popular mod, heroes, item, it can even rival those games called Dota 2. WC3 lacks any concept of such physics so the animations will always look wrong. Hero of The Empire is a custom map origin from warcraft III.
A lot of the models depend heavily on real time physics for parts such as capes, hair, or dangling objects.