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PostPosted: May 22nd, 2012, 9:54 pm 
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Video version of this tutorial: http://www.youtube.com/watch?v=HCq46e6kc8k&feature=plcp

This is a guide on editing a map's units, abilities, upgrades, items, doodads, etc. without a full deprotection of the map. This is typically much faster than deprotecting, recovering the map (Sometimes), and then editing your objects.

Parts of the guide
Part 1- Description of the files we use.
Part 2- Extracting the object data
Part 3- Using SILK to extract the object data
Part 4- Editing and re-importing.
Part 5- Download link for the tools.
Part 6- Advanced error fixing

Specific guides
Guide 1- Editing hero taverns' choices.

Part 1 - Files
There are two types of files that will be used in this guide. One type is the tools we use to edit the map, and one is the files that we edit.

List of files to be edited:
- The map you want to edit (Obviously)
- war3map.w3u - This stores the unit data.
- war3map.w3t - This stores the item data.
- war3map.w3b - This stores destructible data
- war3map.w3d - This stores doodad data.
- war3map.w3a - This stores ability data.
- war3map.w3h - This stores buff/effect data.
- war3map.w3q - This stores upgrade data

List of files we use: (Note: These can be downloaded at part 5, except for world editor.
- MPQMaster - To open the map.
- SILK objects console - To extract the data (Sometimes)
- World Editor - To edit the files we extract.
- A listfile with at least all the war3map.w3* files.

Part 2 - Extracting objects
Note: This section is for maps that do not have a folder called "units" inside them. For maps like that, go to section 3.

There are two different kinds of maps when it comes to editing object data. Those that are widgetized, and those that aren't. The easy way to tell if they are widgetized is to look for the "units" folder inside the MPQ archive.

First open up your map in MPQMaster. If it looks like this (E.G. no units folder) then continue reading part 2.
Spoiler:
Attachment:
NotWidgetized.jpg

If it looks like this (E.G. units folder) then skip to part 3.
Spoiler:
Attachment:
Widgetized.jpg


To extract the unit data, find the file you want to edit (Check pt. 1 for reference), right click it, and press the Extract button. These files will be located in the base archive (I.E. clicking the map name at the far left.)

Make sure to put the files into a folder where you will be able to find them later.

Part 3 - Extracting objects with SILK
Note: This section is for maps that do have a folder called "units" inside them. For maps like don't, go to part 2.

If the map you are editing has a units folder in it, you will have to use an application called SILK Objects Console. Download it from part 5 if you don't have it.

First, open the "units" folder in the MPQ archive.

Then, extract everything in there into the SILK Objects Console -> MAP folder.

Before running, check for any files that are 0KB in size. If you find any like this, delete them.

Run SilkObjects.exe. It will ask you to press enter to continue a bunch, but other than that, it should work fine.

After running SILK, there now should be war3map.w3a,w3u,w3q, etc. files in the SILK Objects Console base folder. Use these files in the rest of the steps of the guide.

Lastly, make sure to delete the units folder in the archive. We will be importing our edited war3map.w3* files later.

Part 4- Editing the files.
So, now that you have the object files, it's time to edit them.

We use World Editor to do this. Open up the Warcraft III World Editor, create a new map with any dimensions that you want, and go to Objects Editor.

Now, go to that tab that you wish to edit. (If you want to edit a specific unit, go to Units tab. If you edit abilities, go to abilities tab. Etc.)

Go to the File menu item, and click Import all unit settings or Import all ability settings or any of the others, depending on which tab you are currently in.

Now navigate to the SILK Objects Console folder, and select the appropriate file (war3map.w3u for units, etc. look at part 1 for reference)

After you import, it should look like this.
Spoiler:
Attachment:
SuccessfulLoad.JPG


You're now free to edit whatever you want.
After you edit the files, you need to re-import them into the archive.

Steps:
1- In World Editor, go to File menu and click Export Unit/Ability/Item Settings and save the file to a location you will remember.
2- In MPQ editor, re-open your map that you are editing (If you closed it.)
3- In MPQ editor, click anywhere in the file menu and press "Add File(s)"

Spoiler:
Attachment:
AddFiles.JPG

4- Navigate to the location you exported the unit/item/ability data to and select each of the files you edited.
5- Now you can play the edited map.

Part 5- Downloads

These are the necessary files:
Attachment:
SILKObjectsConsole.zip

MPQ Master: http://www.hiveworkshop.com/forums/tool ... 0-a-62935/
Listfile: useful-tools-f69/listfiles-t13941-20.html#p159072

Part 6- Advanced error fixing

There are certain rare maps that can NOT be recovered by just using silk objects console. If you encounter one of these maps, use the the attached tool.
Attachment:
CorrectoR.exe

1)Create a new folder on your C:\ drive, or whatever equivalent you have (NO SPACES. They seem to mess up the program).

2) Copy these 4 files into the folder.
Code:
campaignunitfunc.txt
campaignabilitystrings.txt
itemfunc.txt
NeutralUpgradeStrings.txt


3) Drag and drop them onto CorrectoR

4) It should create new files named:
Code:
campaignunitfunc.txt.new.txt
campaignabilitystrings.txt.new.txt
itemfunc.txt.new.txt
NeutralUpgradeStrings.txt.new.txt


5) Rename these to the original names, copy them back into the MAP folder of silk objects

6) Run SILK objects.

Notes: I'm sorry about the inconveniences of my program. I'm very new to hex editing with VB, so my work is not very good. Ignore the stuff about taking logs, my program does not make logs. I may add this in someday if I feel like it ;p.

Also if it encounters an error, check to make sure there are NO spaces at all in the path name, and if it still does not work, contact me with 1) a screenshot of the application, and 2) the exact path name + file name.

Guide 1- Editing taverns

To edit taverns and put different heroes, do all the above steps and extract the war3map.w3u file.

While in the world editor, find the tavern you wish to edit by using Ctrl + F

Go to the Units Sold field of the tavern. Double click it. It should open up a dialog in which you select the units that you want to add.

Re-import it, and the tavern is edited.


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Last edited by owner123 on September 17th, 2012, 10:09 pm, edited 1 time in total.
Section 6 added.


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PostPosted: May 22nd, 2012, 10:09 pm 
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Will this still work on protected maps? thought some protectors target the unit data o.o


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PostPosted: May 22nd, 2012, 10:10 pm 
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The only protection that can is Widgetizer. That's the protection that creates the unit folder. It's addressed in part 3.


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PostPosted: May 26th, 2012, 1:53 am 
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Joined: May 5th, 2012, 9:19 am
Posts: 12
thanks for this..
can i ask question? i followed all your instruction but when opening war3map.w3u file my WE hangs?
can you help me? i ended closing WE..


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PostPosted: May 26th, 2012, 2:49 am 
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Joined: February 3rd, 2009, 11:28 pm
Posts: 2394
Can you post the .w3u file and the map you got it from?


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PostPosted: May 27th, 2012, 7:32 am 
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Joined: May 5th, 2012, 9:19 am
Posts: 12
oopps.. i deleted my .w3u file..
i try it again and if i fail ill post it in here..

or

can you post your .w3u file?
The map i tried is dota v6.74c


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PostPosted: May 27th, 2012, 1:27 pm 
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Posts: 2394
I have not gotten the w3u for dota 6.74

If you post the map I might try.


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PostPosted: May 27th, 2012, 4:28 pm 
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thought dota unit data was widgetized... maybe thats why?


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PostPosted: May 27th, 2012, 5:34 pm 
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Joined: February 3rd, 2009, 11:28 pm
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This guide covers SILK objecting a map.


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PostPosted: June 4th, 2012, 6:28 pm 
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Joined: June 22nd, 2009, 3:47 pm
Posts: 30
I have been trying to do this to modify the obj data for GoG RPG but have not been able to open the ability data in WE afterwards.
I used MPQ editor to extract all the data in the "Units" folder, moved it into the MAP folder along with the war3map.a and war3map.t files (war3map.u did not exist in map in mpq) and then ran "SilkObject". It created war3map. a,t,u,h,q files. I then imported the .t and .u files into WE with no problem and they open fine, however the editor crashes when I try the same with war3map.a
Yes I deleted the 0 kb files, not sure what I'm doing wrong

map available at http://www.epicwar.com/maps/88949/

P.S. I posted to this page because:
"deprotection-cheating-f64/object-editing-without-deprotection-t24945.html

Last edited by owner123 on June 4th, 2012, 12:11 pm, edited 1 time in total.
Please ask any questions about it in the topic Nature linked, as I answer it in detail there. Thanks."


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