HOWTO: Unprotecting, Editing, and Cheating Maps. (GUI)
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Hello im new here and i followed xantens deprotect description. Now i can open the map but when i edit and save it there are problems. In the trigger editor there is only 1 trigger but when im start the map its like the original. Xanten can you pls deprotect ragos orpg v.5.05 for me? The main map. http://homepage.sunrise.ch/mysunrise/pe ... _orpg.html
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Yes, its normal for there to be only one trigger.ulti wrote:Hello im new here and i followed xantens deprotect description. Now i can open the map but when i edit and save it there are problems. In the trigger editor there is only 1 trigger but when im start the map its like the original. Xanten can you pls deprotect ragos orpg v.5.05 for me? The main map. http://homepage.sunrise.ch/mysunrise/pe ... _orpg.html
Request it in the right section, though it clearly isn't necessary.
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Sweet! I thought this thing was going to be a freeken hard ass thing like that time I tried to edit hex in an MMORPG. It turned out quite easy and took only 3 minutes to read it and understand. Thanks, Xantan. =)
But uh.. for some maps, when you deprotect them and open them. Swoosh, everythings gone.. Is this.. SUPPOSED to happen or did I mess up..
But uh.. for some maps, when you deprotect them and open them. Swoosh, everythings gone.. Is this.. SUPPOSED to happen or did I mess up..
bojanglemistser wrote:at leest i m gay n not strait like u fag
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Almost made it!
Hello everyone!
First of all THX THX THAAANNKKKS Xantan, awesome job! I've been looking for one such guide almost forever!
However, I absolutly need your help Xantan, since I'm stuck with a map here and it almost makes me ashamed because the map protection looks totally simple
I need that specifically because one old friend of mine told me to continue his map, but that guy has lost his original copy. So now all I have is the protected version.
From what I can judge, the protection is not a very heavy one. No "Unknown" files whatsoever in the MPQ. My guess is that it's the good old Trigger removal protection "w3t file if I remember correctly).
xdep also works fine, and tells me everything went right. Sadly, two things didn't work...
First of all, all the units are gone. It's strange since the way the units were edited in the Unit Editor stayed, but the units already placed on the map have vanished.
I managed to get rid of this problem by opening the map in MPQMaster, and manually adding the w3units.doo file (i think it was called) into the deprotected map, replacing the one which is already here. (It was obvious, since the one file from the oirignal was 20000 big, the one in the deprotected only 1400). So this worked fine.
The biggest problem however, is that when I try to save the map with the World Editor, I get a volley of compile errors.(3345 to be exact...)
Mostly it's errors like: "Expect name, expect loopback, etc."
Now I know you wrote that you don't wanna hear about compile errors, but please, if you know anything that could help, please tell me.
Thx again for all the cool work you done here, reading and doing it was awesome! Hope to read more from you someday.
Ouguiya
First of all THX THX THAAANNKKKS Xantan, awesome job! I've been looking for one such guide almost forever!
However, I absolutly need your help Xantan, since I'm stuck with a map here and it almost makes me ashamed because the map protection looks totally simple
I need that specifically because one old friend of mine told me to continue his map, but that guy has lost his original copy. So now all I have is the protected version.
From what I can judge, the protection is not a very heavy one. No "Unknown" files whatsoever in the MPQ. My guess is that it's the good old Trigger removal protection "w3t file if I remember correctly).
xdep also works fine, and tells me everything went right. Sadly, two things didn't work...
First of all, all the units are gone. It's strange since the way the units were edited in the Unit Editor stayed, but the units already placed on the map have vanished.
I managed to get rid of this problem by opening the map in MPQMaster, and manually adding the w3units.doo file (i think it was called) into the deprotected map, replacing the one which is already here. (It was obvious, since the one file from the oirignal was 20000 big, the one in the deprotected only 1400). So this worked fine.
The biggest problem however, is that when I try to save the map with the World Editor, I get a volley of compile errors.(3345 to be exact...)
Mostly it's errors like: "Expect name, expect loopback, etc."
Now I know you wrote that you don't wanna hear about compile errors, but please, if you know anything that could help, please tell me.
Thx again for all the cool work you done here, reading and doing it was awesome! Hope to read more from you someday.
Ouguiya
Doh!
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A different way to deprotect:
1-Using winmpq, extract all the files to a folder.
2-In WE, "new map"
3-Import manager, import all the extracted files. (of course they need to have proper names, not "unknown_00000018"
4-Double click each file, and choose "custom path" and change all of them to the full path to look like this:
The bottom half is how it originally looks when imported, but I am sure you all knew that.
5-you should be able to save/play the game normally. When saving it may ask you to place units and to auto-generate unit starting places, just say yes. They will be randomly scattered accross the map, but it normally is in the triggers where to properly place them. If not, you can use the WE to edit them into the proper spots. You can see in the piccy, only red is there, and its misplaced, however, in-game, the units are placed properly by the triggers.
This method takes me about 5-10 minutes to do. The last map was gem td 2.6. Xdep was taking forever, so i did it this way:)
6-last but not least i use heavylocker to zip it up to a good filesize, and to keep the rubes from editing further.
Try it out dudes, tell me if you think its ok.
1-Using winmpq, extract all the files to a folder.
2-In WE, "new map"
3-Import manager, import all the extracted files. (of course they need to have proper names, not "unknown_00000018"
4-Double click each file, and choose "custom path" and change all of them to the full path to look like this:
The bottom half is how it originally looks when imported, but I am sure you all knew that.
5-you should be able to save/play the game normally. When saving it may ask you to place units and to auto-generate unit starting places, just say yes. They will be randomly scattered accross the map, but it normally is in the triggers where to properly place them. If not, you can use the WE to edit them into the proper spots. You can see in the piccy, only red is there, and its misplaced, however, in-game, the units are placed properly by the triggers.
This method takes me about 5-10 minutes to do. The last map was gem td 2.6. Xdep was taking forever, so i did it this way:)
6-last but not least i use heavylocker to zip it up to a good filesize, and to keep the rubes from editing further.
Try it out dudes, tell me if you think its ok.