Editing map with protection?
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Re: Editing map with protection?
I dont see why you would need to delete them, you could give it a try, but importing the files from the map overwrites the base ones so theres really no difference.

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Re: Editing map with protection?
Hahaha
I've actually deleted them every time, so I was thinking more of like NOT doing it. lol
I'll try it when I get home probably. Have to do bio hw then go pick up this senior chick =P
I've actually deleted them every time, so I was thinking more of like NOT doing it. lol
I'll try it when I get home probably. Have to do bio hw then go pick up this senior chick =P
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Re: Editing map with protection?
Try copying the original map, running it through XDep, and then extracting the .w3* files. XDep is able to remove protections on those type of files, that might otherwise corrupt it.
Also, try just putting in the terrain, etc. with MPQMaster, and importing the objects with the Object Manager. I think that might work, too.
Also, try just putting in the terrain, etc. with MPQMaster, and importing the objects with the Object Manager. I think that might work, too.
My Warcraft III Tool Collection
If you want to chat/game with me:
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Discord: Kyle#7409
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If you want to chat/game with me:
Blizzard: Senethior459#1962
Discord: Kyle#7409
Steam: Spacekidkyle
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Re: Editing map with protection?
Ok I will try to explain this nice and easy, first off you won't be able to do this and have gui so jass only. Now then Just open the map you want and take out all the main files, not the script(w3i,e,t,etc) and put them into a brand new map of the same size.(epic,small,whatever)
You now have a nice map for editing all units/doodads/abilities/terrain, yea all that good stuff, once you finish editing them just extract them and put them back into the original file and viola updated map. And if you want to edit the triggers just edit the script and put it back in just like you would if you were cheating the map.
Hope that helps straighten out everything, gl.
You now have a nice map for editing all units/doodads/abilities/terrain, yea all that good stuff, once you finish editing them just extract them and put them back into the original file and viola updated map. And if you want to edit the triggers just edit the script and put it back in just like you would if you were cheating the map.
Hope that helps straighten out everything, gl.
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Re: Editing map with protection?
Which of the files have gameplay constants cause I want to change the hero max level for instance, is it possible?
Using the extract and replace method from Senethior459 I was able to tweak a shop to sell stat tomes, so the method works.
Using the extract and replace method from Senethior459 I was able to tweak a shop to sell stat tomes, so the method works.
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Re: Editing map with protection?
Where are unit names stored? I keep having this bug with the hacked map having lost all descriptions(ability, tooltip) and heros described as default string instead of name and units having no names at all.
I replace every single ,w3*file except for w3i so where am I going wrong?
Another bug I have is that the players names are lost(eg instead of "world villians" I see "player 12") but descriptions and hero names all intact.
I replace every single ,w3*file except for w3i so where am I going wrong?
Another bug I have is that the players names are lost(eg instead of "world villians" I see "player 12") but descriptions and hero names all intact.
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Re: Editing map with protection?
That kind of stuff is usually in wts, unless the map is widgetized.
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Re: Editing map with protection?
What do you mean by that? I extract the original wts file from the unhacked version into the hacked version but it still gives me the default string bug, along with nameless items and abilities.storyyeller wrote:That kind of stuff is usually in wts, unless the map is widgetized.