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UMSWE 4.1 beta

02-23-2004, 07:52 PM#76
Kolibri
Any suggestions on how to get a map that can only be opened with UMSWE to be opened with the ordinary editor?
02-23-2004, 10:11 PM#77
WeirdMusician
You have to go in and change any triggers which are only in umswe and make them ones that are in the normal WE, or convert them to custom text, then open it.
02-23-2004, 10:12 PM#78
Vexorian
Convert the triggers to custom text
02-23-2004, 10:16 PM#79
Kolibri
Is that enough, it doesn't have any other special elements?
03-25-2004, 01:12 PM#80
Kolibri
*BUMP*

Some of us still use this Version, and the thread can be really hard to find.
03-25-2004, 04:29 PM#81
PitzerMike
What do you actually want Kolibri?
Convert your triggers to custom text and you'll be able to open your map in the ordinary WE.
03-25-2004, 05:45 PM#82
Kolibri
I'd rather just use UMSWE. I bumped the post because I'm not the onnly one having a hard time finding this thread.
04-18-2004, 01:38 PM#83
MonkY
Can u have a version that removes the 64 file limit pleaaaasae ? I know there is that way with Winmpq new file.. but everytime you edit it, the limit is back again... PLeaaaaaase ! :( :( :(
04-18-2004, 06:48 PM#84
tufy
Quote:
Originally Posted by MonkY
Can u have a version that removes the 64 file limit pleaaaasae ? I know there is that way with Winmpq new file.. but everytime you edit it, the limit is back again... PLeaaaaaase ! :( :( :(

1. Use Winmpq to add additional files to your map (drawback: every time you edit the map and save it, added units are deleted)

2. Use map as part of campaign (campaign file has no limit or at least I haven't hit it yet)

3. Add files directly to War3patch.mpq (Save a backup of original patch first!!!). No limit and the WorldEdit reads those files without a problem. You'll just have to include your modified war3patch with your map if you want others to see the models.
04-18-2004, 07:34 PM#85
Starcraftfreak
Quote:
Originally Posted by tufy
1. Use Winmpq to add additional files to your map (drawback: every time you edit the map and save it, added units are deleted)

2. Use map as part of campaign (campaign file has no limit or at least I haven't hit it yet)

3. Add files directly to War3patch.mpq (Save a backup of original patch first!!!). No limit and the WorldEdit reads those files without a problem. You'll just have to include your modified war3patch with your map if you want others to see the models.
This might look stupid now, but did I get this right? If you use the Import Manager you have the 64 files limit?
04-18-2004, 08:12 PM#86
PitzerMike
Quote:
Originally Posted by Starcraftfreak
This might look stupid now, but did I get this right? If you use the Import Manager you have the 64 files limit?

Actually with the import manager there is no limit any more (since patch 1.13 or so). If you try to edit the map with WinMPQ there will be a cap.

For ex if you have 54 files in your map the WE will set the cap to 64 when saving. With WinMPQ you will then be able to add up to 64 files to your map. By using the Import Manager you can however import as many files as you like because it will rewrite the map using a bigger hashtable when you hit the cap.
04-18-2004, 08:20 PM#87
Starcraftfreak
Quote:
Originally Posted by PitzerMike
Actually with the import manager there is no limit any more (since patch 1.13 or so). If you try to edit the map with WinMPQ there will be a cap.

For ex if you have 54 files in your map the WE will set the cap to 64 when saving. With WinMPQ you will then be able to add up to 64 files to your map. By using the Import Manager you can however import as many files as you like because it will rewrite the map using a bigger hashtable when you hit the cap.
Thanks for clarification! That's the way I though it works and thats actually the way it's supposed to work.
04-22-2004, 08:15 AM#88
MonkY
Quote:
Originally Posted by Starcraftfreak
Thanks for clarification! That's the way I though it works and thats actually the way it's supposed to work.
Yes, but the problem is this way:

I don't use Import Manager, just because:
1. I am editing on multiple maps, and i use external directories for every texture, model, button textures, etc. and i want to see them in all the maps, with no aditional implanting for each one of them (just a batch file to add the files with winmpq)
2. Using Import Manager you will only get low compression on your textures and models, while implanting them with Winmpq batch file it saves u a lot (for example, for a 4MBytes map it saved about 800KBytes, and that's a lot for me).

So, i hoped for a sollution as when UMSWE saves, the limit file to not be 64 (if less than 64 files used in WE), so that when i use Winmpq to be able to import my other almost 100 files.
For now, if i edit the map and not use Import Manager, i save the file, and when i want to implant all the other files, i can only add upto 64 of them. See my problem ? I hope you can help. Thank you in advance.
04-22-2004, 09:51 AM#89
PitzerMike
oh well, you could temporarily import like 257 empty files with the import manager. This way the file limit for the map will be set to 512 by WE, which should be enough for a while.
04-22-2004, 08:18 PM#90
Starcraftfreak
Quote:
Originally Posted by PitzerMike
oh well, you could temporarily import like 257 empty files with the import manager. This way the file limit for the map will be set to 512 by WE, which should be enough for a while.
Thats a solution, though a crappy one.
What about the following:
We design a tool that modifies the map when the WE has saved it. That would be a great addition to UMSWE Unlimited. I can imagine a real time optimization and patching tool for the map that can be configured with the WEU enchancer.