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How do I sign a map as "Official Map"?

09-13-2003, 06:07 AM#1
Soar
I have tested something:

1.If you rename a official map to another one, it will not be recognized as official map when Click "Play Game" in Battle.Net

2.Open a official map and "Save as ...", it will also not be recognized as official map

3.Decompress all files from a official map and recompress them by MPQ tools, it will not be recognized as official map again.

4.I compared the official map and the "Save as" map, the difference must be in (attributes) of map files.

Anyone who knows how to modify (attributes) so that a map could be sign as "Official map"?

PS: I don't want to modify official map to cheat but to set a new custom map list in non-official PvPGN server. 8))
09-13-2003, 08:19 AM#2
Danexx
hey ~~ are you the ones from war3cn ?~~:)

i think the attribute must be the file head ~~
you could open W3X with any hextexteditors ~~
09-13-2003, 08:41 AM#3
Wakeman
hehe, nice!
09-13-2003, 09:54 AM#4
Danexx
hei ~~ Kick your MooMo off !!
09-13-2003, 03:04 PM#5
Soar
yes, I am.

I know the format of MPQ, (attributes) is just a new protocool came in War3, it is not a header but the last file in MPQ.

I have looked into (attributes) but got nothing found.
09-13-2003, 05:02 PM#6
SpectreReturns
All the maps are placed inside the mpq, so it compares the map in your Maps folder, to the one inside the mpq, and if there is anything different at all they are not recognized. Try adding your map into the mpq, and then see if it likes it.

Also if you edited an official map, and got it back to official version, you would be DCed instantly ingame. To prove it, dl a map on bnet, and while everyone else is dling, open the map u just dled, and change 1 thing. Ingame you will be disconnected instantnyl
09-13-2003, 06:42 PM#7
Soar
Quote:
Originally posted by SpectreReturns
All the maps are placed inside the mpq, so it compares the map in your Maps folder, to the one inside the mpq, and if there is anything different at all they are not recognized. Try adding your map into the mpq, and then see if it likes it.


no, that's wrong.
u see, some maps was modified when patching a new version but they're not included in war3patch.mpq


Quote:
Originally posted by SpectreReturns
Also if you edited an official map, and got it back to official version, you would be DCed instantly ingame. To prove it, dl a map on bnet, and while everyone else is dling, open the map u just dled, and change 1 thing. Ingame you will be disconnected instantnyl


Plz read my post agian, I said I don't wanna to modify official maps to play on BN but to modify the map list for an unofficial PvPGN server with some unofficial maps
09-14-2003, 03:26 AM#8
Soar
It seems that (attirbutes) has the filename, file size, some mpq information and an official signal in it.
09-14-2003, 03:32 AM#9
bludragn
Quote:
Originally posted by Soar
It seems that (attirbutes) has the filename, file size, some mpq information and an official signal in it.

If the (attributes) has the filename it is possible it could be stored in there. Seems logical that they would have just made (signature) files, like in their patches, maybe they are trying to hide it. If you haven't noticed, all the Blizzard signed maps have an identical string of bytes in the (attributes).

I think some research needs to be done on the (attributes).
09-14-2003, 05:24 AM#10
Phil_123
Quote:
Inside W3M files
by Zepir

...
2) W3M Files Format

A W3M file is a Warcraft III Map file (AKA Warcraft III Scenario in the World Editor). It's just a MPQ (using a "new" compression format) with a 512bytes header. Sometimes, for official W3M files, it uses a footer of 260 bytes for authentification purposes.
...
http://etudiant.univ-mlv.fr/~vguignon/content/projects/W3ZME/w3m-specs.htm
09-15-2003, 02:45 AM#11
Soar
Anyone hacked the official footer format/encryption?
09-15-2003, 06:03 AM#12
Lost Loch
To summarize what that link says, official maps are "signed" in the footer part of the file. When you save a Blizzard map, the World Editor removes this "signing" data, and furthermore the signing data seems to depend on the file's name, contents, size, and other things. It is not the same for all files and will not be rezognized as working even if you change anything in the file without using WE. To my knowledge, no one has broken the code on this as of yet, though heaven knows I and many others would love to have it. (And if anyone knows of any headway into this, by all means tell me.) But my understanding is there are a few very good reasons why people are refusing to research the code, and I think they make sense, which is why I personally have given up on trying to make some sense of what is probably some fairly simple hashing, checksumming, and XOR encryption.

1) Cracking the code would enable people to make their maps appear to be Blizzard Official. This could be used to deceive, mislead, and take advantage of other players, especially newbies. And no one wants to give the creeps out there more power.

2) The main reason people want the signature is so they can use the "Blizzard-only" triggers that are for some reason left in the editor even though they don't work for us commoners who can't sign our maps. The problem is that Blizzard has a damn good reason for locking these features out: It would be very easy with them to create malicious code that could hurt a person's computer or open a hacking gateway. In effect, a Warcraft III virus or backdoor could be written with not terribly much imagination. Or even for those not intending to write malicious code, it would be very easy to accidentally write say a loop that saves your game over and over endlessly until it eats up all your hard drive space. The point is, Blizzard locked these away for our own protection, as annoying as it is and even though we know we ourselves would never do such things.

So in short, the answer is no... so far anyone who's tried to crack the footer format has either been stymied by it and failed or given up because they were convinced it would be a bad idea to release the power of the Blizzard signature to the masses.
09-15-2003, 07:32 AM#13
Otiluke
Assuming the method were released only in a vague and sort of non descript method, it would make stupid people have trouble using it, and that would leave only the most malicious code writters and the best code writters. Unfortunately where you have some of one group you have some of the other. If someone discovers how it would be best to keep it to themselves or risk unleashing a monster. If/when you find how to do this, don't tell anyone because its potential will spread like fire, and those people who would use it to screw up your computer would have the maps done in a matter of minutes.
Just your average ordinary apocalyptic virus scare.
09-15-2003, 01:21 PM#14
Kerry
There is a reason why Blizzard doesn't want us to crack the official map code, if anyone does there will be w3x viruses, just think of what mess you could do with the save game actions...
09-15-2003, 02:02 PM#15
AIAndy
It would be foolish of Blizzard if they'd used anything less than encrypting the hashed value of the map with an asymmetric encryption system like RSA. So you would need lots and lots of computing power to break that.