HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Tileset editing

11-16-2003, 06:18 PM#1
Telperion01
Is there any way I can manually edit the tileset used in a map? (ie outside of the editor) Is it stored in a txt or in a hex entry in a file somewhere?
11-16-2003, 06:22 PM#2
Eriond
There are ways... belive me, there are ways. Though I don't know how, I'm pretty sure there has been a tutorial about this, search around.

EDIT: OOOOH! You mean put more tiles in? I thought you meant editing what they looked like... Zephyr's Map Editor allows you to put in more tiles, take a look at that. I belive it's in the downloads section.
11-16-2003, 10:18 PM#3
Telperion01
Well Zephyr's appears to have issues with Frozen Throne, recieving "incompatible version" errors with some of the map files (.w3e and .w3i if I remember). And WE Unlimited only allows tileset editing before creating a map. So I was wondering where the tileset information is stored, and if it can be edited with a hex or text editor?
11-16-2003, 10:27 PM#4
Guest
You should find with the Img extractor, the cliffs, and tile images, edit then with Photoshop or some other skining program, like skinning.
11-17-2003, 03:23 AM#5
Telperion01
I guess I didn't post too clearly, but what I'm looking for is where the tileset information of a map is stored, i.e. the list of ID tags that says what terrain textures the map uses, like Ldrt.
11-17-2003, 09:27 AM#6
PitzerMike
Extract war3map.w3e from your map.
Open it with a hex editor
Find the tile list at the top (something like LdgrLdrt...)
The long integer before the list specifies the number of tiles and the list is built from the 4 letter ids you can look up in Terrain.slk or somewhere.
so just change the long to your new number of tiles (maximum is 16 here). and add your tiles to the tile list.

Forget about the second tile list (the cliff tile list) because it's not used any more - it's garbage.
11-17-2003, 10:05 AM#7
35263526
Just out of interest, what would happen if you added more than 16 tiles in this way?
11-17-2003, 11:57 AM#8
PitzerMike
you just couldn't reference to these additional tiles any more. Coz we only have characters from 0 to 15 (0 to F in hexadecimal)

But it would be worth a try to add more then 16 to the list, then start the map in WE and try to place all tiles and see what happens
11-18-2003, 12:26 AM#9
Telperion01
Thanks! :D
Greatly appreciated

I figured it was in hex somewhere due to the 16-tile limit

[edit]
Where would I add the additional ID's? Here's the top of the file:
Code:
57334521 0B000000 59010000 00090000 W3E!....Y.......
00596472 74596474 72597371 64416772 .YdrtYdtrYsqdAgr
64566372 70566772 735A7361 6E597274 dVcrpVgrsZsanYrt
6C59776D 62020000 00435964 69435973 lYwmb....CYdiCYs
71C10000 00A10000 00000028 C6000028 q..........(...(
Not sure if I should add the listings before the current listings, or after, since there's already some values in the open blocks
11-18-2003, 08:22 AM#10
PitzerMike
Add the new tile ids to the end of the list after Ywmb. You may also overwrite another tile but you'll have to be sure if it's a tile that also has also a cliff version that you replace it by another cliff tile.

When adding tiles make sure you don't overwrite values but add them in.
And change the long before the tile list (which is no 9) to the new number of tiles.

NOTE: you can also add new cliff tiles to your map by simply adding tiles that have a cliff version. But they won't show up correctly without a modified CliffTypes.slk and some textures imported.
11-19-2003, 03:03 AM#11
Telperion01
Ah so I insert bytes rather than overwriting? I was looking for a row of blank spaces to add the texture id's, but thanks, I'll try that.

[edit] When I inserted 6 blocks of 4 bytes, added the id's, changed the tag to 0F and re-imported it, it gave a "w3e is corrupt" error. Do you know why this might have happened?

[Re-edit] Aha I got it to work! Thanks for helping me out 8))
I had to keep the old id tags in thier current positions or the editor got pissed, I'll just rearrange them in the ui instead. Thanks again! That saved me a lot of work :gsmile: :D

Also I noticed that you can use the cliff tiles for regular tiles (which I'm doing for two textures) so long as you don't use the 'modify tileset' procedure in the editor. And I heard that the clifftypes slk is pre-cached now or something?
11-19-2003, 06:16 AM#12
PitzerMike
Everything you say is right.

Yes, CliffTypes.slk is now pre-cached and you may use cliff tiles as ordinary tiles, as long as you don't use apply cliff with them.