| 02-10-2004, 02:21 AM | #1 |
This is just a small tool I created. I am currently working on a complete solution, but this is good for generating alot of units at once. If yo want to modify all the art, I am adding that. But until then just go into your map editor (War3edit) and copy the field (CTRL+C) and paste it on each unit, this way it wont take u that long if you are using the offical map editor (where u select the model). Battle.Net linK: http://www.battle.net/forums/war3/th...t=8#post102469 CHeers, feedback wanted. |
| 02-12-2004, 06:45 PM | #2 |
Plz give direct link, the forums don't work here, don't know why but I can't see anything even when I log in with account/password/cd-key... Sry for doubleposting but: Help me, I entered a wrong Birth Date and now Blizzard thinks the owner of the CD-Key is one year old... And I can't post in Blizzard Forums... Grr whata *uck:( :nono: emote_confused |
| 02-12-2004, 07:19 PM | #3 |
@nullmind: Would it be a problem for you to release the sourcecode? |
| 02-12-2004, 11:42 PM | #4 |
heres the link for those who have troble with battle.net or other stuff http://home.comcast.net/~chrisives/unit_generator.zip |
| 02-13-2004, 06:44 AM | #5 |
hey nullmind, you said you wanted to implement a unit file merger. As I've already wrote such a script for WEU I could help you with the file format if you got questions I can also tell you what the difference from w3u files to the other object data files is: there are 2 types of object data files First group: w3u, w3t (items), w3b (destructable), w3h (buffs) They all have the same format (like the w3u) Second group: w3d (doodads), w3a (abilities), w3q (upgrades) They have almost the same format with the difference that after the long for the field-id and the long for the variable type they have two additional longs that are normally 0 because they are only needed by some special spells/doodads/upgrades. after these 2 longs the value comes as usual. Everything else is the same as for w3u files |
| 02-14-2004, 06:15 AM | #6 |
Cheers! I do need help with one thing. Does anyone know how to extract all the values of unit/item properties? I need to get the following style information from them: <id> - <name> (<type>) uhpm - Hit Points (Integer) Or a list of known ones, I know it's in the War3Patch.mpq somewhere, but which SLK file, and how is it formatted? Other than that, yes I can give source on the old version (in C++). I have recoded it in C# now using .NET (Sorry if that's a problem guys!), because I think spending alot of time on a utility program is kinda dumb, even if I do enjoy coding in C++, and I wanted to learn more C# (which is so damn easy!) Ok, the new version source is all jacked up (in C++, hence my moving to C#), but I might post it soon here. Secondly, what is the difference between Real and Unreal variable types? I find that they both look like standard floats to me, is one a double? I was actually unable to find anything that used Unreal as a variable type (or real, one of those, stupid Blizzard variable types) Cheers, and look for the new *TOTAL* W3Unit Editor that supports a complete amount of features soon. Open source. |
| 02-14-2004, 07:41 AM | #7 |
They are all listed in Units\UnitMetaData.slk which can be found in war3patch.mpq. Here's a example for the first line C;Y1;X1;K"ID" C;X2;K"field" C;X3;K"slk" C;X4;K"index" C;X5;K"repeat" C;X6;K"data" C;X7;K"category" C;X8;K"displayName" C;X9;K"sort" C;X10;K"type" C;X11;K"changeFlags" C;X12;K"importType" C;X13;K"stringExt" C;X14;K"caseSens" C;X15;K"canBeEmpty" C;X16;K"minVal" C;X17;K"maxVal" C;X18;K"forceNonNeg" C;X19;K"useUnit" C;X20;K"useHero" C;X21;K"useItem" C;X22;K"useCreep" C;X23;K"useSpecific" C;X24;K"notSpecific" C;X25;K"version" C;X26;K"section" You see you can read it line by line just like a textfile, the table field is then specified by the Y and X coordinate followed by the filed value. The Y value is left out if you're staying in the same line. For the name that should be displayed it references UI\WordEditStrings.txt (als found in patch.mpq). For example: WESTRING_UEVAL_IICD Simply read WorldEditStrings line by line and look for the string. Regarding your other question: there are only 3 types used in the current file versions, namely integers (long), reals/unreals (float) and strings. Unreals are reals between one and zero but can be considered to be the same when saving the files - there's only a difference in the value range available for the user. Booleans are integers that are either 0 or 1. All other types (abillist, unitid, defensetype, bla bla ...) are all strings. For example a abillist would look like this: "AHbz,Ainf" |
| 02-14-2004, 09:36 AM | #8 |
Plz add all fields, I really need it because I make the units upgradeable from Level 1 to 3(maybe later higher), and I change other things every unit, for Example the Snipers get more range... |
| 02-14-2004, 11:54 PM | #9 |
The new design is a total overdo. But I will keep the generating in. So you can open a file (or create new) and push "Add generated units". You can also delete units or copy/paste them. The design is trying to be as natural as possible. WHen you use this tool I don't want you to select a bunch of units, hit delete and go "Why didn't it delete?" Trying to make it user friendly with all the little shortcuts. What other tasks are people doing over and over that should require a shortcut or tool? |
| 02-16-2004, 04:51 AM | #10 |
Hi all, I am still working on this tool (and other tools for alot of unrelated things!) I have a design that is implemented right now, but I wonder, is it the best ? Currently there are about 2 main windows, the Main window, and Unit Properties. The main window contains a list of all the units (custom and base.) This only shows you a preview of the unit, like BaseID, UnitID, Name and index number. You then view the properties of that unit, which brings up the Unit Properties. Here you can view and change the BaseId, UnitID and all the properties (like name, Hp, etc.) in a listbox by adding and removing properties. Like this: Now is this good for everyone. Another thought is to have a huge grid style editor (like SLK etc.), which is alot of work I don't know if I can do. I'm working in C#, and trying to port native code (SFMpq) is not easy! |
| 02-18-2004, 06:23 PM | #11 |
When are you going to release your next version of the Unit Generator and what Features will it have? And how can I change the age saved on my CD-Key??? **ck Blizzard saved me as 1 year old!!!I HATE THEM!!!!!:nono: Edit: Lol always when i try to enter the B.Net Forums they are down... |
| 02-20-2004, 12:50 PM | #12 |
Sry 4 double posting but PLZ answer... I can't send you PM, you deactivated E-Mails from this Forum and I can't see the Post you linked in top... I searched in B.Net Map Development Forum and found a post in that you say you got version 3 ready, but there is no DL, just an edit of Blizzard that says they edited it and there is something with the DL he attached so they deleted it... |
| 02-21-2004, 01:47 PM | #13 |
Maybe that thread on Battle.Net got too old and was bumped off. I don't know, I was never contacted by Battle.Net. The new version is still being edited. I hope to finish it soon, so I can begin work on another project. |
| 02-23-2004, 09:49 AM | #14 |
And why didn't you answer on your new Battle.net Thread? I really need it... |
