HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Using new Tilesets without any external SLK file.

05-27-2002, 01:06 AM#1
zepir
Good news for all map makers who want to use NEW tilesets without external slk packs.
Yeah, "slk packs" mean "not compatible with players without the slks" and that's a real nightmare because you can't use new tilesets without modified slks and if someone when you have them and try to play with people who don't, it crashes.
Well, I may have lost already a lot of newbies with this sentence...
Anyway, this trick is not for newbies.

I read that on warcraft2.org and laught...
Quote:
Wc2.org: Will model changing or texture changing via the World Editor alone be possible?

Bill: No, there will be no model or texture editing from within the World Editor. This includes adding new units with

new models. For the people who really want to be able to do this, someone will be able to make a tool or find out how

to do it.

So basically what it says is that we'll have to do the job for them and they don't really help us.

Anyway, how to use new tiles without slk?
Yes there is a "simple" way, a "tricky" way and I found out it (Bill was right, someone DID find out for the textures... we'll see for the rest later...).
You just need to rename your tilesets and use the names of already existing tilesets. Then you add these files using the right path in you .w3m file with a regular mpq tool.
Example: let's say you want to use barren dirt. Very simple!
1)Extract all the barren dirt files from war3beta.mpq somewhere. These files are in the '\TerrainArt\Barrens' directory inside war3beta.mpq. Extract all the 'Barrens_Dirt.*'.
2) rename all the 'Barrens_Dirt.*' to 'Lordw_Dirt.*' for example.
(ex.: "ren Barrens_Dirt.b00 Lordw_Dirt.b00")
3)create a new map using the Lordaeron Winter tileset.
4)save it and exit the World Editor. Extract the content of your .w3m in a new directory.
5)remove the '(listfile)' and the '(attributes)' files.
6)in that directory, create a new directory called '\TerrainArt\LordaeronWinter'
7)copy your renamed tilesets ('Lordw_Dirt.*') files in the '\TerrainArt\LordaeronWinter' directory.
8)then remove all files from your .w3m and put all these files back in your .w3m using the same directory structure.
It should looks like:
(listfile)
war3map.doo
war3map.j
war3map.mmp
war3map.shd
war3map.w3c
war3map.w3e
war3map.w3i
war3map.w3r
war3map.wct
war3map.wtg
war3map.wts
war3mapMap.tga
war3mapPath.tga
war3mapUnits.doo
TerrainArt\LordaeronWinter\Lordw_Dirt.b00
TerrainArt\LordaeronWinter\Lordw_Dirt.b01
TerrainArt\LordaeronWinter\Lordw_Dirt.b02
TerrainArt\LordaeronWinter\Lordw_Dirt.b03
TerrainArt\LordaeronWinter\Lordw_Dirt.b04
TerrainArt\LordaeronWinter\Lordw_Dirt.b05
TerrainArt\LordaeronWinter\Lordw_Dirt.b06
TerrainArt\LordaeronWinter\Lordw_Dirt.b07
TerrainArt\LordaeronWinter\Lordw_Dirt.b08
TerrainArt\LordaeronWinter\Lordw_Dirt.b09
TerrainArt\LordaeronWinter\Lordw_Dirt.blp

Then you can move your slk files away and open the map with the World Editor.
It'll display the Barren Dirt instead of the Winter Dirt!
BUT, once you save your map, you'll lose the tiles, so you'll have to put them back the same way you did before.
It's quite anoying while editing but at least it works unedr Warcraft 3.
Well, I hope you did get what I said and know how to proceed. If you don't, I don't care. :-P
If you want to do it and don't understand how that works, it's not my problem.
I just help people who can understand it and did not figure it out before.
I wanted to use it in the next version of T2H but unfortunately, I don't think I'll be able to do so before a month and I could keep this trick for me but finally, I found it stupid to not share... just give me some credits if you use that trick! Thanks! ;)

Get a sample map file here:
Barrens Tiles.w3m


-=Zépir oo

PS:
If any guy from Blizzard read this: PLEASE allow us to use slk inside .w3m. That would really help us. And also, the World Editor removes files it doesn't recognize from .w3m and that sucks too. A good game is a game we can modify.

(Quake 3 is a good example)
And since I'm there :-P, War3 doesn't display well chars with accents and it would be nice if we could use colored names.
And one last thing, if you're working in a videogame or a software company that pays well and would like me to work for you: I'm looking for a "permanent" job. Please contact me! (private message for example)
05-27-2002, 01:23 AM#2
Guest
Good.
I tryed that and it work.
But no people ever get crashes when I play.
By the way Zepir. You say it crashes right?
Why when I play it don't crashes anyone?
05-27-2002, 01:53 AM#3
ShadowOrcIX
it crashes the WE not wc3
05-27-2002, 01:58 AM#4
zepir
I know 5 people who tried to open the map with the World Editor and only one had his WE to crash. So it can happen.
By the way, it's not supposed to crash in multiplayer.
Before, when people used slk files, it was crashing because of net-sync errors when players had different slks. Since there are no slk and everything is in the .w3m file, it's not supposed to crash.

-=Zépir oo
05-27-2002, 01:27 PM#5
weaaddar
Zepir could you make a utility that automaticly does this? I know I'm asking alot here but if your me you edit your maps like a dozen times before releasing and then a dozen times after and well its just a pain in the ass to keep doing this.
Or You could add it to your mapeditor?
05-27-2002, 03:43 PM#6
zepir
Yes, I'm thinking about adding that feature to my editor.
It's gonna take time though but it's possible. ;)
I got other features to finish first, then I'll think about adding that.

-=Zépir oo
05-28-2002, 01:30 AM#7
Guest
Same didn't crash me.