| 12-17-2002, 06:10 PM | #1 |
I already tried a bit around and found out the following: - in general they added some new Mission indexing constants Affected files: - blizzard.j - for mission 3 they added new items (Vine of Purification and Seed of Expulsion) Affected files: - ItemData.slk - ItemFunc.txt - ItemStrings.txt I also tried to put all the modified files to War3Patch.mpq, but then Warcraft III hangs when I want to select the maps in the campaign screen. Post anything related to that here. If there is already a solution please tell me or link me to it. Thanks in advance. |
| 12-17-2002, 08:09 PM | #2 |
It has many new Unit Models and sounds that aren't in the Retail version. The Murloc Sorcerer has a new model compared to other murlocs. Open Demo 04 in the World Editor, the first thing you should see is the bottom left saying 3 Models are invalid. Then scroll over to where the Murloc Sorcerer is, you will see the ominous Black-Green Box. |
| 12-17-2002, 08:39 PM | #3 |
This is not the problem, because I can implement these new models into the maps with WinMPQ. |
| 12-17-2002, 10:07 PM | #4 |
Ok, this is what I got so far: Demo02,03,04,04 .w3m * Extract and place on correct path. Blizzard.j * Add demo3,4,5 Scripts\D*.ai (only d3 and d5 have scripts, d4 not) * Extract and place on correct path. UI\SoundInfo\DialogSounds.slk * Add demo03,demo04 and demo05 ItemData.slk,ItemFunc.txt,ItemStrings.txt * Add Vine of Purification and Seed of Expulsion BTW, I found something usefull here, maybe it will work with retail. The demo version of Itemdata.slk has an extra col, named "powerup", with this description: "Powerup items are used immediately on pickup and are never placed in inventory." I guess this is some kind of "auto-reading" feature for tomes, not sure if that will work coz i can't see any references to "powerup" on both game.dll. All *unit*.slk * Add murloc seacultist [nmsc] , Murloc Sorcerer [nmsr] and sea witch [Nswt] CampaignUnitFunc.txt and CampaignUnitStrings.txt * Add Murloc Sorcerer and Sea Witch NeutralUnitFunc.txt and NeutralUnitStrings.txt * Add Murloc Sea Cultist UI\campaignstrings.txt * Change stuff. Use the d2 map instead of the original prologue2 retail, just to make sure d2 connects to d3. Extract all required mp3 (see UI\SoundInfo\DialogSounds.slk for more info) |
| 12-17-2002, 10:45 PM | #5 |
well u need to edit the "UI\campaignstrings.txt" to make the maps selectable, and if u add them in the mpq, dont forget to make them uncompressed. and put them in "Maps\Campaign\" |
| 12-18-2002, 01:39 AM | #6 |
K, I think I got them to work. The new war3patch.mpq is about 6.2 MB, so if someone here is interested, let me know. |
| 12-18-2002, 01:51 AM | #7 | |
Quote:
Deja Vu... heh |
| 12-18-2002, 02:56 AM | #8 |
Guest | why would you want to convert them? its easy as pie (murloc sorc, witch are existing models) . it is just the fact that they used new entries of base models so it appears that they are new, but hey arent. only new is prolly the sound, so you might want to import all the voices in a map, thats all 9you can have the models fixed by changing model path etc |
| 12-18-2002, 06:11 PM | #9 |
Thanks for posting that information. To desperate you a bit, after hard work yesterday and today I've found out the same and I also got it to work (it's available in the campaign screen). The only thing that is different is that my War3Patch.mpq is now 9 MB big. So I have a question (to BlackDick): Did you use "Deflate" compression? I used "Auto-select" and that means that it doesn't use "Deflate". Anyway, because of the big filesize I planned two things: - Writing a tutorial how to do that (this would be for professionals, because I think there are some things that are quite difficult for a noob) - Programming a program that creates a script for WinMPQ that extracts the needed files from the Demo and implements it into War3Patch.mpq. |
| 12-18-2002, 06:15 PM | #10 | |
Quote:
You saw no references in game.dll. How can I crack open game.dll? Or do you just view it with a Hex-Editor? |
| 12-18-2002, 09:13 PM | #11 | |
My file would get almost the same size as yours, but i did some stuff to it. My war3patch.mpq is acctually a new file, not the original war3patch.mpq plus the demo stuff files. The trick here is this: war3patch.mpq has 2 or more "versions" of the same file. For an example, we have 10 "Units\HumanUnitStrings.txt" on the warpatch.mpq. Why this? Blizzard is using diferent version coz each one is designed to one language (you can see the Locale ID with WinMPQ, 0 = ENGLISH). Then I extracted all english files to one folder and then I placed all the demo stuff there and created a new MPQ using MAX FILES = 256. Tip: Use MPQVIEW to extract the files from the war3patch.mpq, coz MPQVIEW will only see the ENGLISH files. Quote:
I used an Hex Editor. |
| 12-19-2002, 07:48 PM | #12 |
This tip may not be the best because I'm from Austria and I have a GERMAN version of Warcraft III. I also discovered that there are different language versions of these files (I'm using only WinMPQ since v1.60, because since 1.60 it's not much slower than MPQView; You remember maybe that it was damn slow before...). When I wanted to change the Strings (ItemStrings.txt,...) I have to use 1031 (German) as local ID that the strings show up correctly on my Warcraft III. I discovered that because I added ItemStrings.txt with Local ID 0 (WinMPQ default) and then Warcraft III displayed "Default String" instead "Vine of Purification". To my plans: The script for WinMPQ is under development. I'll make a program that detects where the demo is installed, and where Warcraft III is installed. Then it'd create a script for WinMPQ that extracts the needed files and implements it into War3Patch.mpq. In addition I'll add a BACKUP option for War3Patch.mpq (don't tell me that I shall use SFMPQAPI for my program. I don't know yet how to load a DLL in Delphi, so I can't use it. Maybe someone can explain to me how to do so in Delphi (I'm using Delphi 6)). I've not started writing a tutorial yet, lets see... |
