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eejin
Last Activity:
Aug 7, 2020 at 9:08 AM
Joined:
Mar 6, 2017
Messages:
157
Birthday:
Jan 1, 1990 (Age: 30)

eejin — Tool Moderator

Moderator, 30

Staff Member
eejin was last seen:
Viewing thread Dark Environment?, Aug 7, 2020 at 9:08 AM
    1. Map Designer
      Map Designer
      if I knew that I would ask for mines as well
    2. Zwiebelchen
      Zwiebelchen
      Hey how's it going?
      I really like HiveWE and I am looking forward to the new version. :)
      Keep up the good work!
      1. View previous comments...
      2. Zwiebelchen
        Zwiebelchen
        Great to hear that. Currently HiveWE is the only hope for people who want to develope their maps with vJass without tediously having to copy and paste their code every time they want to test their maps.

        So i cant wait. :D
        Mar 9, 2020
      3. Zwiebelchen
        Zwiebelchen
        I dont want to be that guy, really, but are there any news yet?
        I probably got carpal tunnel by now from manually copy and pasting code in and out of the world editor ... ^^
        Mar 18, 2020
      4. eejin
        eejin
        Still working hard on an Object Editor and Unit Palette before I will release 0.7
        Mar 20, 2020
    3. Napoqe
      Napoqe
      What do you think about Warcraft 3 Remake? And HiveWE's situation about this remake?
      1. eejin
        eejin
        From the information that Blizzard has released and what can be deduced from the promotion materials it seems that:
        1. Reforged is almost purely a graphical update
        2. The map format remains the same

        HiveWE possibly renders the new graphics without problems albeit they might look a little different from ingame.
        Nov 19, 2018
    4. TheLordOfChaos201
      TheLordOfChaos201
    5. Napoqe
      Napoqe
      Have a simple suggestion for HiveWE, add a string color generator from Warcraft 3.
    6. Regno
      Regno
      Looking forward to the next version of HiveWE. : ]
    7. PurplePoot
      PurplePoot
      Hey; figured I'd poke around in the HiveWE source a bit for the hell of it and see if I want to add anything. I'm new to both Windows and graphics dev (I mostly do scripting and algorithms stuff on OS X/Linux). After installing QT 5.10.1 and setting it up on the project it's failing to build on Win 10 with an error about a missing GLES2/gl2.h from within qopengl.h. Google isn't super helpful and I don't have that much patience to debug this (spent about 10 minutes and already losing interest), but any idea if there are some extra steps that are missing from the README that ought to have solved this?
      1. eejin
        eejin
        I changed some things around with the .gitignore so it should work now. If you have any questions feel free to ask here or on the Hiveworkshop Discord.
        Apr 5, 2018
    8. RED BARON
      RED BARON
      Some nice and interesting stuff you are doing. Good work on the HiveWE.
    9. Lasersquid112
      Lasersquid112
      Great job on the HiveWE. Keep it up!
    10. sethmachine
      sethmachine
    11. sethmachine
      sethmachine
      For the misc tile field, in your code you apply a bit mask to get the last 4 bits: corner.cliff_texture = (misc & 0xF0) >> 4; but then you do a right bit shift of 4. In your documentation I don't see why you are doing a bit shift on the last 4 bits. Can you explain? Doesn't this mean cliff texture will always a value between 0 and 15?
      1. eejin
        eejin
        Dec 28, 2017
      2. sethmachine
        sethmachine
        Excellent, thank you for the update and explaining what's going on.
        Dec 29, 2017
    12. sethmachine
      sethmachine
      Hi, what is the 16th bit in "water_and_edge" in w3e used for? Is it always 0? According to your spec (and code), the 15h bit is whether the tile is on the map edge). Then in your code, you do the & of "water_and_edge" with 0x3FFF which just applies to the first 14 bits in binary: 0011 1111 1111 1111. Is the 16th bit used for anything?
    13. sethmachine
      sethmachine
      Hello! I just learned about your great work breaking down the structure of Warcraft 3 map files and manipulating these programmatically. I am interested in be able to read terrain+doodad data from existing maps and then sample from this data to write new maps with new terrain+doodad data. I have a background in high level programming (Python, Java) and machine learning (which I want to use to generate new Warcraft 3 maps by learning from existing ones). Please let me know if there is any way I can help your work, and I may be coming to you for questions as I try to make use of your C++ repository.
      1. eejin
        eejin
        Thank you! Do you intend to randomly generate Warcraft 3 maps? As of now the code only has almost 100% terrain loading, but only very limited doodad loading (though I'm currently working on it). It might be interesting to someday possible extract only the parsing code into a library.
        Dec 25, 2017
      2. sethmachine
        sethmachine
        Hi! Yes my intention is to be able to generate non-noisy Warcraft 3 maps using your code which would include a terrain layer followed by doodad layer. My ultimate goal is a "world generator" for a map I'm making, where players submit "passwords" to an online web page that will generate a new random world (i.e. a new playable Warcraft 3 map file ).
        Dec 25, 2017
    14. SeedinAethyr
      SeedinAethyr
      Welcome to the Hive eejin!
      I hope you enjoy your stay here.
      If there is anything you need, feel free to contact me via Visitor Messages. I hope I'll be able to help you!
      Please read the Rules if you haven't already (http://www.hiveworkshop.com/forums/rules-information.710/) before participating in the site.
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  • About

    Birthday:
    Jan 1, 1990 (Age: 30)
    Staff Position:
    Tool Moderator
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