HiveWE - World Editor 0.10

HiveWE

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HiveWE is a fully custom 3rd party world editor. It's completely separate from the original editor and is open-source!

Features:
  • Open and view Warcraft III maps.
  • Terrain/Unit/Doodad/Pathing palettes with numerous options.
  • Ergonomic Object Editor
  • Improved Trigger Editor
  • Edit the pathing map directly!
  • Change the tileset to up to 64 tiles.
  • Manage your imports with folders
  • Edit global tile pathing
  • Edit map loading screen information
  • Import heightmaps
  • Jass/Lua support
Limitations
  • There can be some rendering differences compared to the game
  • The unit palette is quite limited
Required for running HiveWE:

HiveWE 0.10 - 2026/05/18

Thanks you @BogdanW3 and Super.Skill for your contributions in this version!

Performance Improvements
  • Map loading is now much faster. My Reforged test map went from 32s to a whopping 4s load time.
  • Map rendering is now also much faster. Frame rates more than doubled. Check out MDX Rendering if you're interested in the technical details.

Added
  • Gameplay constants editor
  • Asset manager
Showing all imported game files and their usage. Useful for deleting unused files or finding out which unit/doodad/ability is using it
  • Map resizing. Thanks @Super.Skill!
  • Improved terrain palette. Thanks @Super.Skill!
- You can now directly add/remove water and change its height.
- Ramp editing is now added and enabled!

Fixed
  • Sometimes TRIGSTR_xxxx would be visible in the object editor
  • Doodad palette height input didn't allow decimals
  • Fixed some unit fields not being properly saved
  • Changing tilesets wouldn't update the terrain palette
  • Newly added tiles couldn't be placed
  • An incorrect doodad variation would sometimes be loaded
  • Display the correct stand animation. Thanks @BogdanW3


HiveWE 0.9 - 2025/12/14

Added

  • Global search menu that you can call anywhere by double pressing shift
    • Allows you to instantly search units, items, doodad, destructibles, abilities upgrades, buffs and common editor actions from anywhere
  • Ability insights directly in the Object Editor.
  • Render all teamcolors instead of always only red
  • The unit palette now checks if it can place the unit or whether there is another unit/doodad there

Fixed
  • Some models vertices/uvs would clip
  • Fixed AABB frustrum culling
  • Ability data fields weren't correctly written
  • Deleting a doodad with a large pathing map wouldn't clear the whole pathing
  • Sometimes the shortcut to switch selection mode wouldn't work
  • Even brush sizes (2, 4, 6, etc) didn't properly center around the cursor
  • Deleting/moving a doodad with large pathing wouldn't update the pathing properly

HiveWE 0.8 - 2025/10/20

Added

  • Toggle to hide click helpers
  • Billboard rendering
  • Revived trigger editor from an earlier build
  • Pathing map import/export

Fixed
  • HD (or other setting) toggle(s) didn't work
  • Water didn't load in HD (but is still non shader based)
  • Fix models clipping if they are too big
HiveWE 0.7

This version has been a long time coming and thus I forgot a lot of what I've changed. The list below should roughly encompass most of the changes.

Added
  • Reforged support
  • Lua support
  • Object Editor
  • Unit Palette
  • Unit/doodad animation support
  • Unit/doodad lighting
  • Reposition units by dragging
  • Reposition doodads by dragging
  • Doodad scaling UI
  • Select units/doodads in Palette/OE buttons
  • Shortcuts for opening palettes (same as regular WE)
  • Load proper tileset blight texture
  • Doodads follow terrain pitch/roll
  • Doodads properly scale and rotate

Changed
  • Improved reset camera shortcut to center on current location
  • Improved transparency rendering
  • Default theme is now Dark
  • Selection circle autosize for doodads/units

Fixed
  • Doodad palette is very buggy all around
  • Trees show incorrect texture
  • Unit fly height is ignored
  • Wrong sequence extents cause incorrect culling
  • Windows will stay open when main window is closed (Thanks insanity_ai)
  • Custom tilesets load in the wrong color format (Thanks TriggerHappy)
  • Object editor crashes in invalid race (Thanks TriggerHappy)
  • Boats don't float on water (Thanks insanity_ai)
  • Unit fly height incorrect above water (Thanks insanity_ai)
  • Water does not occlude objects (Thanks insanity_ai)
  • Stand sequence not properly detected due to case sensitivity (Thanks insanity_ai)
  • FPS does not match vsync (Thanks Triggerhappy)
  • RGBA water textures were treated as RGB (Thanks LazZ)
  • Doodad are sometimes placed too high/low (Thanks insanity_ai)
  • Lava cracks are black/green due to RGB/BGR mismatch (Thanks insanity_ai)
  • MPQ export misses files (Thanks danielsheartbeat)

HiveWE 0.6

Additions
  • Map script generation!
  • Improved Jass highlighting
  • Improved Jass autocomplete
  • Tabs in the trigger editor now configurable
  • Trigger comments shown and editable
  • Rudimentary find window in trigger editor
  • Move camera with arrow keys
  • Shortcuts for opening/saving maps
  • Improved doodad pathing placement
  • Cool application icon
  • Doodad copy and paste
  • Doodad positioning with numpad
  • Improved themes

Changes
  • Camera is now a trackball type instead of TP/FP hybrid
  • Camera drag now proportional to distance
  • Camera now changes with terrain height
  • Doodads height after terrain change now interpolated
  • Doodads now selected with one click instead of two

Fixes
- Clicking on minimap now moves you to the correct location

HiveWE 0.5
Additions
  • Minimap
  • Full undo/redo for terrain/pathing/doodads
  • Show destructibles pathing
  • Visiblity/Solidity flags for doodads
  • Pathing map preview for doodads
  • Cliff lighting
  • A functioning JASS editor (with some limitations)
  • Dark theme
  • Doodad palette functionality
Changes
  • Check for empty warcraft directory path
  • Default doodad palette to Trees/Destructibles
  • Tries to run on the fastest GPU
  • Now also shows RoC (.w3m) maps in the open map dialog
Fixes
  • Can now launch HiveWE while Warcraft is running
  • Deep water for terrain palette has proper height
  • properly applies water pathing

HiveWE 0.4
Additions
  • Warcraft 1.30 support!
  • Full BLP1 support
  • Loads the shadowmap file (implementation waiting)
  • Import a heightmap (PNG, TGA, JPG and many others)
  • Load and edit map information! (loading screen/description)
  • Trigger viewer! View GUI and JASS triggers
  • An option to disabled enforcing water height limits
  • Added an experimental doodad palette
Changes:
  • Now uses the OS temporary folder instead of the "Data/Temporary" folder
  • Greatly increased pathing map contrast
  • Trigger and Import editor window modality changed
  • Now uses a ribbon instead of the old menu
Fixes:
  • Properly set the pathing for water and blight
  • Tilesetter now properly enforces 16 tiles
  • The correct ground texture variation is now chosen
  • Properly scale units and items
  • Properly scale doodads
  • Saving now chooses the right target

HiveWE 0.3
Additions:
  • Warcraft 1.29 support
  • Added a Tile Pathing setter
  • Added a Terrain Palette.
  • Added an Import Manager
  • Now shows the pathing texture on cliffs too
  • Added a first person camera and allow switching between them
  • Added terrain shadows
  • Reset camera using CTRL + Shift + C
Changes:
  • Removed war3Patch.mpq from the hierarchy
  • Added deprecated.mpq (from 1.29) to the hierarchy
  • SLK loading is now roughly 4x as fast (improved map load time)
  • Hides the brush when palette is inactive
  • Some small quality of life improvements
  • Improved RoC compatibility for unit loading
  • Changed terrain rendering to support different ground texture sizes
  • Now remembers your last open/save location
  • Further increased rendering performance for doodads a lot
  • Now remembers your Warcraft 3 directory if you previously located it

Fixes:
  • Fixed tileset/map hierarchy order
  • Fixed loading items placed on the map
  • Fixed a bug with the terrain being off by one (64x64 became 63x63)

HiveWE 0.2
  • Instanced rendering for Doodads and Cliffs provide a massive speed upgrade
  • Added tooltips to all buttons
  • Centered brush on mouse
  • Some code refactoring
  • Added tilesetter
  • Fixed blocky pixels under oblique angles
  • Added terrain saving
  • Allow running multiple instances
  • Fixed tile variation bug
  • Fixed tile texture UV bug
  • Added unit rendering
  • Very rudimentary animation parsing and geoset hiding
  • Improved RoC file format compatibility
HiveWE 0.1
  • Initial release
  • Draws terrain and doodads
  • Editing the pathing map

Technically a Warcraft installation is not required since the editor relies only on the game CASC files. We cannot distribute these due to legal reasons. Just point the editor at the folder containing them when it asks and you should be good to go!

If you encounter any issue with HiveWE then do ask for help! You can post here, reach me on the Hiveworkshop Discord eejin#4240 or message me on GitHub.

Many thanks to Ghostwolf for without him I wouldn't have gotten anywhere near as far. Also thanks to the rest of the Hiveworkshop community for supporting the creation of this editor.

Backup your map before using HiveWE
Previews
Contents

HiveWE 0.10 (Binary)

Reviews
Retera
This is a state of the art open source World Editor that draws on all of the community's knowledge of how to make Warcraft III maps. This current build is great for drawing terrain and doodads -- and new features are clearly under active development...
Is there any plans to update this program to work with the current live Patch 1.29 Legacy?
This is more to the Reforged. For 1.29 Legacy, the abandoned WEX still works.

I'm having the same issue, English warcraft installed o_0 any clue? it opens and closes immediately.
Are you using the Legacy 1.29 or the latest Reforged patch? The latest HiveWE build only works on Reforged. If you are going for the older patches like 1.26 or 1.29, I would recommend either JNGP or WEX. Please keep in mind that these tools were abandoned.
 
This is more to the Reforged. For 1.29 Legacy, the abandoned WEX still works.


Are you using the Legacy 1.29 or the latest Reforged patch? The latest HiveWE build only works on Reforged. If you are going for the older patches like 1.26 or 1.29, I would recommend either JNGP or WEX. Please keep in mind that these tools were abandoned.
Yes, English too.
 
HiveWE 0.10

Thanks you BogdanW3 and Super.Skill for your contributions in this version!

Performance Improvements
  • Map loading is now much faster. My Reforged test map went from 32s to a whopping 4s load time.
  • Map rendering is now also much faster. Frame rates more than doubled. Check out MDX Rendering if you're interested in the technical details.

Added
- Gameplay constants editor
1779101804775.webp

- Asset manager
Showing all imported game files and their usage. Useful for deleting unused files or finding out which unit/doodad/ability is using it
1779101813189.webp

- Map resizing. Thanks @Super.Skill!
1779101819378.webp

- Improved terrain palette. Thanks @Super.Skill!
- You can now directly add/remove water and change its height.
- Ramp editing is now added and enabled!
1779101825932.webp


Fixed
  • Sometimes TRIGSTR_xxxx would be visible in the object editor
  • Doodad palette height input didn't allow decimals
  • Fixed some unit fields not being properly saved
  • Changing tilesets wouldn't update the terrain palette
  • Newly added tiles couldn't be placed
  • An incorrect doodad variation would sometimes be loaded
  • Display the correct stand animation. Thanks @BogdanW3
 

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Is there any plans to update this program to work with the current live Patch 1.29 Legacy?
Yeah, I would really love if there was a version compatible with 1.27b.

At least 0.6 is apparently compatible with 1.31.1...maybe I'll give that one a try. But it'd be kewl if a newer version worked with it.
 
So after i open a w3x and edit it, where is the option to then export the edited w3x? There is just a folder of the assets now.
 
Unfortunately it still just opens and closes for me :/ no water hills for me :(
I've chatted with UnsanctionedMagic and it's because HiveWE needs a rendering feature (GL_ARB_bindless_texture) that his laptop does not support. It's an older model from 2015 and unfortunately I need this feature for performance.

Still discussing with @prizraknadache


So after i open a w3x and edit it, where is the option to then export the edited w3x? There is just a folder of the assets now.
You can still test it when it is in folder mode (just press the Test Map button)
To actually create an MDX, for now open it with the regular WE and save as a .w3x archive there.
Soon I will add an export map button that also allows you to do some simple map optimization/protection.
 
I've chatted with UnsanctionedMagic and it's because HiveWE needs a rendering feature (GL_ARB_bindless_texture) that his laptop does not support. It's an older model from 2015 and unfortunately I need this feature for performance.

Still discussing with @prizraknadache



You can still test it when it is in folder mode (just press the Test Map button)
To actually create an MDX, for now open it with the regular WE and save as a .w3x archive there.
Soon I will add an export map button that also allows you to do some simple map optimization/protection.
My problem is that World Editor crashes consistently when I try to open up certain maps to edit them, for example, I want to edit a map that is a campaign that ive split into w3x files so i can edit in co op. But world editor crashes everytime i try to open up certain maps, so even if I edit them in HiveWE, I cant open them in World Editor because the world editor just crashes, HiveWE opens every map and works great. I hope you guys can add a export function so I dont have to use world editor to turn the files back into a w3x file. Excellent job on HiveWE so far.
 
Since it's a 0.9 shouldn't the title be different?
ill be downloading it and giving it a try tomorrow although i'm optimistic i'm also a bit WAY TOO USED to classic WE and i hope i dont feel overwhelmed
but oh well glad to see this is not abandoned!

i'm bit confused by the mixed comments unsure if this is only classic or also works on reforged though
 
My problem is that World Editor crashes consistently when I try to open up certain maps to edit them, for example, I want to edit a map that is a campaign that ive split into w3x files so i can edit in co op. But world editor crashes everytime i try to open up certain maps, so even if I edit them in HiveWE, I cant open them in World Editor because the world editor just crashes, HiveWE opens every map and works great. I hope you guys can add a export function so I dont have to use world editor to turn the files back into a w3x file. Excellent job on HiveWE so far.
Do you mean the map worked properly before, but then after editing it in HiveWE it does not open in the regular WE anymore? If so then please DM me the map and I will test it.

I will add an export function in the next version! You probably know but just as a note, you only have to turn it into a .w3x file if you want to distribute it. Testing and development can be done on the folder version (and works better that way!).


Since it's a 0.9 shouldn't the title be different?
ill be downloading it and giving it a try tomorrow although i'm optimistic i'm also a bit WAY TOO USED to classic WE and i hope i dont feel overwhelmed
but oh well glad to see this is not abandoned!

i'm bit confused by the mixed comments unsure if this is only classic or also works on reforged though
In the news article it first highlights the 0.9 changes and then the 0.10 changes. Or do you see 0.9 somewhere else?
 
If anyone is interested, I made a fork and added /optimized a bunch of features in HiveWE. A Changelog is included on the repo, which I will update over time. The original HiveWe is an awesome standalone project, but felt very unpolished in many areas, which in my eyes was not enough to work with in its current state. Eventually I'm planning on doing a pull request to the original repo (if the original owner allows it).

 
If anyone is interested, I made a fork and added /optimized a bunch of features in HiveWE. A Changelog is included on the repo, which I will update over time. The original HiveWe is an awesome standalone project, but felt very unpolished in many areas, which in my eyes was not enough to work with in its current state. Eventually I'm planning on doing a pull request to the original repo (if the original owner allows it).

Awesome! I always welcome contibutions! Be sure to make each PR focused because one massive PR is hard to review. Looking forward to it
 
Do you mean the map worked properly before, but then after editing it in HiveWE it does not open in the regular WE anymore? If so then please DM me the map and I will test it.

I will add an export function in the next version! You probably know but just as a note, you only have to turn it into a .w3x file if you want to distribute it. Testing and development can be done on the folder version (and works better that way!).



In the news article it first highlights the 0.9 changes and then the 0.10 changes. Or do you see 0.9 somewhere else?
1781053387346.webp


as i was reading the post this is what i saw hence why i dont get if this is 0.1 or 0.9
 

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