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HiveWE - World Editor 0.6

Submitted by eejin
This bundle is marked as approved. It works and satisfies the submission rules.
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.
  • Edit the terrain.
  • Edit the pathing map directly!
  • Change the tileset to up to 16 tiles.
  • Fly around in first or third person camera
  • Manage your imports with folders
  • Edit global tile pathing
  • Place and remove doodads
  • Edit map loading screen information
  • Import heightmaps
  • View GUI and edit JASS triggers
Limitations
  • Doodad rendering is not 100% accurate (teamglow, billboards, etc)
  • Does not show animations
Required for running HiveWE:

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 0.6 (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....
  1. MindWorX

    MindWorX

    Joined:
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    Very awesome work. An almost 1:1 terrain renderer is an amazing feat of work. With a bit of optimization this will be incredible.
     
  2. TriggerHappy

    TriggerHappy

    Code Moderator

    Joined:
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    I figure I'll post so I can rate this and look back on it when it's popular.
     
  3. KILLCIDE

    KILLCIDE

    Administrator

    Joined:
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    That's one small step for a modder, one giant leap for the WC community.
     
  4. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    Gonna start using it once it support units and triggers :D
     
  5. Ralle

    Ralle

    Owner

    Joined:
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    Holy wow man fuck this is so amazing! Hosted project! Frontpage.

    *bows down to the mighty @eejin*
     
  6. Kyrbi0

    Kyrbi0

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    Well you got Ralle eating out of the palm of your hand, so it must be important. ; )


    What's this all about, then?
     
  7. MindWorX

    MindWorX

    Joined:
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    It's a proof of concept. The biggest roadblock in making a custom editor have always been the terrain editor. With this work, we have the opportunity to create the editor of our dreams, that wont rely on hacks or other sketchy methods to work. And as he's already showcasing now with his pathing palette tool, we can even add things the original editor couldn't do. In this case, you can change the pathing using a brush instead of pathing blocker doodads, and you can do it on a more detailed level that pathing blockers can.
     
  8. Kyrbi0

    Kyrbi0

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    Oh geez.

    Before I muted it, I remember seeing all sorts of high-level conversation about terrain generation & stuff... I guess this is why. Huh!

    (Why was the terrain editor the hardest part?)
     
  9. Retera

    Retera

    Tool Reviewer

    Joined:
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    [Self-parody video link redacted due to personal information]

    In this video, we glimpse the one true existence of a being with the holy HiveWE available to them.
    The Open Source World Editor, shown to me in my visions, is the future of the community.
     
    Last edited: Feb 8, 2018
  10. MindWorX

    MindWorX

    Joined:
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    It's largely in part because we didn't understand how the renderer worked and we only had a partial understanding of the data format. Because of @GhostWolf we got a better understanding of the data format, thanks to his endless tinkering with it and his own terrain viewer. This knowledge was built upon by @eejin, who then started to work on this editor. So it's been a arduous process of figuring out all the details needed to make this terrain editor possible.
     
  11. Chaosy

    Chaosy

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    What is so mindblowing about this?

    The technology itself could be used as a web renderer to check maps without having to download, but that is not the case right now.

    That said, I am obviously missing something entirely.
     
  12. Ralle

    Ralle

    Owner

    Joined:
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    This is a major step towards making our own editor. Our own. Editor. Made for modders by modders.
     
  13. eejin

    eejin

    Tool Reviewer

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    I laughed. That was funny.

    A custom editor that has features which the normal editor does not have. Like directly editing the pathing map. We can add any feature we like at anytime. And it is open-source!
     
  14. Chaosy

    Chaosy

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    Path editing is kinda neat I suppose. But it would not be nearly enough to make me move away from JNGP/Sharpcraft

    Ceiling is somewhat high I suppose.
    One thing I would like to see personally would be an easier way to import things into a map.
    For example, automatically remove the war3mapimported string.
    Additionally if the name contains BTN/PAS, put the correct icon paths automatically.

    I think that would be relatively easy to do.
     
  15. Abovegame

    Abovegame

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    @Chaosy It would be nice if we could group imports somehow too imo.
     
  16. _Guhun_

    _Guhun_

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    This would be amazing if it supplied a decent object editor and unit palette that didn't lag to hell when you have over 1k custom units :D

    Good luck on the project, and thanks for sharing with the community!
     
  17. Retera

    Retera

    Tool Reviewer

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    This video explains perfectly why I support this project to the utmost.
     
  18. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    Long live Hive :D
     
  19. Wareditor

    Wareditor

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    This is incredible! I dind't think it would be out so soon :)
    I can't wait for it to replace what we are using now. The pathing tool is already very useful.