• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

HiveWE - World Editor 0.6

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...
Level 5
Joined
Sep 10, 2022
Messages
44
Trying to load , but it refuses to select my Warcraft III installation. I keep selecting the folder but the dialog just pops back up. Must be incompatible with 2.0

I could only get it to work by selecting my 1.31 installation, and even then it just crashed trying to load a 2.0 map.
 
Level 34
Joined
May 14, 2021
Messages
1,602
Trying to load , but it refuses to select my Warcraft III installation. I keep selecting the folder but the dialog just pops back up. Must be incompatible with 2.0

I could only get it to work by selecting my 1.31 installation, and even then it just crashed trying to load a 2.0 map.
Maps that are saved on 2.0. are INCOMPATIBLE with older versions.
Yet another example of how new Reforged update has a backward compatibility issues with older maps.
 
Level 19
Joined
Jan 12, 2011
Messages
1,527
Maps that are saved on 2.0. are INCOMPATIBLE with older versions.
Yet another example of how new Reforged update has a backward compatibility issues with older maps.
maps are never assumed to be backwards compatible once you saved them, it was just that we haven't had any meaningful changes in a long time. 2.0 has many issues but backwards compatibility is your own issue, do version controlling and keep older versions saved in your drive.
 
Level 5
Joined
Sep 10, 2022
Messages
44
No, I actually started the map on 2.0. I tried expanding it, but no matter what I do, it crashes if I mess with the map dimensions in any way.
 
Level 19
Joined
Feb 25, 2013
Messages
335
Trying to load , but it refuses to select my Warcraft III installation. I keep selecting the folder but the dialog just pops back up. Must be incompatible with 2.0

I could only get it to work by selecting my 1.31 installation, and even then it just crashed trying to load a 2.0 map.
version 0.6 doesn't work with 1.32+, it's been this way for years, it's not changed.
 
Level 15
Joined
Aug 16, 2019
Messages
199
First comment in 2025.

What language is the project written in? What is the development history and development difficulties?

Is there any development of compatibility with Ref2.0+? and what is the compatibility problem? with changing binary data?

Is it possible to create your own directories for units, abilities that are parsed for a regular editor when saving? And how often do errors occur at the current stage that crash the project?

It is very important to maintain the stability of the current project. What edits does HiveWE make to the map after which it can break?
 
Level 34
Joined
May 14, 2021
Messages
1,602
First comment in 2025.

What language is the project written in? What is the development history and development difficulties?

Is there any development of compatibility with Ref2.0+? and what is the compatibility problem? with changing binary data?

Is it possible to create your own directories for units, abilities that are parsed for a regular editor when saving? And how often do errors occur at the current stage that crash the project?

It is very important to maintain the stability of the current project. What edits does HiveWE make to the map after which it can break?
Bogdan said that Reforged versions aren't officially supported with this tool. Nothing has been changed so far since the last update of this tool happened.
 
Level 19
Joined
Feb 25, 2013
Messages
335
First comment in 2025.

What language is the project written in? What is the development history and development difficulties?

Is there any development of compatibility with Ref2.0+? and what is the compatibility problem? with changing binary data?

Is it possible to create your own directories for units, abilities that are parsed for a regular editor when saving? And how often do errors occur at the current stage that crash the project?

It is very important to maintain the stability of the current project. What edits does HiveWE make to the map after which it can break?
C++, it's on Github too as you could've seen from the description

The version on the main branch supports 2.0+. You can build it yourself if you'd like to play around. It's intended for more advanced users anyway so just compiling shouldn't be hard given the readme (unless you are trying to do it on linux or sth, although even there I didn't have much trouble)

The way "directories" are done in the regular editor provides no such capabilities. And no crashing errors really occur as far as I know.

Not sure what this question is meant to entail - a map saved with HiveWE is completely openable in the vanilla editor in the general case, and the only thing you ought to lose is custom pathing
 
Level 12
Joined
Jul 4, 2016
Messages
634
Amazing tool for Terraining, the only world editor so far that doesn't cause my laptop to flare up. As a result, I have to spilt my triggers and terrain into separate programs.
 

eejin

Tool Moderator
Level 12
Joined
Mar 6, 2017
Messages
234
For version 1.32+ you can try this build I made. It should be good for terraining, doodad placement and object editing. I need to fix the maps script generation for Jass but it works for Lua. So if your map is Jass you have to save it with the normal World Editor before playing it.
 

Attachments

  • HiveWE 0.7-rc8.zip
    15.5 MB · Views: 9

Ardenaso

HD Model Reviewer
Level 34
Joined
Jun 22, 2013
Messages
1,957
For version 1.32+ you can try this build I made. It should be good for terraining, doodad placement and object editing. I need to fix the maps script generation for Jass but it works for Lua. So if your map is Jass you have to save it with the normal World Editor before playing it.
also for HD or is it only for SD?
 
Level 3
Joined
Jan 7, 2025
Messages
18
I have used it, and the feature for modifying paths is quite exhilarating. However, I've encountered a few issues:

  1. When saving as an MPQ, the program momentarily freezes and then crashes without any prompts in the command line; saving as a folder works fine.
  2. I tried packing the folder into a W3X using w3x2lni, and while the map can be played in version 1.31, I am unable to open the W3X with any map editor other than HiveWE.
Am I missing something?
 
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