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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

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. lan nguyen

    lan nguyen

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    dota683ddemomap.rar Test this,used ubersplat but it isnt good,that why I need a new tiles editor
     
  2. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    This tool is nothing more than an editor for Warcraft III. It cannot make Warcraft III do anything Warcraft III cannot do.

    If you really want detailed terrain consider modelling it all as walkable destructables. This way you can import the models and textures and assembly them to make a fully custom terrain.
     
  3. lan nguyen

    lan nguyen

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  4. eejin

    eejin

    Tool Reviewer

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    It's because OpenGL uses the bottom left corner as 0,0 while I use the top left. I should fix it since its an easy fix.

    This is exactly what I do. I use a 2d texture array for each 64x64 tile and then let OpenGL generate mipmaps.


    I will look into the blocky textures.
     
  5. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    In that case you must be using the wrong interpolation mode, or for some reason the interpolation mode is not working as expected.

    I think one has to use "GL_LINEAR_MIPMAP_LINEAR" for the sampler mode. That should at least get rid if the pixilation by using bilinear filtering.
    Sampler Object - OpenGL Wiki

    Such oblique geometry might still look a bit ugly and low resolution due to how mipmaps are selected. To combat this one can use anisotropic filtering. Although needing 4.6 core it is available as an extension before then that most GPUs in the last decade should support.
     
  6. eejin

    eejin

    Tool Reviewer

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    Ah yes I thought the default would be GL_LINEAR_MIPMAP_LINEAR, but it appears that it is GL_NEAREST_MIPMAP_LINEAR. I changed it for the newest built. I've been looking at anisotropic filtering indeed. I will look into how to use this extension with my framework.
     
  7. lan nguyen

    lan nguyen

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    Is my idea easy to do?they said that it's impossible
     
  8. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    Link an existing Warcraft III map that does what you want and I am sure the required tools can be investigated. If there is no existing map that does what you want then that generally points towards it being impossible to do, most likely due to game engine limitations.

    Warcraft III is a data fed game engine. Maps are nothing more than data of various kinds that get fed into it. Outside of arbitrary code execution exploits, which will be patched, one cannot make the game process data any differently. Warcraft III is not a game engine, e.g. Unity, where one can extend and change how it processes data to suit the requirements of the game.
     
  9. lan nguyen

    lan nguyen

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    Any update?
     
  10. kellym0

    kellym0

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    woot im download 399-to 400!

    lets see how hard your editor is for an old dog like me to implement:

    edit: hmmm doesn't seem to open my map, just crashes. oh well.
     
    Last edited: Feb 25, 2018
  11. eejin

    eejin

    Tool Reviewer

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    Could you send me your crashing map?
     
  12. kellym0

    kellym0

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    im not sure it'd be of much help, it is a 2016 map after all.

    il send it to you later, its called ''mur'loc island survival'' may know of it - any ways, yea, it just crashes on start up. oh well.
     
  13. eejin

    eejin

    Tool Reviewer

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    HiveWE 0.2 is out!

    Changelog

    - Instanced rendering for Doodads, Cliffs and Units provide a MASSIVE speed upgrade (More than 5x)
    - Added tooltips to all buttons
    - Centered brush on mouse
    - Some code refactoring
    - Added a Tilesetter allowing you to have up to 16 tiles in your map!
    upload_2018-3-6_17-17-49.png
    - 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
    upload_2018-3-6_17-18-59.png
    - Very rudimentary animation parsing and geoset hiding
    - Improved RoC file format compatibility

    Download the newest version at the top!
     
  14. Sieben

    Sieben

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    This is getting better and better. Thanks for your work!

    New version allows up to 16 tiles, and it is actually 16 tiles, regardless of the tile size (1 or 2). This is even better than 1.29 update, which allows 16 tiles too, but still has that tile size limitation. :)
     
  15. A Void

    A Void

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    eejin, please don't stop working on this. Please.
     
  16. _Guhun_

    _Guhun_

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    If I edit my map's global pathing with HiveWE, then export the .wpm file from the MPQ, could I work on the map seperately on the World Editor and then import the .wpm file with an MPQ Editor before releasing the map again to restore the pathing that was lost when saving with the WE? I'm not quite sure how the global pathing file works, and a quick google-foo is not turning up any useful info. But if this works, it might be useful for other people too.

    I'm guessing the biggest disadvantage would that any edits to the pathing map that were made in the World Editor (by creating cliffs) would be lost.
     
  17. eejin

    eejin

    Tool Reviewer

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    Yeah that's exactly what happens if you save the map with the regular World Editor. You can of course draw them on again with HiveWE. The only remedy to this is that HiveWE has full terrain editing functionality and doodad placing functionality (since those too are saved to the static pathing map unlike destructibles). I will add some features to version 0.3 to make it easier to work with the pathing like changing a certain tileset texture to be unwalkable/flyable/buildable or make all cliffs unwalkable/buildable.
     
  18. Dr Super Good

    Dr Super Good

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    If one could recreate the WorldEdit pathing logic one could then compile a pathing difference image. This could be exported, the map edited in normal WorldEdit and imported again back in HiveWE so as to restore all pathing modifications while still keeping some pathing changes which were made in WorldEdit.

    The pathing difference map could be considered a normal pathing map but where each node has an alpha flag, with transparent pixels being ignored and only opaque pixels modifying the pathing map.
     
  19. Retera

    Retera

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    @eejin Since I have not been helping you code, is there a link to donate you money?
     
  20. Kyrbi0

    Kyrbi0

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    Here ya go man, just send to <email removed to prevent gullible souls from sending money>
     
    Last edited by a moderator: Mar 8, 2018