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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. Retera

    Retera

    Tool Reviewer

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  2. A Void

    A Void

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    You'll have to get an answer from @eejin himself. Just ask him.
     
  3. Kyrbi0

    Kyrbi0

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    Last edited by a moderator: Mar 8, 2018
  4. Retera

    Retera

    Tool Reviewer

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    Yeah, I guess I could try that one.
    I tried to send you a payment with glimmerfall.com online portal, I guess maybe the money is gone now. [See attachment]

    Edit: For those interested, glimmerfall.com payment portal was down until just now, due to some server issue
     

    Attached Files:

    Last edited: Mar 8, 2018
  5. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    Is Kyrbi0 involved with the project?
     
  6. Retera

    Retera

    Tool Reviewer

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    I dunno, he said that's where to send the money
     
  7. Ralle

    Ralle

    Owner

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    Joke's over. You had me until glimmerfall. I was so afraid that Retera had actually transferred money.

    @Kyrbi0, I was actually on the verge of giving you quite a severe warning, but decided against it. Please don't try to cheat people like that. Even if @Retera was in on it, other people aren't.
     
  8. Kyrbi0

    Kyrbi0

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    Yes sir Ralle sir. My apologies; I guess Poe's Law is alive & well. :<
     
  9. eejin

    eejin

    Tool Reviewer

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    Nawww man no need to donate :). Thank you for the offer. If you still feel like donating then I'm sure Ralle could use it for the Hiveworkshop its hosting cost.

    Though interesting it might be more beneficial in the long run to focus on things like terrain editing. Once I got terrain texture/height editing and doodad placing I can just backup the war3map.w3e and pathing map and reload those once done in the original WE.
     
  10. Hotwer

    Hotwer

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    There might be any problem if you start adding other files unrelated to Wc3 or World Editor for your use?
     
  11. Retera

    Retera

    Tool Reviewer

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    Aww, c'mon guys, I was messing around probably almost as much as Kyrbi0, to get the joke all you have to do is go to glimmerfall.com to check out the payment portal.

    As for being back on topic, has anybody worked out a way to store data in a wc3 map that is read and preserved by the editor, even if not used? Several options exist, definitely. I seem to recall TESH used to store "// TESH.scrollposition" in a comment in triggers that had been converted to JASS. That way, the normal editor preserved the comment and JNGP/WEX would have access to a stored scroll position value they could hide from the user. I thought I read something about WEX or a newer TESH doing this differently, though. In the worst case, it should always work to add an imported file to the war3map.imp file, perhaps call "HiveWE.ini" or whatever format you wanted, really, and as long as it's a registered file in the war3map.imp file then the standard World Editor should keep it inside the archive when saving. Perhaps if you were going to do this with a lot of files, you could name them "HiveWEConfig/<filename>".
    So, you CAN use arbitrary extra information, to my knowledge -- as long as you're okay with standard WE users seeing the extra HiveWE files when they look in the import manager.
     
  12. _Guhun_

    _Guhun_

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    The advantage of using comments is that they will be deleted when the map is optimized. Otherwise, you would have to write an optimization/canonization option in HiveWE. Though the second option is not hard at all.
     
  13. Retera

    Retera

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    The reason to go to the immeasurable effort of rewriting the world editor is that the original one is not open source. Any good community optimizer would be open source, so I'm not sure I see your point. In one case the community does not control the code, in the other case, it does. Let's not worry about whether the code the community writes is compatible with other code the community writes, since in such a case both projects have publicly mutable code.
     
  14. w3.exe

    w3.exe

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    it wont work everytiem i try opening it it sais "hivewe has stopped working" plz help
     
  15. Dr Super Good

    Dr Super Good

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    Please post your system specifications. We cannot help you without them.
     
  16. w3.exe

    w3.exe

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    wat iz a system specifications im new 2 diz website
     
  17. eejin

    eejin

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    Your computer models/name and the parts inside of it. Like your CPU/GPU. An Intel processor or an AMD? And what kind of processor. AMD or NVidia GPU? Which one?
     
  18. Dr Super Good

    Dr Super Good

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    This editor program has a very high GPU requirement due to the API features it uses. It will not work on older GPUs, even those far beyond the minimum requirements for modern Warcraft III.
     
  19. xorkatoss

    xorkatoss

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    This is overall not bad! I see great potential in HiveWE once it improves! :thumbs_up:

    Areas of Improvement:
    -Remember the Warcraft 3 Directory, I have to manually locate it every time

    -Make the Camera able to rotate around

    -Is this normal or I'm doing something wrong?
    [​IMG]

    anyway I'm aware you already know this but there are major problems with doodads in the map:
    [​IMG]

    [​IMG]

    any idea what those red things are? lol


    anyway I tried pathing a copy of my map with HiveWE and it worked fine when I opened it in the normal WE, the only problem was that I couldn't do an accurate pathing because of Doodads being "miss-shaped" and also the weird red things of doom.

    If you want I would gladly sent you a copy of the map if it helps you solve any of those issues.

    as I said before this has a lot of potential, hope to see a lot of improvements :thumbs_up:
     
  20. Alethos

    Alethos

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    The red things are the tc portrait plane geosets. They are part of the model actually but normally only visible via the model's portrait.
    WE solves this by making all the models cycle though their stand animations but i guess hivewe just renders the doodads mesh without animations so it doesn't have an easy time of hiding the problem geosets. Perhaps if one were able to replace 'replaceable id 2' texture locally for hivewe you wouldnt see the problem.