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SharpCraft World Editor Extended Bundle

Submitted by MindWorX
This bundle is marked as approved. It works and satisfies the submission rules.
SharpCraft WEX Bundle v0.1.3.1
World Editor Extended is the successor to the Jass NewGen Pack. It is updated to work with the newest editor and includes the main features that JNGP had.

To use this, simply use the SharpCraft.Launcher and launch the "Warcraft III - World Editor (WEX)" profile or use the included "World Editor Extended.exe" to launch it directly.

Keep in mind that this is a work in progress. There are still several features missing. Features will be added in as time allows it and as they are requested. Some features might never return because the original developers are gone.

SharpCraft can be discussed in the hosted project subforum.

Semi-Complete Feature List
  • JassHelper, a vJASS compiler, that replaces the internal world editor compiler completely. No more crashes from bad code and many more features through vJASS.
  • Trigger Editor Syntax Highlight (TESH), a code syntax highlighter for the Trigger Editor, that makes coding in JASS/vJASS a breeze.
  • Grimoire Extensions (Grimex), a library of tools that extend the functionality of vJASS giving it the ability to create new objects(units, items, etc.) and more.
  • Increased/Removed various limits, like the number of doodads, destructables and more.
  • Object Id dialog, that allows you to manually set the object id when creating a new object. Want to make a hero peasent? Just copy the peasent, and when the dialog asks, just change the first letter to upper case, and he's ready.

Changelog
Code (Text):

v0.1.3.1
* Updated to WE 1.29.0
* Updated TESH function database to have new natives ( thanks to @Abovegame )
* Fixed crash with ObjectDataExtractor when it couldn't locate Java, instead it will simply disable itself silently.
* Attempted to shorten paths, to avoid crash due to long path names.

v0.1.3.0
* Updated to WE 1.29.0 PTR - This is very experimental and have been done hastily. It should work with vJass/Wurst and TESH. Other features have been removed since they're now included in the vanilla editor.

v0.1.2.9
* Updated to WE 1.28.5

v0.1.2.8
* Updated TESH, to fix a rare bug where it would crash the editor.
* Added WurstScript experimentally, use at your own risk. WEX will not keep the same update cycle as WurstScript, so you will have to update it manually if you encounter bugs.

v0.1.2.7
* Added fix for the File Importer.

v0.1.2.6
* Updated to WE 1.28.4
* Fixed up SharpCraft to work with new editor executable name.
* Fixed up WEX to work with new editor executable name.

v0.1.2.5
* Improved extended settings with -window and -opengl options.
* Included the option to launch with a special WEX profile. This does nothing yet, but will in the future.

v0.1.2.4
* Fixed window names for TESH so it works on all languages automatically.
* Added more no-limits features, like steep cliffs and a wider range of terrain heights.

v0.1.2.3
* Updated to WE 1.28.2
* Added support for -loadfile and other parameters directly.
* Replaced TESH with TESH 2.0
* Fixed various issues across versions, should work perfectly for all supported versions now.

v0.1.1.2
* Fixed issues with enabling disabled triggers with vJASS code or missing init function.
* Added menu entries for JassHelper.

v0.1.1.1
* Updated with support for WE 1.26 and 1.27b. !!THIS IS EXPERIMENTAL!!
* Fixed a mistake introduced last update that might've made things unstable.

v0.1.1.0
* Added fix for Test Map. You can now get back to mapping!
* Updated Extended Editor Settings (allow local files)

v0.1.0.2
* Updated to WE 1.28.1 (still works for 1.27b, 1.28)
* Fixed Extended Editor Settings for Increased Map Dimensions, so 480x480 maps are back on the menu!

v0.1.0.1
* Updated to WE 1.28 (still works for 1.27b)
* Updated Extended Editor Settings (increased map dimensions)
* Fixed up Grimex(ObjectMerger, etc.)
* Improved menus a bit and removed some unused stuff.
* Removed various stuff like all the default profiles and some stuff that shouldn't have been included.

v0.1.0.0
* Initial release.
* * JassHelper
* * Trigger Editor Syntax Highlight
* * Extended Editor Settings (nolimits, custom object id, etc.)
Known Issues
Version Status
  • 1.28.5 - Tested and fully supported.
  • 1.28.4 - Tested and fully supported.
  • 1.28.3 - Skipped!
  • 1.28.2 - Tested and fully supported.
  • 1.28.1 - Tested and fully supported.
  • 1.28.0 - Tested and fully supported.
  • 1.27.1 - Tested and fully supported.
  • 1.27.0 - Tested and fully supported.
  • 1.26.0 - Tested and fully supported.
Test Instructions (for those interested in helping)
  1. Start the Editor
  2. Create a new 480x480 map
  3. Test the map to make sure test map works
  4. Open the Trigger Editor, make sure TESH is present, and add the following custom script somewhere
    1. Script to add: //! external ObjectMerger
    2. Save the map and make sure it comes up with an error about ObjectMerger arguments
  5. Open the Object Editor and create an object, making sure the object id dialog pops up.
The SharpCraft WEX Bundle should not be redistributed! The Hive Workshop is the only official source for the SharpCraft WEX Bundle!
Contents

SharpCraft WEX Bundle (0.1.3.1) (Binary)

Reviews
StoPCampinGn00b
Approved. One of the best and most essential tools a Warcraft 3 modder can have. 5/5!
  1. psxlover

    psxlover

    Joined:
    Dec 30, 2010
    Messages:
    65
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    Are you using custom gui triggers?
     
  2. Fantasy

    Fantasy

    Joined:
    Jan 17, 2015
    Messages:
    10
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    I've already updated to 1.28.4 and cant open JNGP, anyway to downgrade wc3?
     
  3. Fantasy

    Fantasy

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    Jan 17, 2015
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    I must of been.
     
  4. psxlover

    psxlover

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    You could download wc3 from battlenet, last time I checked it was still on 1.27.

    Also there was a post about changing between 1.28 and 1.27
     
  5. KILLCIDE

    KILLCIDE

    Administrator

    Joined:
    Jul 22, 2015
    Messages:
    3,502
    Resources:
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    1
    Resources:
    20
    @Fantasy that custom function error your getting means that you need UMSWE to open it.
     
  6. Hannibal

    Hannibal

    Joined:
    Apr 25, 2013
    Messages:
    37
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    I've was able to run the map in Warcraft 3 just fine, so far so good. :) I did have to Save As and make a new file to address those trigger issues. Is it still okay to use Vexorians Optimizer with this?


    @Fantasy If your not in a hurry you could email the file. My laptop's WC3 is still old (.27 or .26) and still runs JNGP. I could also check on my comp to make sure it works. Emails still the same.
     
  7. Wadjet

    Wadjet

    Joined:
    Sep 14, 2009
    Messages:
    260
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    6
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    Is there anyway that you can implement the 16-tile extension that JNPG has? It would be awesome.
     
  8. MyPad

    MyPad

    Spell Reviewer

    Joined:
    May 9, 2014
    Messages:
    1,466
    Resources:
    8
    Models:
    1
    Icons:
    2
    Maps:
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    JASS:
    1
    Resources:
    8
    Good day!

    I wonder if the ability to see the assigned rawcode for the data fields in object editor would become possible again. This could really help with the migration from the old JNGP to the new WEX.

    From:

    Name - "Object Name"

    To:

    Name (unam) - "Object Name"
     
  9. MindWorX

    MindWorX

    Joined:
    Aug 3, 2004
    Messages:
    690
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    That's an UMSWE feature. If you need the raw values you can use Ctrl+D to show them, but I agree the other way is a bit cleaner. The issue with UMSWE is that it has a lot of features that makes your map depend on UMSWE which isn't very desirable.
     
  10. EdwardElric

    EdwardElric

    Joined:
    Jun 19, 2010
    Messages:
    49
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    Sure that it's only an UMSWE feature? I avoided UMSWE since its first days & stayed with JNGP. I always had & have this feature!
    In my german JNGP, when I create a new map & open Object Editor & look in tab Units at human peon worker 'hpea', I have:
    Name Wert
    Bewegung - Basistempo (umvs) 190
    Bewegung - Drehrate (umvr) 0.60
    Bewegung - Gruppen-Teilung - Aktiviert (urpo) False
    ... ...

    Notice that in my german JNGP all options under tab "UMSWE" are disabled, like "Enable UMSWE".
     
    Last edited: Jun 23, 2017
  11. CAAentertainment

    CAAentertainment

    Joined:
    Jun 25, 2010
    Messages:
    114
    Resources:
    1
    Maps:
    1
    Resources:
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    Hey, I'm enjoying WEX quite a bit! But I'm wondering on the off chance if you are able to increase the memory usage/speed of the editor itself. This has been a problem in the default editor a long time concerning huge maps, as the more custom data you have the longer it starts to take to do things.

    Not talking about Brush list, had that off since day one. I'm talking about the Editor as a whole. Since the World Editor is an old program it can't utilize the large processing power of my machine.
     
  12. Zwiebelchen

    Zwiebelchen

    Joined:
    Sep 17, 2009
    Messages:
    6,984
    Resources:
    12
    Models:
    5
    Maps:
    1
    Spells:
    1
    Tutorials:
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    JASS:
    4
    Resources:
    12
    I have a problem with WEX currently: It seems that it crashes when you view certain vJASS scripts. I'm not quite sure yet what causes the crash. I couldn't find something particulary special about the one trigger that causes this behaviour. It's a long one (3k lines), but then again I have longer scripts than that and they display just fine without crashing.

    Oddly enough, the crash doesn't happen when I randomly view other scripts before. When I don't, then the crash happens almost 100% of the time.

    I will copy and paste the code to an empty map and see if I can reproduce that issue.


    EDIT: I could successfully reproduce it on a test map with other empty dummy triggers:

    Instructions on how to reproduce it:
    1) open the test map below
    2) go to trigger editor
    3) rapidly click around between the triggers
    4) when you click the "test" trigger, the editor sometimes crashes (W10)

    If the editor doesn't crash when you click on the "test" trigger, try restarting the editor and try again.
    In my test map the crash happens only like 25% of the time.

    In my actual project its almost 75% of the time, dunno why exactly.
    This crash didn't happen in Newgen and it's very annoying as it can cause users to lose mapping progress when they forgot to save before viewing a trigger that is affected by this bug.

    EDIT2: I also made a quick video about it, maybe that helps.
     

    Attached Files:

    Last edited: Jun 25, 2017
  13. psxlover

    psxlover

    Joined:
    Dec 30, 2010
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  14. Centurion2

    Centurion2

    Joined:
    Feb 13, 2015
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    50
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    Why can't I open my map ?

    I downloaded it, i launched it, very well, but when i try to open my map, it is said that "le fichier de carte principal n'a pas pu ĂȘtre ouvert" -> the main file is impossible to open.

    I don't understand
     
  15. PrinceOfThaWest

    PrinceOfThaWest

    Joined:
    Mar 6, 2008
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    Is there any way to implement colorizer and more terrain tiles into this editor?

    Those are main functions I miss from and loved JNGP for.
     
  16. MindWorX

    MindWorX

    Joined:
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    This isn't something I could do without rewriting the entire editor.
    I'll see if I can find out what enables it.

    You'll need to share the logs.
    I'm working on getting both back in.
     
  17. MindWorX

    MindWorX

    Joined:
    Aug 3, 2004
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    WEX updated with improved TESH and experimental WurstScript.
     
  18. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

    Joined:
    Apr 2, 2013
    Messages:
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    Approved. One of the best and most essential tools a Warcraft 3 modder can have. 5/5!
     
  19. Cokemonkey11

    Cokemonkey11

    Wurst Reviewer

    Joined:
    May 9, 2006
    Messages:
    3,270
    Resources:
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    JASS:
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  20. PrinceOfThaWest

    PrinceOfThaWest

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    Cheers mate. I am kind of stalled at the moment cause of those two, really awesome features and sort of a must-have for me. Keep up the good work! :)