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[General] Switching WE from an older version to 2.00, should I?

Level 3
Joined
Oct 11, 2020
Messages
12
I've had reforged for a while now, but never touched its WE since I originally made my campaign from a saved 1.31 patch, if I decided to edit the said campaign in the 2.0 Reforged WE, would this cause issues in the long run? And would this also ruin the variables nad triggers? I'd appreciate it if anyone is willing to share their experience.
 
Level 34
Joined
May 14, 2021
Messages
1,647
If you save a campaign/map in the latest patch of World Editor (the Reforged one), it will add those new features that aren't present in TFT's World Editor (up to 1.31), and as such the campaign/map can't be opened with TFT's World Editor. You have to always be on the latest patch in order to continue or use some kind of third-party tool like Drake53's Map Adapter if you are hesitated to roll back your map with original TFT natives (provided that campaign/map uses the Classic asset).
 
If you have custom units with modified models and portraits, you'll need to check their model and portrait paths - 2.0 made them separate fields. So now custom units with modified models use original portraits by default.
Luckily, you only need to do this once per campaign file (and once per map if there are separate custom units there).

You may have to check if you use any core assets that were deleted between 1.31 and 1.32 (they could be deleted earlier, but I have no specific info about it). If those are critical - they can be found on Hive and imported. One-time issue.

If you only want your maps to be played in SD (classic) graphics, check that it is set so in map options for every map. One-time issue.

If you want your maps to be played in HD, note that if you have a custom object with standard model/icon/effect, and user uses SD+ setting for corresponding objects (plays in HD with "SD" assets), these custom objects will always use HD assets. The only way to bypass it is to mod the game - editor has no way to add an asset as an SD+ option.

Usual heroes will use selected multiplayer model and voicelines, if their model is not modified. You either have to set a different path to a model or make a custom unit - they ignore collection skins.

Triggers shouldn't be affected. There may be issues with core game AI, but I don't know much about it.
 
Level 3
Joined
Oct 11, 2020
Messages
12
Thanks for answering my post, I do have some few questions.

You may have to check if you use any core assets that were deleted between 1.31 and 1.32 (they could be deleted earlier, but I have no specific info about it). If those are critical - they can be found on Hive and imported. One-time issue.
By assets, do you mean models or icons from the base game?

There may be issues with core game AI, but I don't know much about it.
Hmm, but does the AI still use this ruleset? Base abilities for custom spells cast by melee-game AI units

Also I tried opening one of maps from my campaign in the latest patch, and noticed that the fog isn't the same, did they modify this or am I just blind lol.
Anyways, thank you for taking the time to answer my question!
 
By assets, do you mean models or icons from the base game?
Yes. Sounds as well - if your sounds depend on old localization, you may have to check those - localizations were re-voiced, and some people don't like them. I play in English, so can't say much about that.

Yes, this ruleset still applies.

Also I tried opening one of maps from my campaign in the latest patch, and noticed that the fog isn't the same, did they modify this or am I just blind lol.
Not sure - when I played old WC3 a lot, I did not notice/use fog, so I have nothing to compare to.

Just recalled that if you use "Reset to Default camera view", it will reset to camera view distance that is set in user's settings, so doing this over 0 seconds is usually very jarring if done incorrectly - check Human02 in classic campaign with default camera view set to 3000.
 
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