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

Tool: make WEU maps openable WE

Discussion in 'Warcraft Editing Tools' started by GhostWolf, Jun 3, 2018.

  1. GhostWolf

    GhostWolf

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    What do you mean by pick up? I am not aware of anything blatantly missing. If you have an example of something that it can't handle, don't hesitate to upload it.
     
  2. tulee

    tulee

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    Sorry for the late reply. What I meant by my statement was I assumed you were dropping it in the sense that if I ever encountered any triggers that were foreign to your tool, I should not bother posting them.
    I would be happy to post anything that it cannot convert (of course it will only be GUI, I won't mention the jass functions).
     

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    Last edited: Sep 26, 2018
  3. Tamplier777

    Tamplier777

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    I tired this tool and it is awesome. There was some issues with converting (gui action from WEU have been failing during converting - and I replaced them with custom script, which call WEU functions for actions).
    But. Still when I load map in editor of WE 1.29 - I got compile error for maps which have WEU additional functions

    for example

    Line 9104 :function TributeGold takes player Commander, player Comp, integer res_amount returns nothing

    Line 9277 :function Commander takes nothing returns nothing

    Is there any idea how to solve this? I tried to use WEX of the sharpcraft - but failed to open it. It cannot find war3.mpq
    WEXCrash.jpg
     
  4. Dr Super Good

    Dr Super Good

    Spell Reviewer

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    And the error associated with these? Looks like a run of the mill syntax error...
     
  5. ImmortaL_GoD

    ImmortaL_GoD

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    Very strange, my map isn't opening and the error being given is "trigger data missing or invalid". The odd thing is, it's almost identical to my other maps as in it was created around the same time and those were opened fine here: Opening a Map that was used with UMSWE

    I attached the map below, both the normal and ones ran through the tool. I also provided the exact information given when using the tool. Does anyone have any idea why it wouldn't be opening this particular one correctly? Thanks.

     

    Attached Files:

  6. 13est

    13est

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    Hey, I get the message:

    Loading Element TD 4.3b_UnlockedWithJassNewGenPack5d.w3x...
    Checking
    Failed to read the triggers file: Error: Tried to get signature for unknown function " "
    Did nothing due to errors

    Element TD broke with 1.31, and I'm trying to update it. This version should be an unlocked version, it's normally opened with NewGen editor but I can't open newGen editor either.
    Any help would be helpfull!
    // Twilice
     

    Attached Files:

  7. Daffa the Mage

    Daffa the Mage

    Map Moderator

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    If it can be opened in NewGen, 1.30 should be able to read it perfectly. Someone with 1.30 would be able to clarify if it's even necessary for converting in the first place.
     
  8. 13est

    13est

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    So I managed to open everything, including the map with 1.26. There was a small compile error that needed to be fixed before I could play it in 1.26 after a save.

    I suspect there are some UMSWE functions need to be removed/rewritten to make it work for 1.31, but I have no clue where to even begin, since I can't really tell the extensions apart and I don't really know what is UMSWE only and not. And then finally the issue of what actually are the functions that are not working.
     
  9. tulee

    tulee

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    If you are not familiar with what trigger data is non-standard WE trigger data, then maybe the only way to convert your map is to start by deleting half the triggers, then putting it back through ghost wolf's tool. If it works, it means the troublesome trigger data is in the other half of the triggers. If not, it means the remaining triggers contain the troublesome trigger data. Just rinse and repeat multiple times until you can identify which triggers are causing the tool to not work, then you can narrow down the problem easier.
     
  10. 13est

    13est

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    It seems that the preview image and the loadingscreen is causing the instant crashes. And the triggers are making it not openable in the editor. I'll probably try your suggestion if I ever want to be able to open it with worldedit 1.31

    It's weird with the images though, they exported just fine. But it's instantly crashing in worldedit 1.26, 1.31 and wc3.exe 1.31. I can't see anything wrong with them. And they look normal in wc3.exe 1.26
     
  11. tulee

    tulee

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    Even though your map may currently be playable now despite using a third party editor, it is likely that with later patches issues might pop up. If you can open it on the normal editor and save it without it crashing, then it is likely it will always be compatible with future versions (at least, blizzard is trying to commit to that).
     
  12. tulee

    tulee

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    Well, with Wc3 Reforged coming out, I guess more people will be interested in using this tool to convert their maps from third party world editor to the standard world editor (once it is converted to the standard world editor, the map/campaign will automatically become compatible with the Version of Wc3 that you save it on and all future versions). So I will write down some tips to using it. Note: the specific third party editor I mention is YDWE, but you can still apply these tips if your original map was saved on WEU or another third party editor by swapping the YDWE part I mention for the third party W.E you are using.

    A)- Courtesy of Ghostwolf

    First, visit the first page of this thread: Tool: make WEU maps openable WE and click on the green link at the top (the viewer one).
    When first loading, it will take 5-6 seconds to become accessible. Once it says it is ready, drop your map/campaign anywhere on the white page. It will then automatically convert your map and ask you to save it (the name of the map will be something like XXXno_WEU.w3x/w3n.

    Do not exit the page that shows all the conversions. First you want to use the search function (Control + F) to search for this term: "YDWE" (not including the quotation marks).

    Write down in a notepad/word document the names of all the trigger actions that have the term "YDWE" (and just to be sure, you can write down what the action does). If the map/campaign does not use any YDWE functions, it is entirely possible there will be no search results for "YDWE" (which is great, it means you do not need to do anything).

    Then, rinse and repeat the steps above for the term "error". Instead of being a specific trigger action, this will normally affect an entire trigger it is in as a top-down condition error.

    Once you have done that, you can delete the map Ghostwolf's program saved, and go open your original map/campaign (you should not be using the current Wc3 patch yet, since to open the map/campaign, it is likely the third party editor requires an older patch to open). Go find the actions with the "YDWE" terms and the full triggers with the "error" terms (if there are any). Delete all the actions/full triggers, then open Wc3 with newest Wc3 patch available (just a quick note: when I have used YDWE in the past, I have found it actually affects the newest Wc3 editor in some ways even if you have 2 separate wc3 versions, so you might want to consider deleting the old version of Wc3 before you do this next step, but this could just be my ignorance ha-ha).

    Save the map, or if it is a campaign file, open up each map and save them. This step not only will 100% guarantee that you successfully deleted the third party editor functions (if you did not delete all of them, it will error, and you should start again), but it is a necessary step to complete the conversion to the standard world editor, since you will not be able to see your map/campaign in the Wc3 folders if you do not save the w3x map/every map in the w3n file.

    Then, once this is done, go back to the places where you deleted the YDWE stuff/error stuff and add the actions/full triggers back in (this time though with the standard world editor actions).

    Congratulations, your map is now openable in GUI in the standard world editor, and can now be played on that current patch + all future Wc3 patches (as long as Blizzard keeps its promise of forward compatibility).


    Of course, if the map/campaign uses advanced third party W.E terms, Ghostwolf's tool will not be able to convert them. Instead, his tool will just show 1 line saying whatever it detected and not convert the other things. In this case, you can try to search for those trigger actions / full triggers through process of elimination (delete half your triggers in your map, then put it through his tool and see if it converts, then slowly narrow down the culprit action/GUI trigger).

    Alternatively, if you cannot find it/them or there are just too many, you can abandon hope of converting the map/campaign into GUI, and just convert it to JASS. (Read B and C below).

    It should be mentioned that if the map/campaign size is too big, Ghost wolf's tool will not work (normally only a campaign will reach this size limit). In that case, make 2 versions of the map, one with the top half of the maps replaced with blank maps, and one with the bottom half of the maps replaced with blank maps. Put both versions through the conversion tool, then just replace one version with the other version's maps.


    His tool does not work with ROC maps. You must convert them to TFT. Easiest/laziest way is to just export the map, then rename the extension to .w3x and import it back.



    Quick note: Remember that the version you should be saving it the campaign on (the one you will open the map/campaign up and save the map/all the maps inside) should be 1.29 and above.


    B) Courtesy of Guhan

    You will need w3x2Ini: W3x2Lni v2.5.2

    First, convert all triggers to jass (slowest way is to click a trigger, then go to "edit" and "convert to custom script") in your map/all the maps in your campaign. This is the only step where you use the old Wc3 patch that is compatible with the third party editor.


    Then (using the latest Wc3 patch) open the war3map.j from the original map/maps (not the one you converted to Jass, but the normal one(s) by converting the map/all the maps with w3x2lni, grabbing all the YDWE library code, and pasting it in the map header of the map/maps of the version you converted to Jass. Some function definitions might be missing, and you will need to guess what they originally did by looking at how they are inlined in war3map.j.

    Once done, save all map/maps to check if everything was done correctly.







    C) Courtesy of Fukuro

    First, convert all triggers to jass (slowest way is to click a trigger, then go to "edit" and "convert to custom script") in your map/all the maps in your campaign. This is the only step where you use the old Wc3 patch that is compatible with the third party editor.

    1. Extract all campaign maps. For example: "Chapter2.w3x"
    2. w3x2lni: convert "Chapter2.w3x" to SLK "Chapter2_slk.w3x" (options: +Optimize JASS +Confuse scripts)
    3. w3x2lni: convert "Chapter2_slk.w3x" to LNI (options don't matter)
    4. Open "Chapter2_slk\map\war3map.j" in Notepad++
    5. Replace all "constant " to "" and save the file
    6. MPQ Master: open "Chapter2.w3x" and replace "war3map.j" file with the one from step 5
    7. xdep: use edited "Chapter2.w3x" file and rebuild "deprotected.w3x", rename to "Chapter2.w3x"
    8. Open this file in WE, select all text from "init/triggers" and paste it into an empty file in Notepad++ (Encoding UTF-8)

    9. Replace all:

    "|udg_r" --> "|r"
    "if$" --> "if $"
    and any other conficting names (can happen with local variables), for example, "local weatheffect we" and some "function we"

    10. Paste it back into WE "init/triggers" and save the map. The map should save without errors.

    11. Check for duplicates in functions:
    - CreateAllDestructables
    - CreateAllItems
    if found some duplicates, find and remove it manually in the editor (but not from the code!!).

    12. Delete all Sounds, Upgrades, Cameras, Regions (because they're duplicates of those that already in the code)
     
    Last edited: Sep 28, 2019