May 31, at am. Dominic says:. August 24, at pm. September 16, at am. January 13, at am. Solodown says:. October 7, at am. October 18, at am. December 12, at pm. It could be that the patch added it now. Thanks modern Blizzard. I will look into it later once I have Internet again and see, if I can find a way to fix it. Really I have thank you a second time because of all the awesome work you did to fix this really important problem and because you answered to all of those threads with unhappy players to get their attention to a much needed fix.
Thx, altough the tutorial is a bit messy i managed to do it, and now i have voices in my original language! But i got a couple of question, and i was hoping you could me a hand.
First, why, after extracting all the sound files for the units, we delete them from the folders, leaving only the directory estructure? I never cared voices to be honest. I originaly made a post about this issue months ago to Blizzard. But obviously nobody is reading this forum anymore as no devs are working on Warcraft 3 anymore. Joined Oct 23, Messages 5, Resources: 5 Resources Tutorials 5. You must log in or register to reply here.
Similar threads. Ralle Jan 9, Tutorial Archive. Replies 2 Views 2K. Sep 8, Will Cobb. BogdanW3 Feb 25, Tutorial Archive. Replies 5 Views 2K. Apr 15, pyf. Parsing metadata from w3m w3x w3n. Firstrun70 Feb 2, Tutorial Archive. Replies 2 Views 1K. These are exceptions. To edit a map, you'll have to unpack the files of the " w3m " somewhere, then modify them and finally put them back in a " w3m " file usually a new one.
Blizzard uses several ways to store data in its files. However they often use generic types. For its strings Warcraft uses a unicode format called UTF They do this because the files need to be localized into many different languages. This format uses one byte for the most common characters which is equal to the character's ASCII value. For the more unusual characters it can take from 2 to 6 bytes per character. The higher the first byte is, the more bytes are required to represent the character.
The conversion will only be needed if you want to display text in your application or write user input to files. For all other purposes you can internally treat the UTF-Strings just like ordinary strings. It's just a MPQ using a "new" compression format with a bytes header. Sometimes, for official W3M files, it uses a footer of bytes for authentification purposes.
I don't know how they are used at the moment. The MPQ part can contain the following files: listfile signature attributes war3map. This is the main map script file. It's a text file and you can open it with notepad. It's a case sensitive language. When you play a map, the jass script is loaded and executed. When you select a map in when creating a game Warcraft III will first look up the "config" function and execute its code to set up the player slots.
Then, when the game has started, Warcraft III looks for the function called "main" and executes it. The language uses several keywords as described here:. Only two "native types" exists: " nothing " and " handle ". All the other types are derived keyword " extends " from " handle ". You can assign several types of constant values to the handle type: a generic null value called " null ", any interger, any float, any string or trigger string, " true " and " false ".
Handle is the only extendable type of the language. The language is also used for AI files in warcraft. Example of a function definition:. Whereas the 4 bytes of booleans, integers and reals hold the actual value of the variable, the other types are only pointers.
Strings are pointers to an internal string array, where all strings are stored. Code, handles and all handle derived types are just pointers to functions and objects in memory.
This means that we can store every variable in game cache by using the "StoreInteger" function. The game cache was originally inteded for handing over data from one map to another by saving it to a cache file. But nowadays the cache is mainly used as a hash function to write information directly into memory and read it out later. This also enables communication between the map script and ai files.
You can write integers in the following three different ways: - ordinary: just like in any other language 65 - hex: in hexadecimal form with the 0x preset 0x3f - literal: as integer literal by putting the character with the equivalent ascii value in single quotes 'A'. Most ids such as unit ids, item ids, destructable ids and some more are also integer literals, for example 'Ahbz'. The characters within the single quotes have the same limitations as characters in strings, except that there is no escape character.
This is the tileset file. It contains all the data about the tilesets of the map.
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