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Tupac & easycompanys WarCraft 2 Map Editor 2354  45

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tupac

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Tupac & easycompanys WarCraft 2 Map Editor
« on: June 23, 2016, 01:16:20 PM »
Let's start this project and try to have a beta by July 17th, 2016.

Progress: I will start the map handling. Open map, save map.

Should we add features that are already come in editors. Or should we just add new features only?
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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #1 on: June 23, 2016, 01:19:34 PM »
dam its up to you.

probably just new stuff ??

heres u a test 72 is build pea being humans give ya 2 peas , orcs peon and pea
well shit u cant do that udta forgot lol.

but gotta save him a 1 race mod that would give twice the units and buildings.

just do the alleria test first see if u can change her.
what they do when they attack.. ex 01 = griffon fire
                                                             0c
11c0                                                       f    ?    p   ?  ?   ?    kn   ?  e
00 00 00 00 00 00 00 00 00 00 00 00 1D 1D 1D 1D 22 0D 1D 1D 0F 10 00 0A 1D 1D 1D 1D 1D 1D 0F 10 1D 0A 01 1D 00 1D 1D 1D 1D 1D 18 18 07 07 00 02 1D 1D 11 12 1D 1D 01 02 1D 1D 1D 1D 00 1D 1D 0A 1D 10 00 1D 1B 1D 00 00 00 00 00 00 1D 1D 00 00 1D 00 00 1D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0F 0F 18 18 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
1240

foot
??
peasent
??
??
??
knight
??
elven archer

 theres a simple test,see if u can start changing
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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #2 on: June 23, 2016, 02:41:59 PM »
Did you find the flag? Also I think I found out why my maps didn't work for some reason the check box for default setting where checked.
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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #3 on: June 23, 2016, 02:43:44 PM »
yeah i can relocate it
just check with a hex that be a sure way.

test in single first so that doesnt happen lol, done the same  >:(

the flag
      00
80  01  (01 is non custom 00 is custom)
 
          08
16c0   01 (01 is non 00 is custom)

this may be just for alleria im not sure
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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #4 on: June 23, 2016, 02:48:50 PM »
Yes well the map editor will disable it by default once I add that part so no worries. I would definitely like to add your attack stuff not gonna say much about it. Let that be you!

This code will be easy to addon even for begginers.

I will probally use a function for the editing the hex address.
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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #5 on: June 23, 2016, 02:57:31 PM »
kk but its like a box of choco    lates  you never knw what your gonna get..
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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #6 on: June 23, 2016, 03:03:24 PM »
kk but its like a box of choco    lates  you never knw what your gonna get..


Yes we have most of that accurately still documented.

Spoiler
WarCraft II PUD Specs

This information was compiled by Daniel Lemberg, with a trusty hex editor
and a copy of WarCraft II. If you find out what any of the unknown
sections are, let me know at lemberg@bayserve.net, and I'll add your name
and accomplishments to Appendix E. The most recent version of this file
can be obtained at http://www.bayserve.net/~lemberg

In the context of this doc, a byte is an 8 bit unsigned value, a word is a
16 bit unsigned value, and a long is a 32 bit unsigned value.

Sections:

   4 bytes      header
   long      length
   ...      data

0: Section 'TYPE', identifies as a PUD file

   9 bytes      null terminated type ('WAR2 MAP')
   7 bytes      id tag

1: Section 'VER ', identifies PUD version

   word      version ($11)

2: Section 'DESC', PUD description

   32 bytes   null terminated description

3: Section 'OWNR', identifies controller of each side

   8 bytes      the 8 player slots
   7 bytes      nobody, set to $03
   byte      neutral, set to $02

   should be:

   $02      neutral
   $03      nobody
   $04      computer
   $05      human
   $06      rescue (passive)
   $07      rescue (active)

4: Section 'ERA ', terrain type

   word      terrain

   should be:

   $00      forest
   $01      winter
   $02      wasteland
   $03      swamp

5: Section 'DIM ', map dimensions

   word      x
   word      y

6: Section 'UDTA', Unit Data (this section is optional)

   word      use default data (0 no, 1 yes)
   110 bytes   first construction frame
   110 bytes   second construction frame
   127 words   terrain independent unit graphics (obsolete)
   127 words   summer unit graphics (obsolete)
   127 words   winter unit graphics (obsolete)
   127 words   wasteland unit graphics (obsolete)
   110 longs   sight range
   110 words   hit points
   110 bytes   magic (0 no, 1 yes)
   110 bytes   build time
   110 bytes   1/10 gold cost
   110 bytes   1/10 lumber cost
   110 bytes   1/10 oil cost
   110 longs   unit size (x then y)
   110 longs   box size (x then y)
   110 bytes   attack range
   110 bytes   reaction range
   110 bytes   unknown
   110 bytes   armor
   110 bytes   selectable via rectangle (0 no, 1 yes)
   110 bytes   priority (the higher, the fewer)
   110 bytes   basic damage
   110 bytes   piercing damage
   110 bytes   weapons upgradable (0 no, 1 yes)
   110 bytes   armor upgradable (0 no, 1 yes)
   110 bytes   missile weapon

      0x00   lightning
      0x01   griffon hammer
      0x02   dragon breath
      0x03   flame shield
      0x04   flame shield (self)
      0x05   blizzard
      0x06   death and decay
      0x07   big cannon
      0x08   black powder
      0x09   heal effect
      0x0a   touch of death
      0x0b   rune
      0x0c   tornado
      0x0d   catapult rock
      0x0e   ballista bolt
      0x0f   arrow
      0x10   axe
      0x11   submarine missile
      0x12   turtle missile
      0x13   dark flame
      0x14   bright flame
      0x15   blood
      0x16   more black powder
      0x17   explosion
      0x18   small cannon
      0x19   metal spark
      0x1a   mini-explosion
      0x1b   demon fire
      0x1c   green cross
      0x1d   none

   110 bytes   unit type (0 land, 1 fly, 2 naval)
         only changes appearance
   110 bytes   decay rate (dies in rate * 6 secs time, 0 never decays)
         only applies to units you build or create via spell
   110 bytes   unknown
   58 bytes   (1: can move, 2: peasant, 4: sapper)
         only the first 58 units, sometimes crashes if wrong
   110 words   point value for killing unit
   110 bytes   can target (1 land, 2 sea, 4 air, OR together)
         note: some missiles can't hit air units
   110 longs   flags

   bit     1               2               4               8
   0       unused (?)
   1       deposit oil     sapper          mage            hits back
   2       big tower       oil well        gold mine       hero
   3       shore building  spells          deposit wood    attack
   4       deposit gold                    can bombard     is undead
   5       peaasant        tanker          transport       oil well
   6       critter         building        is sub          sees subs
   7       land            fly             corpse explodes naval

   See Appendix A for correct order of units inside the 110 values.

7: Section 'UGRD', Upgrade Data, (this section is optional)

   byte      use default data (0 no, 1 yes)
   52 bytes   upgrade time
   52 words   gold cost
   52 words   lumber cost
   52 words   oil cost
   52 words   upgrade icon
   52 words   group applies to
   52 longs   unknown

   See Appendix B for correct order of upgrades inside the 52 values.

8: Section 'SIDE', Identifies race of each player

   8 bytes      the 8 player slots
   7 bytes      garbage, set  to $00
   1 byte      nuetral, set to $02

   should be:

   $00      human
   $01      orc
   $02      neutral

9: Section 'SGLD', Starting gold

   8 words      gold for the 8 players
   7 words      garbage
   1 word      gold for neutral

10: Section 'SLBR', Starting lumber

   8 words      lumber for the 8 players
   7 words      garbage
   1 word      lumber for neutral

11: Section 'SOIL', Starting oil

   8 words      oil for the 8 players
   7 words      garbage
   1 word      oil for neutral

12: Section 'AIPL', AI of each player

   8 bytes      ai for the 8 players
   7 bytes      garbage ($00)
   1 byte      ai for neutral ($00)

   See Appendix C for the known AIs.

13: Section 'MTXM', tiles map

   X*Y words   tile

   See Appendix D for general info on map tiles.

14: Section 'SQM ', movement map

   X*Y words

   should be:

   $0001      land
   $0002      coast (corner?)
   $0011      dirt
   $0040      water
   $0081      forest and mountains
   $0082      coast
   $008d      walls (crashes if not really a wall)

   Other good values:

   $0000      bridge (land, navy, air)
   $0fxx      space (nothing)
   $02xx      cave (no birds)

15: Section 'OILM', obsolete oil map

   X*Y bytes   just set it all to $00

16: Section 'REGM', action map

   X*Y words

   should be:

   $0000      water
   $4000      land
   $faff      island (no trans, no land)
   $fbff      wall
   $fdff      mountains
   $feff      forest

17: Section 'UNIT', Units

   length/8 units, where a unit is:

   word      x coord
   word      y coord
   byte      type
   byte      owner
   word      if gold mine or oil well, contains 2500 * this
         otherwise 0 passive 1 active

Appendix A: Unit Types

   00      infantry
   01      grunt
   02      peasant
   03      peon
   04      ballista
   05      catapult
   06      knight
   07      ogre
   08      archer
   09      axethrower
   0a      mage
   0b      death knight
   0c      paladin
   0d      ogre-mage
   0e      dwarves
   0f      goblin sapper
   10      attack peasant
   11      attack peon
   12      ranger
   13      berserker
   14      alleria
   15      teron gorefiend
   16      kurdan and sky'ree
   17      dentarg
   18      khadgar
   19      grom hellscream
   1a      human tanker
   1b      orc tanker
   1c      human transport
   1d      orc transport
   1e      elven destroyer
   1f      troll destroyer
   20      battleship
   21      juggernaught
   23      deathwing
   26      gnomish submarine
   27      giant turtle
   28      gnomish flying machine
   29      goblin zepplin
   2a      gryphon rider
   2b      dragon
   2c      turalyon
   2d      eye of kilrogg
   2e      danath
   2f      khorgath bladefist
   31      cho'gall
   32      lothar
   33      gul'dan
   34      uther lightbringer
   35      zuljin
   37      skeleton
   38      daemon
   39      critter
   3a      farm
   3b      pig farm
   3c      human barracks
   3d      orc barracks
   3e      church
   3f      altar of storms
   40      human scout tower
   41      orc scout tower
   42      stables
   43      ogre mound
   44      gnomish inventor
   45      goblin alchemist
   46      gryphon aviary
   47      dragon roost
   48      human shipyard
   49      orc shipyard
   4a      town hall
   4b      great hall
   4c      elven lumber mill
   4d      troll lumber mill
   4e      human foundry
   4f      orc foundry
   50      mage tower
   51      temple of the damned
   52      human blacksmith
   53      orc blacksmith
   54      human refinery
   55      orc refinery
   56      human oil well
   57      orc oil well
   58      keep
   59      stronghold
   5a      castle
   5b      fortress
   5c      gold mine
   5d      oil patch
   5e      human start
   5f      orc start
   60      human guard tower
   61      orc guard tower
   62      human cannon tower
   63      orc cannon tower
   64      circle of power
   65      dark portal
   66      runestone
   67      human wall
   68      orc wall

Appendix B: Upgrade types

   00      sword 1
   01      sword 2
   02      axe 1
   03      axe 2
   04      arrow 1
   05      arrow 2
   06      spear 1
   07      spear 2
   08      human shield 1
   09      human shield 2
   0a      orc shield 1
   0b      orc shield 2
   0c      human ship cannon 1
   0d      human ship cannon 2
   0e      orc ship cannon 1
   0f      orc ship cannon 2
   10      human ship armor 1
   11      human ship armor 2
   12      orc ship armor 1
   13      orc ship armor 2
   14      catapult 1
   15      catapult 2
   16      ballista 1
   17      ballista 2
   18      train rangers
   19      longbow
   1a      ranger scouting
   1b      ranger marksmanship
   1c      train berserkers
   1d      lighter axes
   1e      berserker scouting
   1f      berserker regeneration
   20      train ogre-mages
   21      train paladins
   22      holy vision
   23      healing
   24      exorcism
   25      flame shield
   26      fireball
   27      slow
   28      invisibility
   29      polymorph
   2a      blizzard
   2b      eye of kilrogg
   2c      bloodlust
   2d      raise dead
   2e      death coil
   2f      whirlwind
   30      haste
   31      unholy armor
   32      runes
   33      death and decay

Appendix C: Computer AIs

   $00      land attack
   $01      passive
   $02      Orc 3
   $03      Human 4
   $04      Orc 4
   $05      Human 5
   $06      Orc 5
   $07      Human 6
   $08      Orc 6
   $09      Human 7
   $0A      Orc 7
   $0B      Human 8
   $0C      Orc 8
   $0D      Human 9
   $0E      Orc 9
   $0F      Human 10
   $10      Orc 10
   $11      Human 11
   $12      Orc 11
   $13      Human 12
   $14      Orc 12
   $15      Human 13
   $16      Orc 13
   $17      Human 14 (Orange)
   $18      Orc 14 (Blue)
   $19      sea attack
   $1a      air attack
   $1b      Human 14 (Red)
   $1c      Human 14 (White)
   $1d      Human 14 (Black)
   $1e      Orc 14 (Green)
   $1f      Orc 14 (White)
   $20      Expansion 1
   ...
   $52      Expansion 51

Appendix D: General map tiles

   solid tiles

   001x      light water
   002x      dark water
   003x      light coast
   004x      dark coast
   005x      light ground
   006x      dark ground
   007x      forest
   008x      mountains
   009x      human wall
   00ax      orc walls
   00bx      human walls
   00cx      orc walls

   boundry tiles

   09..      orc wall
   08..      human wall
   07..      forest and grass
   06..      dark grass and grass
   05..      coast and grass
   04..      mount and coast
   03..      dark coast and coast
   02..      water and coast
   01..      dark water and water

   where .. is:

   filled   clear
   0x   Dx   upper left
   1x   Cx   upper right
   2x   Bx   upper half
   3x   Ax   lower left
   4x   9x   left half
   7x   6x   lower right
   8x   5x   upper left, lower right

   Black Plague tiles: these tiles have no swamp terrain
   counterpart and must be remapped.

   $003a   $003b   $004a   $004b

Let's just add new stuff and add the old stuff as the we get comfortable.
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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #7 on: June 23, 2016, 03:12:55 PM »
kk yeah majority is documented.
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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #8 on: June 23, 2016, 06:38:44 PM »
19F0 : 4C 44 20 00 00 00 FF FF E8 03 E8 03 E8 03 E8 03 : Reds gold amount FF FF is 65535.
80   : 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 : Default Map Settings 01 Is on 00 is off.

11D6 - Mage Attack
11D6 - 1243: Missile types 

00 00 00 00 00 00 1D 1D 1D 1D 0E 0D 1D 1D 0F 10 00 0A 1D 1D 1D 1D 1D 1D 0F 10 0F 0A 01 1D 00 1D 1D 1D 1D 1D 18 18 07 07 00 02 1D 1D 11 12 1D 1D 01 02 1D 1D 1D 1D 00 1D 1D 0A 1D 10 00 1D 1B 1D 00 00 00 00 00 00 1D 1D 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 0F 0F 18 18 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

00 Lightning
01 Griffon Hammer
02 Dragon Breath and Fireball
03 Fireball by Flame Shield
04 Flame Shield
05 Blizzard
06 Death and Decay
07 Big Cannon
08 Exorcism
09 Heal Effect
0A Touch of Death
0B Rune
0C Whirlwind
0D Catapult Rock
0E Ballista Bolt
0F Arrow
10 Axe
11 Submarine Missile
12 Turtle Missile
13 Small Fire
14 Big Fire
15 Ballista and Catapult impact
16 Normal Spell
17 Explosion
18 Small Cannon
19 Cannon Explosion
1A Cannon Tower Explosion
1B Daemon Fire
1C Green Cross
1D    None
*1E-FF ???

NVM fixed the crash

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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #9 on: June 23, 2016, 09:03:02 PM »
Map editor??? or Hex editor?? What is that all info, do you even know the pud file format??
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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #10 on: June 24, 2016, 06:32:19 AM »
both :P 1500 is the start of what unit is.
08
01 00 08 08 < foot

unit locations data
1500 08 footman    so far
type
 01   00 08 08
        04 transport <--buggy on land move with attack
             06 lumber
        80 undead
 22 building
 14  -sparkly effect when created
:P:P its best to not let them move got a bunker!! taking movement away making them a building

WE HAVE GOT SPARKLES!!!!!!!!!!

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tupac

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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #11 on: June 24, 2016, 02:33:05 PM »
Map editor??? or Hex editor?? What is that all info, do you even know the pud file format??
Yes we do that is hex values, etc. It's very easy to learn. Give it a try download

1. Hxd hex editor
2. 2 warcraft 2 maps the same but maybe peon and footmen are only difference.
3. Scan for the difference
4. If you get stuck or confused report back to head quarters!!


@easycompany

Yea thats funny Ive been working on things daniel lemberg didn't complete. Just with attack we have about 30 new ones rofl!

I also was able to assign red player building being destroyed and etc without crash.

;)
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salvadorc17

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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #12 on: June 24, 2016, 08:30:25 PM »
Right now cant do it, im working on creating pud parser in C# but hex edit does requiere more time, so for next time..
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EviL~Ryu

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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #13 on: June 24, 2016, 10:39:07 PM »
Right now cant do it, im working on creating pud parser in C# but hex edit does requiere more time, so for next time..

I'd be interested in seeing that code


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easycompany

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Re: Tupac & easycompanys WarCraft 2 Map Editor
« Reply #14 on: June 25, 2016, 01:52:25 AM »
cool man!