i think wardraft opens war1 also. yes man catching your vibe also.
do this mess with the .sav as we find out its a pud also in war2.
it should have trees and everthing in it.
yes can be done!
meant to give you the full tree value :o =5e 00 should start around 1360* +- diff maps will prob be diff idk..
im going to try a generic html one ;D dont expect war2exed :P
cant yet gotta run up town...we'll get her going,going to locate forest maps so we can edit them.ok, if i change map (for example mission 2(human) to mission 3(orc) computer still see old map, he is moving into rivers etc ;p
lol
im pretty sure i found them,but u still have to use wardraft to put it in, may not be worth it and just use saves.
u can take dosbox and run 2 at once and network to get 2nd player value, so the save will have 2 players.
.sav----
the names :0
(rough!!!)
## 00 =FULL OBJECTS (around 1360?)
5e = tree's tile 1? they chop etc cant walk over.
€.€.€.€.€.€ @.@.@.@.@ IS UNKOWN RIGHT NOW
FFFFFFFF (ÿÿÿÿÿÿÿ)=TILE OBJECTS PROPERTIES(why units walk over)(hopefully ^ will fix the problem and can stay out of this)
0A0A0A0A0A0A = STARTING locations OF UNITS GOLD MINES LOCATIONS ETC
i know 1360 is correct :P these are notes i jotted down the other day :P may be something else i was just guessing fast.
but we dont have to make any to test ill be back again later...busy day
if theres any war2 sized maps that is 8192x2 in size we could use war2 editors! just mass change the values after a map is complete.
I think w1 now need only editor + how ai works in campaign + place where they meetTo understand how AI works, I need to reassemble a lot of code. It's quite difficult to read complex logic from asm. But. may be in future...
You are in an amazing way insane...
;D
gj
:thumbsup: :thumbsup: :thumbsup:
I remember there is unit called dragon as invisible unit with ogre iconYes, and with 250 HP.
Hello i edited w1 save :fro:
([url]http://s10.ifotos.pl/mini/mission31_aapxnsq.png[/url]) ([url]http://ifotos.pl/z/aapxnsq/[/url])
wana help me mod units for wc2?
this is normal
([url]http://s6.ifotos.pl/mini/mission32_aapxnaw.png[/url]) ([url]http://ifotos.pl/z/aapxnaw/[/url])
this is my save
crap i was hoping dosbox would be ok..ive played war2 1.3 between my comps ..one android one a pc :D.. local it seemed pretty good.if noone is testing with ya ill try it.. if we can meet on a time.
Hello i edited w1 save :fro:
([url]http://s10.ifotos.pl/mini/mission31_aapxnsq.png[/url]) ([url]http://ifotos.pl/z/aapxnsq/[/url])
wana help me mod units for wc2?
this is normal
([url]http://s6.ifotos.pl/mini/mission32_aapxnaw.png[/url]) ([url]http://ifotos.pl/z/aapxnaw/[/url])
this is my save
Tutorial to make TER & FOG map files for Warcraft 1 with Tiled
Hello. I have some free time, so I make project files for Tiled and tilesets to fit Warcraft map format. :)
I make tilesets by hand, so maybe have errors. Feel free to report if Tiled gfx not fit in game.
We need:
Tiled ([url]https://www.mapeditor.org/[/url])
Tiled to Binary Converter 2 ([url]https://gamephase.itch.io/tiled-to-binary-converter-2[/url])
Wardraft 1.4a ([url]http://artho.com/warcraft/wardraft.zip[/url])
HexEditor or Notepad
Attached Tiled files
Make copy of your DATA.WAR file.
Open Tiled file - WarcraftCave.tmx, WarcraftForest.tmx or WarcraftSwamp.tmx.
Select TER layer and tileset. Draw map. Tileset have many images for compatibility, so don't use walls, roads etc. to draw map.
IMPORTANT! If you select layer, you must select tileset manualy. This not work automatically.
([url]https://i.ibb.co/ZmFvFD7/1.png[/url]) ([url]https://ibb.co/ZmFvFD7[/url])
Ok we have map. Now place working trees, water/wall, cave exit. Select FOG layer and Fog tileset and draw.
([url]https://i.ibb.co/JFR2LVC/2.png[/url]) ([url]https://ibb.co/JFR2LVC[/url])
E = Cave exit. Heroes must step on it to end mission. Place like 5x5 etc.
T = Trees.
W = Collision. Place on water for forest/swamp or on walls in cave.
Remove only with Tiled "Eraser" tool, don't use black tile.
If map is done, Save as... like Human01Full.tmx. Now we need to split data. Remove FOG layer (right click/Remove Layers) and Fog tileset (trashcan), map Save as... Human01TER.tmx. Open Human01Full.tmx, remove TER layer and terrain tileset and Save As... Human01FOG.tmx.
Run Tiled to Binary Converter 2, set to 16bit and unselect all options.
([url]https://i.ibb.co/VDJdD7b/3.png[/url]) ([url]https://ibb.co/VDJdD7b[/url])
Load Human01TER.tmx, Save as 63.bin. Load Human01FOG.tmx, Save as 64.bin.
Now we have two binary files, but too large 8227 bytes per file. Open 63.bin and 64.bin in Hex editor or Notepad and remove first 35 bytes to fit 8192 bytes. Save files, remove .bin extension.
Open Wardraft 1.4a. Load DATA.WAR. Select 63:, "Import a file"
([url]https://i.ibb.co/fqQbwg0/4.png[/url]) ([url]https://ibb.co/fqQbwg0[/url])
Load 63 map, select replace, compress and import. Select DATA.WAR to modify. Repeat with 64:.
Run Warcraft and start human campaign. :)
([url]https://i.ibb.co/M5MsSNm/5.png[/url]) ([url]https://ibb.co/M5MsSNm[/url])
We only make 2 of 4 map files. I change some bytes in file 117 to change tileset to swamp for Human01 map.
Is there acceptable Korean ASCII code page?
place where they meetSo you need to parse structure I named s_LevelData.
i think it would be easier/better just to move war1 to war2 engine. im sure someone can figure out the tiles.
i can get the grp's going,but we gotta keep it loyal also :P demons and water elements.units are upscaled they will never fit into war2s 640' unless wargus has made the sprites.
(he is raised)
if anyone wants to try and make some grp..i went and tried gif converters all sorts of ways...simple macro and old game maker is still the best to me,ill make another tutorial,and hopefully advance it more.(its not that hard)
notice the red on him..may go back and just give him a dark team color...doing this also makes units bleed team colors..thus making the game rated E :P
ill leave this section for war1 engine works