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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.
Let's say the map is divided into squares called "tiles". Each tile has 4 corners. In 3D, we define surfaces using points and in this case tiles are defined by their corners. I call one tile corner a "tilepoint". So if you want a x map, you'll have x tilepoints.
That's also why a tile texture is defined by each of its four tilepoints. A tile can be half dirt, one quarter grass and one quarter rock for example. The first tilepoint defined in the file stands for the lower left corner of the map when looking from the top, then it goes line by line horizontal.
Tilesets are the group of textures used for the ground. Here is the file format:. It appears that only a part of this byte is used for details.
Usually set by the World Editor "boundary" tool. Water level: Water level is stored just like ground height. The highest bit bit 15 is used for the boundary flag 1. This is just an example and I don't think you can find such a tilepoint on a map.
It was just here for demonstration purpose. This file has no header, only raw data. Only one of these two file is used for pathing. Since beta 1. The TGA format is really important because if Warcraft III doesn't recognise the file format, it'll do weird things on the tilesets like put blight everywhere! Don't forget the alpha channel! The color of a pixel sets the rules for that part.
The top left corner of the image is the upper left corner on the map. Here is the color code:. To sum up, when red is set it means " no walk ", when green is set " no fly " and when blue is set " no build ".
The file contains the trees definitions and positions. Then "s" times a special doodad structure 16 bytes each : char[4]: doodad ID int: Z? To sum up how it looks: tt tt tt tt vv vv vv vv xx xx xx xx yy yy yy yy zz zz zz zz aa aa aa aa xs xs xs xs ys ys ys ys zs zs zs zs ff ll bb bb bb bb cc cc cc cc dd dd dd dd where: tt: type vv: variation xx: x coordinate yy: y coordinate zz: z coordinates aa: rotation angle xs: x scale ys: y scale zs: z scale ff: flags ll: life bb: unknown cc: unknown dd: doodad number in the editor After the last tree definition, there we have the special doodads which can't be edited once they are placed int: special doodad format version set to '0' int: number "s" of "special" doodads "special" like cliffs, The file contains the definitions and positions of all placed units and items of the map.
It contains some of the info displayed when you start a game. Open it with notepad and you'll figure out how it works. Each trigger string is defined by a number trigger ID and a value for this number. The value for a specific trigger ID is set only once by the first definition encountered for this ID: if you have two times the trigger string 0 defined, only the first one will count. Example: in the. If you continue to use this site we will assume that you accept and understand our Privacy Policy , and our Terms of Service.
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