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mikelllinoda

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Опыт: 919
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war3map.w3i
Что это такое? Как открыть и что там хранится?
НЕ ПОСЫЛАЙТЕ ИСКАТЬ В ГУГЛ ИЛИ ПОИСК. РАЗ Я ПИШУ ЗДЕСЬ ЗНАЧИТ НЕ НАШЕЛ!!!
Старый 15.01.2011, 15:51
Nekit1234007

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Опыт: 11,916
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Старый 15.01.2011, 15:53
mikelllinoda

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Опыт: 919
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Вот спасибо.
Старый 15.01.2011, 15:54
agentex

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ого, полезная штука, не знал
Старый 15.01.2011, 16:03
mikelllinoda

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Опыт: 919
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Чем открыть это файл, очень нужно
mikelllinoda добавил:
Обратите внимание, Я НЕ СПРАШИВАЮ ЧТО ЭТО, Я СПРАШИВАЮ ЧЕМ ОТКРЫТЬ
[+] 3 пункта от Кет: 1.1 (ненормативная лексика)
Старый 16.01.2011, 21:09
Nekit1234007

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google.ru#q=hex+редактор'ом например.
Старый 16.01.2011, 21:10
mikelllinoda

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Опыт: 919
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Уже не знаю зачем я спрашиваю. Мне либо скажут учи это, смотри там, или ваще что нить другое...
Старый 16.01.2011, 21:17
ScorpioT1000
Работаем
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Опыт: отключен
открываешь hex workshop
((цитата
  1. "war3map.w3i" The info file
It contains some of the info displayed when you start a game.
int: file format version = 25
int: number of saves (map version)
int: editor version (little endian)
String: map name
String: map author
String: map description
String: players recommended
float[8]: "Camera Bounds" as defined in the JASS file
int[4]: camera bounds complements* (see note 1) (ints A, B, C and D)
int: map playable area width E* (see note 1)
int: map playable area height F* (see note 1)
*note 1:
map width = A + E + B
map height = C + F + D
int: flags
0x0001: 1=hide minimap in preview screens
0x0002: 1=modify ally priorities
0x0004: 1=melee map
0x0008: 1=playable map size was large and has never been reduced to medium (?)
0x0010: 1=masked area are partially visible
0x0020: 1=fixed player setting for custom forces
0x0040: 1=use custom forces
0x0080: 1=use custom techtree
0x0100: 1=use custom abilities
0x0200: 1=use custom upgrades
0x0400: 1=map properties menu opened at least once since map creation (?)
0x0800: 1=show water waves on cliff shores
0x1000: 1=show water waves on rolling shores
0x2000: 1=unknown
0x4000: 1=unknown
0x8000: 1=unknown
char: map main ground type
Example: 'A'= Ashenvale, 'X' = City Dalaran
int: Loading screen background number which is its index in the preset list (-1 = none or custom imported file)
String: path of custom loading screen model (empty string if none or preset)
String: Map loading screen text
String: Map loading screen title
String: Map loading screen subtitle
int: used game data set (index in the preset list, 0 = standard)
String: Prologue screen path (usually empty)
String: Prologue screen text (usually empty)
String: Prologue screen title (usually empty)
String: Prologue screen subtitle (usually empty)
int: uses terrain fog (0 = not used, greater 0 = index of terrain fog style dropdown box)
float: fog start z height
float: fog end z height
float: fog density
byte: fog red value
byte: fog green value
byte: fog blue value
byte: fog alpha value
int: global weather id (0 = none, else it's set to the 4-letter-id of the desired weather found in TerrainArt\Weather.slk)
String: custom sound environment (set to the desired sound lable)
char: tileset id of the used custom light environment
byte: custom water tinting red value
byte: custom water tinting green value
byte: custom water tinting blue value
byte: custom water tinting alpha value
int: max number "MAXPL" of players
array of structures: then, there is MAXPL times a player data like described below.
int: max number "MAXFC" of forces
array of structures: then, there is MAXFC times a force data like described below.
int: number "UCOUNT" of upgrade availability changes
array of structures: then, there is UCOUNT times a upgrade availability change like described below.
int: number "TCOUNT" of tech availability changes (units, items, abilities)
array of structures: then, there is TCOUNT times a tech availability change like described below
int: number "UTCOUNT" of random unit tables
array of structures: then, there is UTCOUNT times a unit table like described below
int: number "ITCOUNT" of random item tables
array of structures: then, there is ITCOUNT times a item table like described below
Players data format:
int: internal player number
int: player type
1=Human, 2=Computer, 3=Neutral, 4=Rescuable
int: player race
1=Human, 2=Orc, 3=Undead, 4=Night Elf
int: 00000001 = fixed start position
String: Player name
float: Starting coordinate X
float: Starting coordinate Y
int: ally low priorities flags (bit "x"=1 --> set for player "x")
int: ally high priorities flags (bit "x"=1 --> set for player "x")
Forces data format: (thx Soar)
int: Foces Flags
0x00000001: allied (force 1)
0x00000002: allied victory
0x00000004: share vision
0x00000010: share unit control
0x00000020: share advanced unit control
int: player masks (bit "x"=1 --> player "x" is in this force)
String: Force name
Upgrade availability change format (thx PitzerMike)
int: Player Flags (bit "x"=1 if this change applies for player "x")
char[4]: upgrade id (as in UpgradeData.slk)
int: Level of the upgrade for which the availability is changed (this is actually the level - 1, so 1 => 0)
int Availability (0 = unavailable, 1 = available, 2 = researched)
Tech availability change format (thx PitzerMike)
int: Player Flags (bit "x"=1 if this change applies for player "x")
char[4]: tech id (this can be an item, unit or ability)
there's no need for an availability value, if a tech-id is in this list, it means that it's not available
Random unit table format (thx PitzerMike)
int: Number "n" of random groups
then we have n times the following data (for each group)
int: Group number
string: Group name
int: Number "m" of positions
positions are the table columns where you can enter the unit/item ids, all units in the same line have the same chance, but belong to different "sets" of the random group, called positions here
int[m]: for each positon is specified if it's a unit table (=0), a building table (=1) or an item table (=2)
int: Number "i" of units/items, this is the number of lines in the table, each position can have that many or fewer entries
now there's "i" times the following structure (for each line)
int: Chance of the unit/item (percentage)
char[m * 4]: for each position are the unit/item id's for this line specified
this can also be a random unit/item ids (see bottom of war3mapUnits.doo definition)
a unit/item id of 0x00000000 indicates that no unit/item is created
Random item table format (thx PitzerMike)
int: Number "n" of random item tables
then we have n times the following data (for each item table)
int: Table number
string: Table name
int: Number "m" of item sets on the current item table
then we have m times the following data (for each item set)
int: Number "i" of items on the current item set
then we have i times the following two values (for each item)
int: Percentual chance
char[4]: Item id (as in ItemData.slk)
this can also be a random item id (see bottom of war3mapUnits.doo definition)

))
Старый 16.01.2011, 21:19
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