mikelllinoda
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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!!! |
15.01.2011, 15:51 | #1
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Nekit1234007
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15.01.2011, 15:53 | #2
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mikelllinoda
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Вот спасибо. |
15.01.2011, 15:54 | #3
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agentex
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ого, полезная штука, не знал |
15.01.2011, 16:03 | #4
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mikelllinoda
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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)
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16.01.2011, 21:09 | #5
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Nekit1234007
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google.ru#q=hex+редактор'ом например. |
16.01.2011, 21:10 | #6
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mikelllinoda
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Уже не знаю зачем я спрашиваю. Мне либо скажут учи это, смотри там, или ваще что нить другое... |
16.01.2011, 21:17 | #7
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ScorpioT1000
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открываешь hex workshop
((цитата
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) )) |
16.01.2011, 21:19 | #8
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