HiveWE - 世界编辑器 0.10
HiveWE - World Editor 0.10
HiveWE 世界编辑器 0.10 以概念验证展示近乎 1:1 地形渲染器与路径调色板工具,后者支持用笔刷更精细修改寻路。该开源项目面向 WC 社区 modder,目前尚未支持单位与触发器,旨在替代依赖 hack 的标准编辑器。
Very awesome work. An almost 1:1 terrain renderer is an amazing feat of work. With a bit of optimization this will be incredible.
I figure I'll post so I can rate this and look back on it when it's popular.
That's one small step for a modder, one giant leap for the WC community.
Gonna start using it once it support units and triggers ![]()
Holy wow man fuck this is so amazing! Hosted project! Frontpage.
*bows down to the mighty @eejin*
Well you got Ralle eating out of the palm of your hand, so it must be important. ; )
What's this all about, then?
Well you got Ralle eating out of the palm of your hand, so it must be important. ; )
What's this all about, then?
It's a proof of concept. The biggest roadblock in making a custom editor have always been the terrain editor. With this work, we have the opportunity to create the editor of our dreams, that wont rely on hacks or other sketchy methods to work. And as he's already showcasing now with his pathing palette tool, we can even add things the original editor couldn't do. In this case, you can change the pathing using a brush instead of pathing blocker doodads, and you can do it on a more detailed level that pathing blockers can.
It's a proof of concept. The biggest roadblock in making a custom editor have always been the terrain editor. With this work, we have the opportunity to create the editor of our dreams, that wont rely on hacks or other sketchy methods to work. And as he's already showcasing now with his pathing palette tool, we can even add things the original editor couldn't do. In this case, you can change the pathing using a brush instead of pathing blocker doodads, and you can do it on a more detailed level that pathing blockers can.
Oh geez.
Before I muted it, I remember seeing all sorts of high-level conversation about terrain generation & stuff... I guess this is why. Huh!
(Why was the terrain editor the hardest part?)
[Self-parody video link redacted due to personal information]
In this video, we glimpse the one true existence of a being with the holy HiveWE available to them.
The Open Source World Editor, shown to me in my visions, is the future of the community.
Last edited: Feb 8, 2018
(Why was the terrain editor the hardest part?)
It's largely in part because we didn't understand how the renderer worked and we only had a partial understanding of the data format. Because of @GhostWolf we got a better understanding of the data format, thanks to his endless tinkering with it and his own terrain viewer. This knowledge was built upon by @eejin, who then started to work on this editor. So it's been a arduous process of figuring out all the details needed to make this terrain editor possible.
What is so mindblowing about this?
The technology itself could be used as a web renderer to check maps without having to download, but that is not the case right now.
That said, I am obviously missing something entirely.
This is a major step towards making our own editor. Our own. Editor. Made for modders by modders.
In this video, we glimpse the one true existence of a being with the holy HiveWE available to them.
The Open Source World Editor, shown to me in my visions, is the future of the community.
I laughed. That was funny.
What is so mindblowing about this?
The technology itself could be used as a web renderer to check maps without having to download, but that is not the case right now.
That said, I am obviously missing something entirely.
A custom editor that has features which the normal editor does not have. Like directly editing the pathing map. We can add any feature we like at anytime. And it is open-source!
Path editing is kinda neat I suppose. But it would not be nearly enough to make me move away from JNGP/Sharpcraft
Ceiling is somewhat high I suppose.
One thing I would like to see personally would be an easier way to import things into a map.
For example, automatically remove the war3mapimported string.
Additionally if the name contains BTN/PAS, put the correct icon paths automatically.
I think that would be relatively easy to do.
@Chaosy It would be nice if we could group imports somehow too imo.
This would be amazing if it supplied a decent object editor and unit palette that didn't lag to hell when you have over 1k custom units ![]()
Good luck on the project, and thanks for sharing with the community!
This video explains perfectly why I support this project to the utmost.
Long live Hive ![]()
This is incredible! I dind't think it would be out so soon ![]()
I can't wait for it to replace what we are using now. The pathing tool is already very useful.
So am I right in assuming that the goal of this is a program which, while separate from the standard WE, would interface seamlessly with standard .w3x/.w3m's, and whose products would similarly work seamlessly with the standard WE?
Eventually you get to a point where it doesn't matter if it can interface with the standard WE because there's no reason you would ever use the standard one. Like how people don't still use MS Word 2003 when you have Word 2016.
If you need to save the old .doc file format, just enable compatibility mode. If you want to save the old .w3x from 2003, that could be called compatibility mode, too.
Eventually you get to a point where it doesn't matter if it can interface with the standard WE because there's no reason you would ever use the standard one. Like how people don't still use MS Word 2003 when you have Word 2016.
If you need to save the old .doc file format, just enable compatibility mode. If you want to save the old .w3x from 2003, that could be called compatibility mode, too.
Welp, unsubscribed.
Is this what would happen if all of us collectively shot a load onto the same spot?
Is this what would happen if all of us collectively shot a load onto the same spot?
That's very... graphic. and somewhat inappropriate IMO.
Anyway,
I believe that for now it is compatible with the standard World Editor. I would advice it to stay this way. The benefit is that you can use either editor for whatever it is best for.
An important note right now is that the normal world editor WILL overwrite the modified pathing map! Right now this tool should thus only be used to edit the pathing map and right after release the map. I am working on a solution to this.
Really nice work guys, hope alot more comes towards this!!
@eejin - Hi Eejin. Mind-blowingly good work on this, (and whoever else contributed) it's just fantastic..
As a side note, how would you be thinking to approach creating the terrain editor and it's different utilities? For example, how would you approach creating the terrain brush? Would it necessarily be tied to the mechanics of the war3 engine? I don't see why it would be, so, in theory, would it be possible to write a type of export that would then work in something like Godot, or Unity? What is sorely lacking from the game dev world seems to be a 3D world editor, and this seems like just the job. You could technically create levels for any kind of game, and export them to your alternative editor, or perhaps an export for blender..
Obviously we'd need to use our own assets to make that work, but with a FOSS editor, the sky is the limit eh? I'm just blown away by this. It's so great.
Terrain render appears to have inaccurate filter logic.
WC3 terrain tile sheets are subject only to bilinear filtering and no mipmaps during sampling. Mipmap images from the terrain sheets are only used for lower texture quality (video setting), and not for interpolation results.
The way the tile sheet system is setup means that mipmap based sampling cannot be used with bilinear interpolation as otherwise one gets bleeding from other tiles around the edges when zoomed out. This is likely why Blizzard did not use mipmaps for terrain but instead kept bilinear filtering.
I guess you already knew this however since you disable bilinear filtering at higher mipmap levels, resorting to nearest sampling to prevent the bleed across. The problem with this that without mipmap interpolation (tri-linear filtering) and anisotropic filtering the mipmap level used for some geometry angles will be too high for the sample density (texel maps to multiple pixels). The result is your typical PSX like unfiltered texture showing square pixels.
I recommend not trying anything funny with terrain for now and instead sticking faithful to how Warcraft III and Worldedit work, no mipmaps for terrain tile sheets. When zoomed out far it does look ugly due to excessive aliasing however at least it does not suffer other problems WorldEdit and WC3 do not.
I think you need to open a development thread for this tool here at Hive, where we can actually discuss things regarding to the development of the tool. : )
...
To expand a bit on this idea, it should be noted that it's fully possible to use a model as terrain. Me and a user named @Infinitynexus once did this as a test. This gives you 100% freedom to make the terrain exactly how you'd like, even including animations, light sources and more, but of course it required more work. Our process involved creating the terrain in the "Valve Hammer Editor"(editor for Half-Life maps), export it to an .obj model, import it into another modeling program, texture it and finally export it to an mdl/mdx.
To expand a bit on this idea, it should be noted that it's fully possible to use a model as terrain
You mean like this? ![]()
I could never find a download for this map unfortunately.
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You mean like this?
![]()
Ayup. It's pretty easy too. We did it in a two part system, one for the ground you walk on and one for the ceiling in case of buildings. This was way back when we we're toying with the very first FPS demos.
Does someone know if one day tools like this one would be available on Mac ?
Does someone know if one day tools like this one would be available on Mac ?
I'm planning on releasing one for Mac and maybe even Linux. I'm working with somebody to compile it on a Mac so we should have that available in not too long a time.
I'm planning on releasing one for Mac and maybe even Linux. I'm working with somebody to compile it on a Mac so we should have that available in not too long a time.
thanks man it would be amazing, It's so sad Blizzard didn't release the WE for mac
I think that a very important thing here is to add tooltips to all buttons in your program.
I think that a very important thing here is to add tooltips to all buttons in your program.
I Agree. I added tooltips to all existing buttons in my unreleased version.
This editor can open maps with slk files? (optimized)
How to download latest 'night' builds ? (auto build server?)
I got error :
Windows 10 x64 Russian
Be sure that you don't have anything that has the War3local.mpq open with write permissions (that locks the file). Also check if War3local.mpq is located there.
I got error :
Appears related to opening War3locale.mpq. Possibly Russian locale files are contained in it that are not being read properly?
This is still very far from replacing the normal editor but it's a good start nevertheless! Your hard work is appreciated eejin.
Does this only support ENG?
or does it support other languages?
Looks good, but will it eventually be able to "work" with Starcraft 2?
Looks good, but will it eventually be able to "work" with Starcraft 2?
StarCraft II editor already offers features such as painting pathing.
OK, I actually meant to ask if Hive WE maps/levels can eventually open and view Starcraft 2 maps? Isn't this like a standalone SDK?
Last edited: Feb 14, 2018
Is it able to add paint tiles like sc2 editor?
This is awesome.
The world editor with war 3 is the 1st program I've ever installed. During 14 years I've created some map. This is crazy. I've got a lot of idea for this editor.
How can I help you for this project.
来源:Hiveworkshop · hiveworkshop.com