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WORLDEDIT TUTORIALS

Meta Data Tutorial
By Warbringer87
 

Needed Tools:
· World Editor
· MPQDraft
· WinMPQ


Introduction:
Whenever you use the Object Editor, you are creating Meta Data Files in the map. Meta Data is all the edited data your map has. If you modify a Footman to cost 5000 gold, only that one field is recorded into the meta data. The World Editor uses this format because it makes the maps' filesizes  smaller. Instead of having all edited and unedited info in a map, it only saves the edited information. In the Object Editor, you can export and import 8 different Meta Data formats. Here is a list.

  • Full Object Data (*.w3o): This type of Meta Data contains the edited data of ALL edited objects* in your map.
  • Unit Data (*.w3u): Contains the edited data of all modified units and structures.
  • Item Data (*.w3t): Contains the edited data of all modified items.
  • Destructible Data (*.w3b): Contains the edited data of all modified destructible doodads.
  • Doodad Data (*.w3d): Contains the edited data of all modified doodads.
  • Ability Data (*.w3a): Contains the edited data of all modified abilities.
  • Buff & Effect Data (*.w3h): Contains the edited data of all modified buffs and effects.
  • Upgrade Data (*.w3q): Contains the edited data of all modified upgrades.

The Import and Export section is found in the Object Editor, under "File."

 

The Usefulness of Meta Data:
There are 10 "*.slk" and 41 "*.txt" files related to units in the Warcraft III MPQ. A lot of people sift through all of these files in order to edit a single unit. It is also much more tedious to create new units/abilities/upgrades/etc using the SLK and TXT method. The information for a single unit is spread across multiple files, and it is quite tedious to edit units this way. The Object Editor however organizes all this data and makes it much easier to add new objects to the game. Therefore, it is clearly obvious that for mods involving maps, it is a wise decision to use the Object Editor. However, "Total Conversions" are meant to change the game itself, and usually would be better if they can be played on any map. Most TCs therefore use the SLK and TXT method. Meta Data, can make it significantly easier to create TCs, and to update them regularly.

 

How it works:
Before starting this, read the "Known Limitations" section at the bottom. Do all your editing in the Object Editor. When you are done, export the Meta Data for any section you edited objects in. Save all the files with the name "war3map," but don't change the file extensions. Using WinMPQ, create a new MPQ archive. Import all your Meta Data files into the MPQ. When it prompts you for the "Folder Name" leave the field blank, and click ok. When you are done, load the MPQ and run WC3 using MPQDraft. You can now play your mod on any map and it will work just fine.

 

Known Limitations:
Currently, the only known limitation is that you cannot use the Full Object Data, the *.w3o file. It just isn't one of the file types used by maps. You can export in that form, but the map itself doesn't use w3os.

 

Miscellaneous:
At the time of writing, there is only one Total Conversion mod that uses the Meta Data method. And that is my own, Divine Right. Hopefully, this tutorial will spur other people to use Meta Data. This whole thing was a fluke, I accidentally stumbled upon a much more....barbaric method of it. I then asked KnightKing from www.smempire.org to make a w3o -> SLK and TXT converter. However, a few days before writing this, i found out the method explained above. The former method had tons of string errors, and did not support custom items.