Modding the map

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BaitBoy
Posts: 229
Joined: Fri Aug 06, 2004 5:01 pm

Modding the map

Post by BaitBoy »

I have an idea for a scenario, but it would require some heavy modifications to the map. I am not an experienced Modder, and I was hoping one of you could point me in the direction of how to go about modifying the map. Is there a FAQ somewhere?
"You go over there and attract their attention while I . . . "

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Captain Cruft
Posts: 3741
Joined: Wed Mar 17, 2004 12:49 pm
Location: England

RE: Modding the map

Post by Captain Cruft »

There are two parts:

1) The bitmaps in the WitP\Art folder. There are 40 of these, 20 each for the "hex" (WITPnnn.bmp) and "non-hex" (WITNnnn.bmp) versions. These just form a picture on top of which the structure is overlaid. You can edit these to whatever you like as long as the dimensions (no. of pixels) remain exactly the same.

2) The structure of the map is defined in the WitP\Pwhex.dat file. This file contains 151 x 151 fixed length records, each of which describes a single hex. I don't know the format but if you are familiar with editing binary files either by writing code or using a hex editor you should be able to work it out given some time and effort. There is no interactive map editor available.
BaitBoy
Posts: 229
Joined: Fri Aug 06, 2004 5:01 pm

RE: Modding the map

Post by BaitBoy »

Thank you
"You go over there and attract their attention while I . . . "

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Captain Cruft
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RE: Modding the map

Post by Captain Cruft »

You're welcome :)

Good luck if you decide to have a go at it ...
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