How do I convert old .wdg map files to the new .wz format?

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Black Project
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Re: How do I convert old .wdg map files to the new .wz format?

Post by Black Project »

Buginator wrote: Post the original file before you converted it.
There it is...

8c-vtol WDG map
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Buginator
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Re: How do I convert old .wdg map files to the new .wz format?

Post by Buginator »

Black Project wrote: There it is...

8c-vtol WDG map


Yeah... while it would be (*much*) easier if you had the original (not the packed .wdg file), you can still fix it.
Just extract all the crap in that .wdg with wdgload or one of the other wdg unpackers, then you have to edit some files, and recreate some wrf files.  Huge PITA, since you have to make sure everything is correct, and that isn't fun at all.

Maybe I should take Kage's advice, and have people pony up some $$$/hardware/whatever for converting these things.  ;D

Oh, and in case you think I am serious about the donations, I am not. :P  Not unless you have written permission that we can use that file from the original author, and they agree to let this project include it in the map pack.
:)
and it ends here.
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Re: How do I convert old .wdg map files to the new .wz format?

Post by KrazyBabe77 »

I downloaded the two maps here on this Thread, "Teamwar & TheBigOne, Put them in my maps folder - they show up, and work fine - I re-read this topic and links numerous times and used those two maps I downloaded for reference, to make sure I knew what I was doing.. and made no mistakes.

I have a bunch of maps I downloaded from lord knows where years ago, and decided to give it a whirl and try converting some of them, I followed every instruction to a "T" including the "/" instead of "\"

They will just not show up in the list of maps to play when I load the game. I obviously must be doing something wrong here, But I have rechecked everything over and over, and I cannot for the life of me see the problem.
I have the 2.1 beta2 version installed.

Any chance someone could take a look at these, and possibly tell me if or what I might have done wrong here?

Thanks!
~Laura
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8c-new_teamwar.wz
(4.82 KiB) Downloaded 423 times
8c-arena.wz
(24.9 KiB) Downloaded 471 times
Poison Crow
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Re: How do I convert old .wdg map files to the new .wz format?

Post by Poison Crow »

here is something u can use to convert "wdg" files from the V.1.10 warzone2100 to the ".wz" to make ur maps play in the new version 2.1 beta download the attachment. It has txt and an example file. Good Luck I hope this helps all.
**Poison Crow**
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How To Convert Maps.zip
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Buginator
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Re: How do I convert old .wdg map files to the new .wz format?

Post by Buginator »

KrazyBabe77 wrote:I downloaded the two maps here on this Thread, "Teamwar & TheBigOne, Put them in my maps folder - they show up, and work fine - I re-read this topic and links numerous times and used those two maps I downloaded for reference, to make sure I knew what I was doing.. and made no mistakes.

I have a bunch of maps I downloaded from lord knows where years ago, and decided to give it a whirl and try converting some of them, I followed every instruction to a "T" including the "/" instead of "\"

They will just not show up in the list of maps to play when I load the game. I obviously must be doing something wrong here, But I have rechecked everything over and over, and I cannot for the life of me see the problem.
I have the 2.1 beta2 version installed.

Any chance someone could take a look at these, and possibly tell me if or what I might have done wrong here?

Thanks!
~Laura
Hmm, looks like I forgot to reply in public. :stressed:
Here was the "fix" in case others run into the same issue:
Hi, you don't have the correct folders.
If you open up any other mapname.wz file, (with zip or whatever), you will see the correct directory structure that is needed.

I would fix for you, but I am short on time. If you still can't get it working, PM me, I will fix it for you.

But in short, when you first open the mapname.wz file, you should see:
multiplay (directory)
mapname.addon.lev (file)
in multiplay:
maps (dir)
in maps:
XX-mapname (dir)
XX-mapname.gam (file)
(XX = 2/4/8c or...)
:3
Lemmiwinks
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Re: How do I convert old .wdg map files to the new .wz format?

Post by Lemmiwinks »

Through some amazing stroke of luck, 4 maps I made a while back are still in my gmail account. They are in the old .wdg format and I would like to convert them, but this WDG-Explorer tool doesn't start on my system. Here is the error I get:
Error Loading blahblah\WDGExplorer\files.txt (click OK)

Run-time error '339':

Component 'MSCOMCTL.OCX' or one of its dependencies not correctly registered: a file is missing or invalid.
I am running Vista 64 with latest updates. Itried running it as administrator and in all the compatibility modes to no avail. I also tried it on an xp machine with a similar error, the only difference was the name of the .OCX file.

Has anyone else had this problem? Any advice?
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Re: How do I convert old .wdg map files to the new .wz format?

Post by Black NEXUS »

I also have written new instructions, is unfortunately intends for you without a great use for the 2.2.X versions, unfortunately, since everything is in German, my knowledge of English does not suffice to translate this.
However, the following changes are only important in the reason:

All file names must have to be written with lower-case letters in the .lev file instead of "\"normal"/" you otherwise use gives it does not believe any great changes.

Link to my original Threat: http://board.warzone2100.de/index.php?topic=1867.0
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Terminator
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Re: How do I convert old .wdg map files to the new .wz format?

Post by Terminator »

I've tryed to convert aurora map. It use custom textures, but after convert it doesn't see texture.

stderr.txt

Code: Select all

error   |11:15:09: [pie_AddTexPage] pie_AddTexPage: non POT texture aurora.png
error   |11:15:10: [buildFeature] *Tree3*(320) already placed at (145+1, 112+1) when trying to place *Tree3*(162496) at (145+1, 112+1) - removing it
aurora.wrf

Code: Select all

directory	"texpages"
file		TEXPAGE "aurora.png"
in wdg was not TEXPAGE, but > HWTERTILES

Should I cut texture for tiles like in base.wz?
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wz2100_shot_007.jpg
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whippersnapper
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Re: How do I convert old .wdg map files to the new .wz format?

Post by whippersnapper »

Terminator wrote:
Should I cut texture for tiles like in base.wz?
You have to make Mip Maps from HB's custom tertile set (ariza.pcx) using Kage's Python Script in Dev Tools - see my thread on Upgrading Grim's Mod which is one of the things I had to do - make his custom tertiles single page .pcx compatible with the current binaries (.pcx sheet > .png sheet > mip-map .pngs)


HB's tertiles also make use of the practice of using terrain textures to make structures which make the set singularly map specific by design...... which means that you are gonna have to deal with the .wrf files way differently than what I did with Grim's Mod to handle the custom tertile component. Basically Grim's are an alternate to the stock Arizona tertiles and follow their placement structure and do not include any terrain tiles to be used in any other way - HB's are a whole other deal and have to be handled as unique and NOT as a replacement for any of the stock tertile sets because they can ONLY be used on maps designed with them like Aurora..... and no other maps designed with any of the 3 stock tertile sets.

-whip :ninja:
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Re: How do I convert old .wdg map files to the new .wz format?

Post by Terminator »

Well I found that .py script...seems like I made it, but wont work anyway :(

Code: Select all

error   |03:33:00: [iV_loadImage_PNG] Unsupported image depth (2) found.  We only support 3 (RGB) or 4 (ARGB)
error   |03:33:00: [iV_loadImage_PNG] Assert in Warzone: png_util.c:170 (image->depth > 3), last script event: '<none>'
error   |03:33:00: [texLoad] Could not load texpages/aurora-128/tile-00.png!
error   |03:33:00: [texLoad] Assert in Warzone: texture.c:222 (retval), last script event: '<none>'
error   |03:33:00: [dataTERTILESLoad] Error loading tertiles!
error   |03:33:00: [dataTERTILESLoad] Assert in Warzone: data.c:643 (status), last script event: '<none>'
error   |03:33:00: [resLoadFile] resLoadFile: The load function for resource type "TERTILES" failed for file "aurora"
error   |03:33:00: [resLoad] resLoad: failed to parse wrf/aurora.wrf
error   |03:33:00: [startGameLoop] Shutting down after failure
aurora.wrf

Code: Select all

directory	"texpages"
file		TERTILES "aurora"
/*file		TEXPAGE	"aurora.png" */
8c-aurora.addon.lev

Code: Select all

campaign        AURORA1
data            "wrf/vidmem3.wrf"
data            "wrf/aurora.wrf"
data            "wrf/basic.wrf"
data            "wrf/cam3.wrf"
data            "wrf/audio.wrf"
data            "wrf/piestats.wrf"
data            "wrf/stats.wrf"
data            "wrf/multires.wrf"

campaign        AURORA2
data            "wrf/vidmem3.wrf"
data            "wrf/aurora.wrf"
data            "wrf/basic.wrf"
data            "wrf/cam3.wrf"
data            "wrf/audio.wrf"
data            "wrf/piestats.wrf"
data            "wrf/stats.wrf"
data            "wrf/multires2.wrf"

campaign        AURORA3
data            "wrf/vidmem3.wrf"
data            "wrf/aurora.wrf"
data            "wrf/basic.wrf"
data            "wrf/cam3.wrf"
data            "wrf/audio.wrf"
data            "wrf/piestats.wrf"
data            "wrf/stats.wrf"
data            "wrf/multires3.wrf"

// MultiPlay Tech Level 1

level  Aurora-T1
players  8
type 12
dataset  AURORA1
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/campaign.wrf"
data "wrf/multi/fog1.wrf"

// MultiPlay Tech Level 2

level  Aurora-T2
players  8
type 15
dataset  AURORA2
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/campaign.wrf"
data "wrf/multi/fog1.wrf"

// MultiPlay Tech Level 3

level  Aurora-T3
players  8
type 16
dataset  AURORA3
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/campaign.wrf"
data "wrf/multi/fog1.wrf"

// Skirmish Tech Level 1

level  Sk-Aurora-T1
players  8
type 14
dataset  AURORA1
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/skirmish8.wrf"
data "wrf/multi/fog1.wrf"

// Skirmish Tech Level 2

level  Sk-Aurora-T2
players  8
type 18
dataset  AURORA2
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/t2-skirmish8.wrf"
data "wrf/multi/fog1.wrf"

// Skirmish Tech Level 3

level  Sk-Aurora-T3
players  8
type 19
dataset  AURORA3
game "multiplay/maps/8c-aurora.gam"
data "wrf/multi/t3-skirmish8.wrf"
data "wrf/multi/fog1.wrf"
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Last edited by Terminator on 26 Sep 2009, 12:08, edited 1 time in total.
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whippersnapper
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Re: How do I convert old .wdg map files to the new .wz format?

Post by whippersnapper »

.

I first tried to open one of the 128 mip map .pngs that the game binary is chokeing on with my screen cap app and the .png crashed it. However I was able to open it with several other gfx apps - weird.

Anyway... I checked the properties of one of your 128 mip map .pngs and saw it was 32 bit depth and I had probs along these lines in my first set of python script generated mip maps and I ended up batch processing them into 24 bit depth .pngs and that worked.

Regards, whip :ninja:
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Re: How do I convert old .wdg map files to the new .wz format?

Post by Terminator »

ImageMagick: cmd identify <aurora.png> (source):

Code: Select all

C:\tex>identify aurora.png
aurora.png PNG 1152x1280 1152x1280+0+0 8-bit DirectClass 1.938mb 0.109u 0:01
cmd identify aurora-128\tile-00.png

Code: Select all

C:\tex>identify aurora-128\tile-00.png
aurora-128\tile-00.png PNG 128x128 1152x1280+0+0 8-bit PseudoClass 256c 949b
In standart windows properties all images are in 32-bits. My FastStone Image viewer 3.9 says that all pics are in 24-bits.
Dont know What a hell is this & what to do.
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Re: How do I convert old .wdg map files to the new .wz format?

Post by Terminator »

Yes ! =)

I've converted all pics to 256 colors & its working =) aurora - ready =). Ariza is next :D

By the way. Kage's .py script cutting texture & makes it 32-bits by default. And I didint find any settings about it.
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Re: How do I convert old .wdg map files to the new .wz format?

Post by whippersnapper »

Terminator wrote:
By the way. Kage's .py script cutting texture & makes it 32-bits by default. And I didint find any settings about it.
That was my biggest headache too when I converted Grim's tertiles last June and wrote about in the referred threads. I couldn't find any setting either with the .py script and ended-up batch processing to a different bit depth in another proggy before my mip-maps would work.

Regards, whip :ninja:
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