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<td><div align="center"><img src="wc3view.jpg" width="400" height="300"></div></td>
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<td><div align="justify"><i>"It does all things others do, and a lot
more!"</i><br>
- KDEWolf<br>
<br>
Welcome to <b>Warcraft III Viewer</b> Help file! I'm KDEWolf and I'll
guide you through the help file of this awesome tool created by TheProphet.<br>
<br>
Here you will learn the basic concepts presented on this program, its
features, and how to use them. I hope you get the answer for your question
in this help file. Otherwise, just post it on <a href="http://www.wc3campaigns.com/">Wc3Campaigns</a>
forums, and we'll surely help you. We will NOT answer questions related
to skinning, map implementation, etc. Just check Wc3c tutorial section.<br>
<br>
<b>"So what's this program's purpose?"</b><br>
This program's purpose is to extract/convert BLP files in order to make
them editable through normal image editors, like <a href="http://www.adobe.com">Photoshop</a>
and <a href="http://www.jasc.com">Paint Shop Pro</a>, as well to extract
MDX models from the MPQ, and the most important, to preview these in a
fast, trustworthy, complex OpenGL engine. Although the program has many
other features, like screenshot taking and dynamic search, we'll discuss
them later.<br>
<br>
<b>"Hey, I already do have Image Extractor II and World Edit. Why
would I need this program?"</b><br>
Actually you don't. But after you use it a few times and see how
complex and useful its functions are, you WON'T get back to Wc3 Image
Extractor II anymore, or even World Editor. This program is all the way
faster, has both skinned models and skins preview, a LOT of useful features,
a search engine, that works not only to BLPs as in Img Extractor, but
to models as well. Yeah, it replaces WinMPQ in the hard work of searching
for the model you want to extract in that huge list. Now just type what
are you looking for in the edit box, see the results, double click the
desired ones, and voilà! The W3V has an OpenGL rendering system,
wich allows a smoother and high-quality texturing. One of the most impressive
features in this program (You will surely LOVE this) is that it can extract/convert
ALL the textures from the model you are viewing, and even better, it automatically
saves them into the right path inside Warcraft 3 folder. The loading system
works the same as on WE. When you load a model in the MPQ, it'll look
for custom textures on the relative path to Warcraft III dir, and if it
doesn't find, it loads directly from MPQ. And one of the BEST things for
skinners: When you are editing a skin and modify it, you don't need to
reload W3V (or the big and slow WE), just select other model and select
back the one you were previewing. Plain, simple. It uploads automatically
(but remember you still have to convert the TGA into BLP in order this
to work). It also has a HD browsing engine, that makes you able to look
for models and kins in your hd, and convert/preview them quickly and simple.
Well, i can summarize all this in just one sentence: "It does all things
others do, and a lot more!". Remember this is a tool created mainly
for skinners, but works for people just wanting to extract models, convert
files, preview units, etc. I assure you that you'll have a great time
using this program ;)<br>
<br>
<b>"What do I need in order to be able to run the Viewer?"</b><br>
This program is coded as a stand-alone version executable file. This means
you just need to have the EXE file you already downloaded. But be warned
that W3V uses OpenGL libraries, so it may run slower on non-3d acceleration
video cards. Basically, if you can run Warcraft, you can run our program.<br>
<br>
<b>Getting Started!</b><br>
If this is the first time you run W3V, it'll automatically search for
your W3 installation directory. If it can't find the folder for any motives,
it'll ask you to browse for it.<br>
The first impression you have is: There are two windows. One is the Warcraft
III MPQ/HD treeview, that displays the models or/and skins contained within
it. The other looks like a big blue window with some menu options. This
is the preview screen, where you can see the model or skin selected, or
even custom skins/models, since this program was made aiming modding community
in 1st place.<br>
<br>
<b>Description of the Functions:</b><br>
Treeview Window: Displays the models/skins contained inside the MPQ file
or in your computer disks (Local Files).<br>
It has three radio buttons: one displays the MDX files WITH (although you
can disable this) the skin (custom or not), the other just the pure plain
BLP, and the last one displays your local files (In your disks).<br>
The tree structure is an easy and quick way to access models and skins.<br>
The bottom panel is the mesh displayer. With it you can hide/show model
meshes (very useful).<br>
<br>
PS.: Meshes are something like model 'parts', wich are generally composed
by different materials or blending methods. You can learn more about this
with some modelling tutorials out there for download, or even the ones
that come with the model editor.<br>
<br>
Main Window: The big blue (by default) panel is the place where you can
preview the desired object.<br>
PS: The player color displayed in the model is a greenish/yellow tonality.<br>
<br>
The menu: Here I'll show all the menu options and their effects. But before
that is important you know the camera movement controls. They're mainly
controlled by mouse, but some may require to hold keys while using the
mouse. <br>
<br>
Left mouse button + Mouse movement = Rotates the camera in all axis.<br>
Ctrl + Left mouse button + Mouse movement = Rotates the camera in XY axis,
locking Z.<br>
Left mouse button + Right mouse button + Mouse movement = Zooms In/Out
the camera (Z axis).<br>
Right mouse button + Mouse movement = Moves the camera in the XY axis,
locking Z.<br>
Middle mouse button + Mouse movement = Zoom Zooms In/Out the camera (Z
axis).<br>
Mouse Wheel = Zooms In/Out the camera (Z axis).<br>
More camera results can be achieved using a sequence of these commands.<br>
<br>
The options in the menu and their respective descriptions are:<br>
<br>
<u>FILE > OPEN</u> - Ctrl+O<br>
Opens a custom model or skin, so you can preview it or convert it.<br>
<br>
<u>FILE > EXIT</u><br>
Exits the program.<br>
<br>
<u>VIEW > LOG</u><br>
Shows the log window, where the loaded textures, error messages, etc.
are displayed.<br>
<br>
<u>VIEW > TREEVIEW WINDOW</u><br>
Shows/Hides the Treeview window.<br>
<br>
<u>VIEW > RESET VIEW</u> - Ctrl+R<br>
Resets the preview camera to it's initial state.<br>
<br>
<u>VIEW > TAKE SNAPSHOT</u><br>
Saves the canvas into a BMP/TGA/JPG file, with custom quality tax allowed.<br>
<br>
<u>VIEW > QUICK SNAPSHOT</u> - Ctrl+S<br>
Saves the current canvas to a JPG file, with no options allowed, located
on the program directory.<br>
<br>
<u>VIEW > PATH TO MPQ</u><br>
Lets you to chose the MPQ file to be loaded.<br>
<br>
<u>VIEW > FIND IN MPQ</u> - Ctrl+F<br>
Search Engine: just type what are you looking for, and it'll filter the
text and display all the possible results. Double clicking any of the
results will cause the program to load it and preview in the main screen.<br>
<br>
<u>VIEW > LANGUAGE</u><br>
W3V supports various languages. It it doesn't automatically load for you,
or you do want it on another language sor any motives, just select them
here. <br>
<br>
<u>RENDER > HIDDEN GEOMETRY</u><br>
Shows/Hides the model's hidden geometry, like glows, special effects and
such.<br>
<br>
<u>RENDER > TEXTURED</u><br>
Renders the model with or without the respective texture files.<br>
<br>
<u>RENDER > POINTS / WIREFRAME / FILL</u><br>
Renders the model in the following modes: only vertices, textured wireframe,
and filled polygons (default).<br>
<br>
<u>RENDER > CHANGE BACKGROUND COLOR</u><br>
This function allows you to select the background color of the preview
screen, providing this way better contrast and more harmonical coloring.
Very useful for later image editing.<br>
<br>
<u>CURRENT FILE > EXTRACT MDX</u><br>
Allows you to save the current model to any directory you want to. This
is a very fast and useful way to look for models and extract them later
for editing.<br>
<br>
<u>CURRENT FILE > EXTRACT (AND CONVERT) BLP</u><br>
Allows you to save the current skin file to any directory you want to,
and in the following formats: BMP, JPG, TGA or BLP. Custom depth options
and quality taxes customizable.<br>
<br>
<u>CURRENT FILE > SHOW USED TEXTURE NAMES</u> - Ctrl+I<br>
Displays all the textures loaded by the model in a new window (This doesn't
show dynamic texturing names, like player color and glow, since they have
no name, and are loaded inside the game).<br>
<br>
<u>CURRENT FILE > EXTRACT (AND CONVERT) USED TEXTURES</u><br>
A great function. As you probably have guessed, it saves all the textures
used by model (showed on the left panel of the new window - they can be
selected or deselected), and in automatic mode, where it uses same configuration
for all the textures, or manual mode, where you select these configurations
individually. This keeps pathnames (you can disable this too in one of
the checkboxes), so you just have to extract to your War3 root directory
(default) to have then all ready for editing. any of these formats. The
program can overwrite old files or not, depending upon if the Overwrite
checkbox is selected or not. It can convert to the following formats:
JPG, TGA, BMP, and in the folowing depths: 24 or 32 bits.<br>
<br>
<u>CONVERT FILES > BLP -> BMP, TGA or JPG</u> - Ctrl+C<br>
This will open a dialog where you select the input file, and other where
you select the name of the output file. It converts to the following formats:
BMP, TGA and JPG, with customizable depths and quality rate.<br>
<br>
<u>CONVERT FILES > BMP, TGA or JPG - > BLP</u> - Ctrl+V<br>
Inverse of the above function, so works the same way. Loads the BMP, TGA
or JPG and converts it to BLP.<br>
<br>
<u>HELP > HELP</u> - F1<br>
Displays this help file.<br>
<br>
<u>HELP > ABOUT</u><br>
Displays the About box, with credits, copyright information, links to
sites and email adresses, an image by me (KDEWolf) and maybe some hidden
things ;)<br>
<br>
Well guys, the help file end here. I hope your question was answered.
If it was not, just post it on <a href="http://www.wc3campaigns.com/">Wc3Campaigns</a>
forums, and we'll surely help you. Feel free and encouraged to report
bugs, errors, suggestions, or whatever. I expect this was useful for you.<br>
<br>
And remember we are going to update this program with more features and
useful functions. Be sure to check it often!</div></td>
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<p class="credits">Copyright 2003 - TheProphet - All rights reserved<br>
C++ Programming & Original Idea: <a href="mailto:TheProphet@wannado.fr?Subject=War3Viewer">TheProphet</a><br>
Graphic Design & Ideas & Help: <a href="mailto:marcelo@kgb.at?Subject=War3Viewer">KDEWolf</a></p>
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