What the editor needs
The editor needs two archives from a classic (1.16) installation, StarDat.mpq and
BrooDat.mpq. Brood
War's is required: its unit table is the layout the editor reads, and the Ice, Desert and
Twilight tilesets exist only there. A patch_rt.mpq beside them is applied over both,
as the game applies it. Remastered installations carry none of these files; the download
route below is for them.
Out of the archives come about 930 files, 30 MB in all:
| Files | For |
|---|---|
tileset/<name>.cv5, .vx4, .vr4, .vf4, .wpe |
the terrain of each tileset: tile groups, megatiles, minitile pixels, walkability and height flags, the palette |
tileset/<name>.ofire.pcx and the other three remaps, <name>.dddata.bin, stat_txt.tbl |
the fire and explosion colours, the doodad placement table, the doodad and unit names |
arr/units.dat, flingy.dat, sprites.dat, images.dat, images.tbl |
the chain from a unit type to its picture |
arr/weapons.dat, upgrades.dat, techdata.dat |
the defaults the Unit, Upgrade and Technology Settings dialogs show |
game/tunit.pcx |
the team colour rows |
scripts/iscript.bin |
the animation scripts |
unit/**/*.grp, unit/**/*.lo? |
about 750 sprite sheets and their overlay positions |
The eight tilesets, in the order the map file numbers them, are Badlands, Space Platform, Installation, Ashworld, Jungle, Desert, Ice and Twilight.
Without any of this the editor still runs. Terrain is drawn in flat colours, one per tileset, units and sprites as coloured markers, and everything else works: every layer, every dialog, opening and saving. The palette that would need the graphics says so.