scmJS docs

Sections

The CHK format reference lists every section the editor knows, with a page for each. The editor decodes all of them into its own model, and re-encodes them when you change them, except VCOD, IVER and IVE2, which it only ever carries as bytes. Any section not in that list is one the editor does not know, and it is carried through untouched. Tools ▸ Check Map reports a section the game requires and the file lacks as an error.

What the game reads and what it skips#

Nine sections are read by editors and skipped by the game: ISOM, TILE and DD2 for terrain editing, and IVER, IVE2, IOWN, UPUS, SWNM and WAV as bookkeeping. The Save dialog can leave each group out, and Smallest that plays leaves out both. The map plays the same without them. What changes is what an editor can do with the file afterwards:

Stripping these is what map protectors and "map compressors" have always done. It is reversible only as far as the Repair plugin can reconstruct the record, so keep an unstripped copy of any map you are still working on.

Sections a map may not have#

ISOM, MASK, WAV , CRGB, SWNM, the CUWP slots and every settings table are optional, and the editor writes none of them into a file that had none: a map without a MASK section stays without one, rather than gaining an all-clear fog table it never had. A map with no MASK plays as fully fogged for every player, which is also how the editor shows it. A map with no ISOM cannot use the isometric brush until the record is rebuilt.

scmJS 0.6.2 + main@dd79a77 · Generated from the repository. The source is under the MIT license, which does not cover what ATTRIBUTION.md lists. StarCraft and Brood War are trademarks of Blizzard Entertainment; this project ships none of their data.