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guildwarsmapbrowser's Introduction

Guild Wars Map Browser

Browse the Guild Wars .dat file. Included features:

  • Search and filter the internal files in the dat.
  • Render all maps (including maps not accesible in-game).
  • Fly around and explore the maps in first person.
  • Export and import full maps and models to Blender.
  • View and export different model/mesh LODs (level of detail): High, Medium Low.
  • Compare and switch between multiple .dat files easily.
  • Give each file inside the .dat a custom name for easy reference. Or load the data provided by other users (shared through csv files).
  • Hex editor viewer of files.
  • Playback of audio files.
  • Extract 3D models, textures, rendered maps and more.
  • And more.

How to use

  • Download GuildWarsMapBrowser.exe from releases and run it.
  • To import into Blender see the guide in the release notes or check this reddit post

Preview

Here is an preview of Monastery Overlook as seen rendered in GuildWarsMapBrowser (with fog disabled): Monastery Overlook and pre-Searing Ascalon City (with fog enabled): Ascalon City And here is an example of rendering some models: A Golem Lich

And imported Pre-searing Ascalon City in Blender: Blender Ascalon City Blender Ascalon City Solid

Golem imported in Blender: Blender Golem

Viewing textures in Guild Wars Map Browser: Blender Golem

Audio playback and controls: Blender Golem

Export all maps to png or dds in any resolution (up to 16384x16384): image

Select props and get info about them, hide/show them or cleanup maps to your preference before extracting to dds or png: image Lakeside_extract_before_after_cleanup

Building

To build just clone the repository and open the .Sln in Visual Studio. Build in x86 mode (release or debug). Cannot build 64-bit.

Contributing

See CONTRIBUTING.MD

Credits:

Decompressing the .dat file uses the source code from:

  • GWDatBrowser
    • Specifically I use: AtexAsm.h/cpp, AtexReader.h/cpp, GWUnpacker.h/cpp, xentax.h/cpp
  • The Guild Wars community for being supportive, reporting bugs and showing interest in the project.

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guildwarsmapbrowser's Issues

Doesn't Work In Wine

Depending on what I use for DX11, I either get a crash, everything rendered with black textures, or nothing rendered.

All version 5.x versions crashes at start up. Version 4.7 opens fine

All version 5.x versions crashes at start up. Version 4.7 opens fine.
Only installed the .exe file not the blender files. The window frame with title shows up with no content in window.
Only version 4.7 and below generates imgui.ini file

System:
Windows 10, 16 GB Ram
GPU: AMD Radeon RX 6400 4 GB Ram
CPU/APU: AMD A8-7600 Radeon R7

Crash when loading almost 4 GB big gw.dat file

version 5.5
I copied old gw.dat file from old laptop to desktop PC and got crash when GWMB tries to load the almost 4 GB big file. (3,86 GB (4.150.691.840 bytes))
GW itself loads and plays the big file fine. GWMB also crash when start with small dat file and load the big file for compare, but it seems the crash happens later in the loading process.
CrashDump.dmp

Better camera control

In all the previous releases we've used WM_MOUSEMOVE for handling mouse movement. But this has many problems including: smoothness and keeping the cursor inside the window while turning the camera.

Not working on Win7

The user gits3Li kindly informed me on discord that he could not get the program working on Windows 7.

imagen.png

He posted the error message as seen above.

I'll try to recreate the issue and find a fix at some point. If anyone else run into similar issues in the meantime feel free to let me know here in this issue or by creating a new one.

Properly texture "new" models (those found in EotN).

The models don't all share the same model file format. There seem to be two different formats the "old" one used mainly in Prophecies, Factions and Nightfall and then the new ones used in EotN. The ones in EotN contains normal maps and aren't explicitly describing which texture goes with which set of UV coordinates. Another problem is figuring out which textures should be blended with alpha enabled.

Some work has already been done since the last release.

Option to export the entire map + models

As mentioned on Reddit, I would love to have the option to export the entire map including every model. It's pretty much the only thing I can currently think of that is missing for me personally right now.

Either exporting the map + all models separately with a way to import them into a 3d editor at their proper locations or everything put together in one big mesh would be awesome.

Loving the tool so far!

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