war3map.shd — Shadow Map
No header. Raw byte array.
Each byte controls one 1/16-tile cell (tiles are subdivided 4×4):
| Value | Meaning |
|---|---|
0x00 |
No shadow |
0xFF |
Shadow |
war3mapPath.tga — Image Path File (old, ≤ patch 1.21)
Standard 32-bit uncompressed RGB TGA with a black alpha channel.
- Image size:
(map_width * 4) × (map_height * 4)pixels (each tile = 4×4 pixels) - Top-left of image = upper-left corner of map
TGA header (18 bytes)
byte ID Length 0
byte Color Map Type 0
byte Image Type 2 (uncompressed RGB)
--- Color Map Specification (5 bytes) ---
byte[2] First Entry Index 0
byte[2] Color Map Length 0
byte Color Map Entry Size 0
--- Image Specification (10 bytes) ---
byte[2] X Origin 0
byte[2] Y Origin 0
byte[2] Image Width map_width * 4 (LE)
byte[2] Image Height map_height * 4 (LE)
byte Pixel Depth 32 (0x20)
byte Image Descriptor 0x28 (0x20=top-left origin, 0x08=8-bit alpha)
Example header: 00 00 02 00 00 00 00 00 00 00 00 00 WW WW HH HH 20 28
Pixel format
4 bytes per pixel: BB GG RR AA
Alpha channel = 0 (black) normally; white = blight.
Color → pathing semantics
| Color | Build | Walk | Fly |
|---|---|---|---|
| White (R+G+B) | no build | no walk | no fly |
| Red (R only) | build ok | no walk | fly ok |
| Yellow (R+G) | build ok | no walk | no fly |
| Green (G only) | build ok | walk ok | no fly |
| Cyan (G+B) | no build | walk ok | no fly |
| Blue (B only) | no build | walk ok | fly ok |
| Magenta (R+B) | no build | no walk | fly ok |
| Black (none) | build ok | walk ok | fly ok |
Rule: Red channel set = no walk, Green channel set = no fly, Blue channel set = no build.
Alpha: 0x00 = normal ground, 0xFF = blight.
war3map.wpm — Path Map File (new, ≥ patch 1.30)
Replaces war3mapPath.tga in all modern WC3 versions.
Header
Data
width * height bytes, one per 1/16-tile cell.
Flag byte
| Bit | Mask | Meaning (1 = restriction active) |
|---|---|---|
| 0 | 0x01 |
Unused |
| 1 | 0x02 |
No walk |
| 2 | 0x04 |
No fly |
| 3 | 0x08 |
No build |
| 4 | 0x10 |
Unused |
| 5 | 0x20 |
Blight |
| 6 | 0x40 |
No water |
| 7 | 0x80 |
Unknown |
Common flag values
| Value | Terrain type |
|---|---|
0x00 |
Bridge doodad (all passable) |
0x08 |
Shallow water |
0x0A |
Deep water (no walk + no fly) |
0x40 |
Normal ground |
0x48 |
Water ramp / unbuildable ground / unbuildable doodad parts |
0xCA |
Cliff edge / solid doodad (no build + no walk) |
0xCE |
Map boundary edges |