Documentation

Editor tour

A quick orientation to the wc3-forge window and its main surfaces.

wc3-forge is a single window with a 3D viewport at its center and panels around it. The GUI and the MCP bridge are two views of the same editor session.

The viewport

A WebGL viewport renders terrain, cliffs, water, sky, units, doodads, and start-location markers. It uses mdx-m3-viewer for low-level MDX/BLP/DDS work; terrain, cliffs, water, and sky are drawn by wc3-forge's own shaders layered into the same scene.

  • SD / HD assets β€” start in Classic (SD) by default, or launch with --reforged for HD.
  • Camera β€” Claude can pin or pan the camera with camera_set_view to confirm edits visually.

Editing surfaces

  • Terrain β€” paint tiles and raise/lower height.
  • Units & doodads β€” select, move, rotate, scale, create, and delete placed entities.
  • Object Editor β€” edit definitions for all 7 kinds (units, items, abilities, buffs, destructables, doodads, upgrades), both stock and custom.
  • Trigger Editor β€” a GUI trigger tree plus a Monaco code view with WC3 IntelliSense, GUIβ†’Lua/JASS codegen, Convert-Map-to-Lua, and Test Map.

The Agent Console

Press Ctrl+ ` to open the Agent Console. It streams every MCP bridge call in real time β€” the method name, parameters, duration, and result β€” so you can watch exactly what an agent is doing as it works.

Saving & testing

  • Save in place writes back to the loaded folder or packaged .w3x / MPQ archive, losslessly.
  • Test Map launches Warcraft III with the current map for older JASS maps and modern maps alike.