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
--reforgedfor HD. - Camera β Claude can pin or pan the camera with
camera_set_viewto 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, GUIβLua/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.