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sasuke50111
03-06-2006, 01:09 PM
A friend of mine said he had a map opener program he found somwhere he doesnt remeber where tho that allows him to open maps that have been protected and or passworded with no problems i was wondering if any of you have seen a program like that around or somewhere? If not one that can open passworded just protected would be nice.

HARD_ON
03-06-2006, 01:13 PM
:google:
If your friend was smart enough to find a map unprotector, he would have remembered where he downloaded it from.

pandas
03-06-2006, 01:16 PM
Maps are protected for a reason.

If you want to modify a map, ask the creator.

White Tiger
03-06-2006, 01:19 PM
Rigging maps(as I assume will be done) is pathetic :X

The End
03-06-2006, 02:01 PM
yeah i got one but you would needta message me on aim or something, also some maps are protected from being opened even by the map opener, i also have a tool to protect maps, and i got alot of stuff to mod sc. LMFAO ( i got so much stuff for sc)

Drakon
03-06-2006, 02:06 PM
SCUprotect is available on zer0gamers.com but it dont work with the newest protections... (there was a tutorial long time ago how to bypass the protections)

The End
03-06-2006, 02:29 PM
LOL if you are able to find it ill give you rep points.

Constipation
03-06-2006, 02:50 PM
dont ****ing help him. im a map maker and i ****ing hate it when people unprotect maps. if your so pathetic that you need to steal some ones hard work, then get a gun and shoot yourself now! its like some one putting their name on a hack. if you want to learn how to make triggers, get sctrigger viewer. you only see the triggers with out opening the map. its at http://www.Staredit.net/ please dont unprotect maps.

Concienned
03-06-2006, 04:54 PM
A friend of mine said he had a map opener program he found somwhere he doesnt remeber where tho that allows him to open maps that have been protected and or passworded with no problems i was wondering if any of you have seen a program like that around or somewhere? If not one that can open passworded just protected would be nice.

1) Why don't you ask your friend for it (you answer he doesn't have it any more)... Well i doubt he has or had one, unless it was SCunprotect, which, like stated above, doesn't unprotect the latest protections. ie Uberation.:ph34r:

2) I am also a map maker, and would hate for some d00d to put his name on my hard work.. Don't unprotect maps, there is absolutely no good reason for it... If you need the trigger for something, just use TRIGGER VIEWER, available at staredit.net (as stated above), or ask the map maker direct for an unprotected copy.;)

sasuke50111
03-13-2006, 08:36 AM
I noticed allot of ppl went on about sum newb modifying ppls maps and putting names on now i dont modify maps with my name i just fix glitches and mayb bump map up 2 like a 2.0 or sumthin but never put name on maps(i just dont like taking credit due to the fact that many ppl will give me bad feedback if they didnt like it) i only put my name on maps i made myself which as of now has only been 2 lotr maps that no1 really liked so :/
Edit* also constipated that works idc if i see map or edit just seeing triggs works for me i like to know how do certain effects so can apply them to my own maps sumtimes

The_Jelly
03-13-2006, 09:11 AM
Although Im not a map maker or someone who plays UMS i agree. The map was protected for a reason you idiot. Learn to make your own maps instead of trying to unprotect it then claiming it as your own.

SmashedPumpkins
03-13-2006, 09:21 AM
LOL if you are able to find it ill give you rep points.

Always good to keep your .txt files somewhere... ;)



=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
Introduction
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To be able to unprotect all of the protections discussed in this guide, you need some 3rd party programs (usually made to support/keep map protection... ahh, the irony ) Here's a list:

Needed applications (the ones you can't go without):
- SCMDraft 1
- SCMDraft 2 TrigEdit Alpha version (http://www.staredit.net/index.php?download=781)
- StarCraft Unprotect (SCU)

Preferrable applications (the ones mentioned in this guide, but you don't really require them):
- GUEdit
- SCMDraft 2
- StarForge
- SCXE (StarCrafT X-Tra Editor, an addon to StarEdit)

Open the map you want to unprotect with WinMPQ, drag the scenario.chk file on to your desktop, and rename it p.chk. Next make a map with the same dimensions (i.e. 64x64), the same tileset (i.e. Ashworld), and the same filetype (i.e. .scx or .scm). Save the map and drag that chk file (using WinMPQ) on to your desktop, and rename it np.chk. Open both files into your hex editor.

_________________________________________________
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To-Do List
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- [Still] Analyze the SCM Toolkit protection (both encrypted & "permanent")

_________________________________________________
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Identifying Your Protection
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Now, you bh forum goers might not understand this, but before you unprotect your map you need to know which protection method was used on it . So, without further ado...

-? GUEdit-protected maps have a section entitled "GUPS" before "OWNR".
-? SCUM Protector-protected maps are always .scm (the only format supported due to the way the map is protected). They also are the only protected maps to retain their ISOM section.
-? StarForge-protected maps do not have the ASCII string "HDY" in their VCOD section.
-? PROEdit-protected maps always have the protection method used written at the very end of the chk, along with the name/email of the creator.
-? toGi Protector-protected maps always have a section entitled "EDIT" at the beginning of the map, along with some bull**** message about "trying to crack the protection" or "good luck with the VCOD, map unprotector"... I always chuckle mildly to myself when I read that .
-? MapSide Protector-protected maps are always openable by StarForge and SCMDraft 2 (but not StarEdit), unless their tileset flags have been set to "1C" by the "Alpha" protection of the program, in which case, you'll need to unprotect.

Well, that's it for now, I'll add one for SCM Toolkit as soon as I put up the guide for it.

_________________________________________________
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
"Basic" Protection Methods (You do not have to have SCU in order to unprotect these protections)
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[Verified] To unprotect GUEdit-protected maps:
--------------------------
1. In np.chk, copy from IOWN to OWNR. This should include IOWN.... but not OWNR. Paste right before OWNR in p.chk.
2. In p.chk, delete everything from GUPS to IOWN. This should include GUPS.... but not IOWN.
3. Open the map with GUEdit, and look at the "name" of the owner of the map. Now, search for the name in p.chk. Delete the first found instance and the dot that goes after it (it should be in the STR section).
4. Repeat step 3 but with the email of the person (search for the email, delete it and the dot right after it. It should also be in the STR section.)
5. Search for UPUS in np.chk and copy from UPUS to right before MRGN. This should include [email protected] but not MRGN. Paste right before MRGN in p.chk.
6. Copy from WAV to COLR (if you have an .scx) or PUPx (if you have an .scm). This should include WAV ....SWNM.... but not COLR or PUPx. Paste in p.chk right before COLR or PUPx.
7. Open your map with GUEdit. Then, click "Edit Terrain". When the 2 windows pop up, click "Store Terrain". Then, save your map. You could also open it with SCMDraft or StarForge and save it instead of opening it with GUEdit.

[Verified] To unprotect SCUM Protector-protected maps:
--------------------------
1. In p.chk, change the version flag from whatever it is to "0A" in the IVER section.
2. In np,chk, copy from WAV to the next section. Then, paste over the WAV section in p.chk.
3. In p.chk, delete everything from 348 bytes after the first instance of TECx until the end.

[Verified] To unprotect old MapSide Protector-protected maps:
--------------------------
1. Open the map in SCMDraft 2. If it opens, just save it and you're done.
2. If SCMDraft 2 crashes upon opening, in p.chk, change the tileset flag 1C (in the ERA section) to whatever your tileset flag is (0 for Badlands, 1 for Space Platform, 2 for Installation, 3 for Ashworld, 4 for Jungle, 5 for Desert, 6 for Ice, and 7 for Twilight).

_________________________________________________
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"Advanced" Protection Methods (You'll have to have SCU to unprotect these protections)
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

[Verified] To unprotect StarForge-protected maps:
--------------------------
1. In np.chk, if your map doesn't have the IVE2 section (before VCOD), copy from IVE2 to VCOD. This should include IVE2.... but not VCOD. Paste right before VCOD in p.chk.
2. In p.chk, before OWNR, change the ASCII from IDY to HDY.
3. In p.chk, change the dimensions of the map to the closest appropriate dimension set. (Aka if you have 61004000, change it to 60004000.)
4. In p.chk, change the first digit right after MTXM from whatever it is to "00" (hex).
5. In p.chk, delete every instance of "0000" (in hexadecimal digits) that you find in the MTXM section (from MTXM to PUNID), except for one that is the first one after where it says "MTXM". If you find 3 "00"s in a row, delete the last two.
6. In p.chk, change the hexadecimal number right after MASK from what it is to "00".
7. In p.chk, delete everything from when series of "FFFF"'s end (after MASK) to STR.
8. Go to p.chk and delete everything from the first instance of WAV to the next section. This should include WAV ... but not the next section.
9. In p.chk, delete from the last instance of the WAV section until the end of the map.
10. Rename p.chk to scenario.chk, and archive it back into an mpq. Now, open the map with SCU, click "GUEdit", and save.

[Verified] To unprotect PROEdit 1.0-1.3-protected maps:
--------------------------
1. "Unprotect" the map with SCU, by clicking the "GUEdit" button. Save the map.
2. Open the saved map with the TrigEdit Alpha version of SCMDraft 2. Open the map with the program, and in the plugin menu click "Trigger Editor". Now, click on the Debug button (it's the little check mark to the right of the question mark). Finally, save your map.

[Verified] To unprotect PROEdit 1.3b-protected maps:
--------------------------
1. Delete from the first instance of WAV ... to THG2. This should include WAV ...TILE... but not THG2.
2. (Optional) If you want for SCU not to give you any error messages, replace every instance of 6AFFFFFF (hex) with FF7F0000 in the TRIG section.
3. Do the steps for unprotecting PROEdit maps from before 1.3b.

[Verified] To unprotect toGi Protector-protected maps:
--------------------------
1. Go to p.chk, and delete everything from EDIT until the last instance of VCOD.
2. Delete everything from the first instance of WAV until THG2 in p.chk. This should include WAV.... but not THG2.
3. Go to p.chk and delete everything from the last instance of WAV to the next section. This should include WAV ... but not the next section.
4. Rename p.chk to scenario.chk, and archive it back into an mpq. Now, open the map with SCU, click "GUEdit", and save.
5. Open the map with the TrigEdit Alpha version of SCMDraft 2. Now, open the map with the program, and in the plugin menu click "Trigger Editor". Now, click on the Debug button (it's the little check mark to the right of the question mark). Finally, save your map.
6. To use the "location toon" in StarEdit/SCXE and not make it crash, open your map in StarForge, make a location, delete it, and save the map. Note that "Anywhere" will now be called "Location 000" in StarEdit/SCXE.

[Verified] To unprotect PROEdit 1.4/1.4.1-protected maps:
--------------------------
1. In p.chk, delete everything from the beginning of the map (if it's a vanilla SC map), or from RAWS/RAWB (if it's a hybrid/Brood War map) to the last instance of "VER " before VCOD.
2. In p.chk, delete everything from the 11th byte after the first instance of the VER section (counting "VER ") until the last instance of "VCOD" before OWNR.
3. In np.chk, copy everything from VCOD until IOWN (including "VCOD"). Now, highlight everything from VCOD (including "VCOD") until the last instance of OWNR before "ERA " in p.chk, and click "paste" or press ctrl+v.
4. In p.chk, delete everything from after the 20th byte of the OWNR section (counting "OWNR") until the last instance of "ERA " before DIM .
5. In p.chk, delete everything from after the 10th byte of the ERA section (counting "ERA ") until the last instance of "DIM " before SIDE.
6. In p.chk, delete everything from after the 12th byte of the DIM section (counting "DIM ") until the last instance of "SIDE" before MTXM.
7. In p.chk, delete everything from after the 20th byte of the SIDE section (counting "SIDE") until the last instance of "MTXM" before PUNI.
8. In p.chk, delete any extra false sections between the MTXM and PUNI sections (i.e. if it goes "MTXM...ERA ...PUNI", delete "ERA ...").
9. In p.chk, delete everything from after the 5708th byte of the PUNI section (counting "PUNI") until the last instance of "UNIT" before THG2 (Brood War) or the first instance of UPGR before PTEC (vanilla/hybrid).
10. (Vanilla/hybrid maps only) In p.chk, delete everything from after the 920th byte of the PTEC section (counting "PTEC") until the last instance of "UNIT" before THG2.
11. In p.chk, delete any extra false sections between the UNIT and THG2 sections (i.e. if it goes "UNIT...PUPx...THG2", delete "PUPx...").
12. In p.chk, delete any extra false sections between the THG2 and MASK sections (i.e. if it goes "THG2...DIM ...MASK", delete "DIM ...").
13. In p.chk, delete everything from after the "FF" and "FE" bytes stop until the first instance of "STR " before UPRP.
14. (PROEdit 1.4.1 only) In p.chk, delete everything from the 2nd byte after the last string in the STR section until the last instance of UPRP after that.
15. (PROEdit 1.4 only)In p.chk, delete everything from the first instance of the UPRP section until the next instance of the UPRP section.
16. In p.chk, delete everything from after the 1288th byte of the UPRP section (counting "UPRP") until the last instance of "UPUS" before MRGN.
17. In p.chk, delete any extra false sections between the TRIG and MBRF sections (i.e. if it goes "TRIG...UPUS...MBRF", delete "UPUS...").
18. In p.chk, delete any extra false sections between the MBRF and SPRP sections (i.e. if it goes "MBRF...UPGR...SPRP", delete "UPGR...").
19. In p.chk, delete everything from after the 12th byte of the SPRP section (counting "SPRP") until the last instance of "FORC" before "COLR" (Brood War) or "UNIS" (hybrid/vanilla).
20. In p.chk, delete everything from after the 28th byte of the FORC section (counting "FORC") until the last instance of "UNIS" (if the map is hybrid/vanilla) or "COLR" (if the map is Brood War) before SWNM/PTEx.
21. (Vanilla/hybrid maps only) In p.chk, delete everything from after the 4056th byte of the UNIS section (counting "UNIS") until the last instance of "UPGS" before TECS.
22. (Vanilla/hybrid maps only) In p.chk, delete everything from after the 228th byte of the TECS section (counting "TECS) until the last instance of "PUPx" before PTEx.
23. (Brood War maps only) In p.chk, delete everything from after the 16th byte of the COLR section (counting "COLR") until the last instance of "PUPx" before PTEx.
24. (Brood War/hybrid maps only) In p.chk, delete everything from after the 1680th byte of the PTEx section (counting "PTEx") until the last instance of "UNIx" before UPGx.
25. (Brood War/hybrid maps only) In p.chk, delete everything from after the 802nd byte of the UPGx section (counting "UPGx") until the last instance of "TECx" before the end of the map.
26. (Brood War/hybrid maps only) In p.chk, delete everything from after the 404th byte of the TECx section (counting "TECx") until the end of the map.
27. Rename p.chk to scenario.chk, and archive it back into an mpq. Now, open the map with SCU, click "GUEdit", and save. If it doesn't save, go to step 28. If it saves, go to step 29.
28. (If it doesn't save in step 27) Go back to p.chk and change the integer on the 9th byte of the STR section (counting "STR ") from whatever it is to "0004". Now, after the integer that you just edited, replace every integer that has a negative value with "0208" (value of 2050).
29. Open the map with SCMDraft 2. If it opens, go to step 30. If it doesn't open, extract scenario.chk with WinMPQ. Now, in the UPUS section, replace all the "01" bytes (there are 64 bytes, not all are necessarily "01"s) with "00" bytes. Once again (last time, I promise ), rename p.chk to scenario.chk, and archive it back into an mpq.
30. Open the map with SCMDraft 1. Now, save the map. Now, open it with TrigEdit Alpha version of SCMDraft 2. In the plugin menu click "Trigger Editor". Now, click on the Debug button (it's the little check mark to the right of the question mark). Finally save your map.

+Rep me if you find this good for you

MA[Night]
01-13-2009, 05:52 AM
there are more uses for unprotecting a map then just rigging it you know ;D
for instance, seeing how they coded it compare it to your coding and then advancing in what you learned from them.
now to the people who just unprotect make that little location in the top left corner that gives you the 9999 unit you put and those 1000000 mins and gas u put in ur trigs...
comon people, its one game v.v you aint gonna play it for the rest of your entire SC career. so whats the point.
now on the other hand, persay you use some of the triggers you found in your own map and make a better version then the one before from scrap. then you acutally achive knowleage and popularty of the people. see how that works?
i bring in 1-5 people a day to some sites i rep just from 1 map iv made.
as for your question, i dont belive bwhacks allows links/attachments of unprotectors so if you really want one google it or find someone on SC with one. because i am not givin mine out >=x

EDIT: sorry for necro posting did not see the date delete if you wish.

han_han
01-13-2009, 06:01 AM
;665028']there are more uses for unprotecting a map then just rigging it you know ;D
for instance, seeing how they coded it compare it to your coding and then advancing in what you learned from them.
now to the people who just unprotect make that little location in the top left corner that gives you the 9999 unit you put and those 1000000 mins and gas u put in ur trigs...
comon people, its one game v.v you aint gonna play it for the rest of your entire SC career. so whats the point.
now on the other hand, persay you use some of the triggers you found in your own map and make a better version then the one before from scrap. then you acutally achive knowleage and popularty of the people. see how that works?
i bring in 1-5 people a day to some sites i rep just from 1 map iv made.
as for your question, i dont belive bwhacks allows links/attachments of unprotectors so if you really want one google it or find someone on SC with one. because i am not givin mine out >=x

EDIT: sorry for necro posting did not see the date delete if you wish.


lol holy sh*t nec fests around here lately.

Btw I thought as gold member you could delete your own posts?

MA[Night]
01-13-2009, 06:05 AM
im fairly new to posting here but yea we can.
just thought id throw my opinion out wouldnt have if i cheaked the date....
gave the desicion to them to make.

MnE4life
01-13-2009, 09:15 AM
There is no actual point in unprotect maps anymore not with that program that makes in impossible to change the triggers.. forgot thee name of it.

Zhuinden
01-13-2009, 11:39 AM
Trigger Viewer is so worthless, you can check triggers only one by one. Ugh. Unprotecting is fine as long as you use it for the right reasons. However, we won't give you the name of the unprotection programs because we are not complete idiots, also it's like one google search.

I3lade203
01-13-2009, 11:18 PM
I use OSMap. Not a single map I haven't been able to unprotect with it.

Open Source Mapping Project (OSMAP) (http://osmap.clanunknown.net/)

Sinz
01-14-2009, 08:38 AM
un-protecting maps is the most retarded thing I seen why do you kiddies do it so you can put your names on them and take them as your own so you feel as tho you accomplished something -_-

Dukath
01-14-2009, 09:05 AM
Sometimes (for the most advanced maps) you taken them apart to see how they did it. I know I learned a lot more about the trigger system (and its limits) with the maps of Legacy of the Confederation than anything else by studying them. Then again, I don't distribute maps I open.

/ Found so many hacked maps on Bnet
// All in favor of player 1, the ****er
/// and relocked, cause no one would ever notice a locked map being hacked.

Sinz
01-14-2009, 09:17 AM
opening them for learning is one thing when people open them and completely rip everything or rigg for for one player it ruins the whole point of the map

Dukath
01-14-2009, 09:42 AM
opening them for learning is one thing when people open them and completely rip everything or rigg for for one player it ruins the whole point of the map

Hammer/nail argument. When you have a hammer, everything looks like a nail. Or in the case of SC, "Heyyyy, I broke their super secret protections.. Hmm, what could I do? Learn, naw **** that. I'll hack it! Then I'll learn and win, nobody would know I hacked it cause its reputable!"

Really, really stupid. If people wanna hack, they'll do it. If they want to be douchebags about it, its gonna happen. Still doesn't keep me from dreaming of taking a sledge to their ****ing skulls.

Still, there are (I hope) people who want to learn about triggers really fast and would bother learning the simple logic of them.

I3lade203
01-14-2009, 11:12 AM
Yes, there are people who rig maps. Always will be. Easy solution? Host your own games. I don't bother joining games anymore becuase there's too many ****ing noobs on battle.net.

Even if there was no map unprotector out there, a vast majority of maps are never protected to begin with, and you'd still be dealing with potentially rigged maps anyway. If you can't host your own games, just leave if you join a rigged one. It's not that big a deal, it is only a game after all, you can always join another.

I Am Jebus
02-23-2009, 03:38 PM
Ive also been looking for an unprotector, but not so i can rig it, steal it, or redistribute it. I want to see how the triggers work and mod it so it works single player. Map is Poker Defense 5.7 btw.

OSMap cant unprotect, neither can SCUnprotect, and i have SCMDraft2 as my staredit expansion.

Unprotecting a map doesnt always mean that the person has ban intent.

han_han
02-23-2009, 09:18 PM
No, but the "benefit of the doubt" doesn't exist on the internet.

edit: btw sry for bumping dead thread.

p_025
02-23-2009, 11:12 PM
Anyone with a hex editor, a brain and the CHK file format documentation can unprotect a map. The really good ones out there remove location names from the strings (since locations are referred to internally by index number, not name) so it's impossible to get those back and some manage to put units into the doodad section which is also quite off-putting. Essentially SmashedPumpkins' little .txt there is pretty outdated.

Now why isn't this thread closed yet?

K? Pŕo?ćtiόnŹ
02-24-2009, 02:24 AM
Cuz Im keeping it open and its gonna stay open forever.