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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    I removed it after the painter process was introduced as I thought it was fast enough and for some of the files more than one TGA was involved. This was the case for the vegemap as the file combines...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    latest version 15_11_A released November 6th 2015

    1) bug fix for world vegetation non square tech tree slots.

    Let me know of any issues.
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Just waiting for Mak to test but looks like I just read them in and wrote them out in the wrong order.
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Thanks for telling us about that. I think its just me messing up columns v rows so should be straight forward to fix. Guess all the others are square so doesn't show.
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    Re: Progress thread

    Sorry I stopped work on it a few years back and never got back into it.
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    OK finally released version IWTE_v15_09_C from September 9th 2015.

    with version 15_09_C
    1) Amended selecting and picking collisions/animations process to allow for option selection when setting...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Main collision problem of the pulled release has been resolved. I just want to do a few more checks before I release but problem looks resolved.... I copied a bit of code and placed one line out of...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Warning, issue xHolyCrusader found is affecting more than just town walls. Please hold off using the version IWTE_v15_09_B. I'll try and get a fix out later this week.
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    current version is IWTE_v15_09_A IWTE_v15_09_B from September 4th 2015.

    with version 15_09_B
    1) Amended selecting and picking collisions/animations process to allow for option selection when...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Its OK Leo... the little Ram v a huge gate would look kind of crazy.

    I'm still finishing off the IWTE update but hope to let Mak run some tests on it tomorrow. I think the angled wooden gate...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Yep that's correct. For soem reason I never looked at the wooden structures so palisades, wooden walls and wooden gates never really got looked at. The wooden wall collision was an issue because it...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi, doors was a generic reference. Its really amending the 'doors' for breaches and 'doors' for 'gates/portcullis' openings. So it will correctly assign the right door for a palisade, wooden wall or...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi xHolyCrusader
    I've done most of it I just need to make a couple of corrections and check the distances for the other door types. Did you want an ability to set your own door width? I'll try and...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Sorry its really set up for windows and using milkshape. I'ver never really used wine/linux or got into Blender.
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    I'm editing the process for assigning/picking collisions and animations slightly. It will now take you into the screen asking about type of walls and docking points. This will mean it should be...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    I was asking Mak what she meant as I didn't understand it (but that's just me). She basically said that within a deployment block there can only be one wall set up to accept a single unit carrying 4...
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    [Tutorial] Re: How To Add a New Climate Zone

    not possible as I said the battlemap processes are restricted to 12 climates and you haven't amended anything to do with that.
  18. Re: Conversion tool causing strange light effects?

    Never known that to fix a milkshake UV mapping reflection issue.
  19. Re: Conversion tool causing strange light effects?

    Hi
    Been a while since I looked at that but milkshape can cause some lighting issues when reloading into the game due to how milkshape handles vertexes, normals and UV's. If the bits showing a lot...
  20. Re: Conversion tool causing strange light effects?

    remove double post
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    xHolyCrusader, Hi and happy new year to you.
    The merge would be in milkshape itself so I assume you would be doing it with a milkshape 1.8.5 version (as milkshape 1.8.4 wouldn't be able to read the...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    New version added though only minor amendments to some Strat map painting processes.

    with version 14_12_A
    1) Added palette list for Strat map Climates and leaving brush size and brush density...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi Leo
    Yes that's the case. Wouldn't have called it strat map related though (as in directly related to something you see on a strat map).
    Think some of the vanilla settlements already did that.
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi Leo
    Glad you finally liked the newer painting process. Think the main bugs are tied to fidling with stratmaps and battle maps at the same time as one will block the other but I am assuming people...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi Leo, nice to hear from you. Assume your Church project got completed?

    Not sure the AI would really use any ambient battlefield item either knowing how to attack it or how to defend it. Also,...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    @AriovistusSuebus - thats basically the main function of the tool :) How unique depends on how you set the package info and whether a city can grow etc. e.g. its fairly straight forward to set a...
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    [Tutorial] Re: How To Add a New Climate Zone

    Hard coded limit is 12 climates that can be fully used. Unfortunately you just think you've added them because you can see them in the strat map... people have fallen for that before. :no:

    See...
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    [Resource] Re: Mapping - maperitive

    OK finally decided that using the command

    generate-hypsometric ramps=0:#000001;1:#000000;2:#020000;550:#FF0000;1100:#FFFF00

    gives the best results. The 550,1100 values should be converted to...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    version 14_11_A is now released

    with version 14_11_A
    1) 3D views to support editing of map_heights.HGT
    2) 3D views to support editing of map_heights.TGA.
    3) Conversion between map_height.HGT...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Still working on the next IWTE version but its getting close. Its mostly tied around the strat map bits as I said before. Need to tidy up a couple of bits and highlight the map_heights pixels which...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    OK, next version will have :

    Items for next version (mostly aimed at strat map processes) :
    1) 3D views to support editing of map_heights.HGT
    2) 3D views to support editing of map_heights.TGA....
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    [Resource] Re: Mapping - maperitive

    I was back looking at this today and decided that probably a hypsometric scale of "generate-hypsometric ramps=0:#000000;1:#010000;550:#FF0000;1100:#FFFF00" (see first post) is actually best. This...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Items for next version (mostly aimed at strat map processes) :
    1) 3D views to support editing of map_heights.HGT
    2) 3D views to support editing of map_heights.TGA.
    3) Conversion between...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi, new version IWTE_v14_10_A released

    with version 14_10_A
    1) amendment so that items saved in IWTEsave folder stay with the same name as the original file. If that exists in that directory a...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Spotted a couple of issues with last version in that a couple of the painter options weren't working. Plan to release a new version in first half of October.

    Items included :
    1) amendment so that...
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    [Tutorial] Re: IWTE - Vegetation editing

    @paradamed, Shouldn't really be a gap as the parameters indicate the 'distance' when models should stop and sprites take over and then when sprites should stop. The issue has come up several times...
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    [Tutorial] Re: IWTE - Vegetation editing

    In next version you will just need the texture file and the sprite will be generated from that. resulting files sprite and the two TGA files will be in IWTEsave directory. Only need to sort out if I...
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    [Tutorial] Re: IWTE - Vegetation editing

    Hi Gig, a couple of things.

    First the TGA bit I'll amend to read the compressed TGA as I do it already for the painter process. (There are a few bits in IWTE that I need to catch up on newer...
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    [Tutorial] Re: IWTE - Vegetation editing

    Hi, Gig - error means it recognized the TGA .. but couldn't read it as that version was only expecting a non compressed TGA. If you think its not compressed try opening it via the painter process and...
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    Sticky: Re: Princes, Kings and Heroes - Mod Info and FAQ

    @ PhilipO'Hayda
    True. The initial mod we haven't worked on a long time but are looking to restart on a more specific one. Mak has been working on some settlement textures and I'm waiting to simply...
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