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

    @Arkay - I think the crash Mak gets may be tied to milkshape versions. I had thought I'd disabled this button as I couldn't see any need for it but it may of got added back in tied to an issue Leo...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Leo it helps if you looked at the part of the tool I was talking about first and then post if you don't understand it rather than posting without looking at the tool. Other than that there isn't...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi, Thanks xHC. One thing I wasn't totally sure on. When you play with the brush settings. Particularly the density one. If you click the brush and accidentally move it. You get a smudge effect...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Thanks Arkay, Its still something I'll look at as I think I just start with the wrong view.
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi Arkay thanks for the quick response. Basically you need to press the "Main Processes tab". It was tied around having the painter process up and then wanting to view some of the world items over...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Version 14_08_A now released. Please let me know if any issues encountered.

    with version 14_08_A
    1) Ability to open texture, dds, tga, png, BMP, jpg files(and some other formats) to do some...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi
    Finally think I have the paint 'brush' processes working as Mak wanted :tongue: so just need to tidy things up. Definitely will have a new release this month but just need to finish some other...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    OK that's a weird thing to say.

    GED might still think its a mini Alsatian though..:whistling
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Won't be releasing yet as I need to add in some more brush characteristics into the painting process and then do some testing.
  30. Thread: Castles in PKH

    by wilddog
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    Re: Castles in PKH

    @ Nelduin - fingers crossed we will start to progress soon (ie probably in last quarter this year mostly tied around some other priorities). Main thing though is we are starting to think more about...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Just realized I needed to add in another 'brush style' to make the mask editing easier so need to work that out but hopefully will get new version out next week. Scaling of the settlement for mask...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    @Arkay - I'll see about adding them in the 'save option' within the painting process so you can simply save as a file type. Thats essentially what I was allowing under option



    I'll extend it...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Hi Arkay, Thanks for the comments and I agree the terrain bit is quite fun. I'm planning on adding a similar process for the strat map also. :)

    Regarding the TGA2 at the moment its disabled as...
  34. Thread: Castles in PKH

    by wilddog
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    Re: Castles in PKH

    Hi thanks xHolyCrusader, we've been talking (me and Mak) about changing the scope rather than the period..been ongoing for a while. If we continue its likely to be geographically more limited but...
  35. Thread: Castles in PKH

    by wilddog
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    Re: Castles in PKH

    err wrong!

    Though we keep discussing it.. or at least a new version.
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Not sure if its model normal or texture normal related (I used to know but it was a long time ago). However, just in case its not can you try the specials tab reset world shading button.otherwise mak...
  37. [Tutorial] Re: IWTE - Custom settlements - Creating a working layout for your custom settlement.

    I am working on adding some basic processes into IWTE to allow 'simple' painting. Not really for use in making DDS/texture changes but for amending some simpler bits. These have already been added...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    If you open up a settlement under the tab Collisions you can view view an objects 'created' collision. So for example looking at a wall will normally show as being positioned horizontally and facing...
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    @xHolyCrusader - Unfortunately I don't use gimp as I have photoshop (before they introduced their subscription). With photoshop there is an nvidia plugin which is needed for generating the dds files....
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    Sticky: [Tool] Re: IWTE - World editing - (General Discussion)

    Starting to think about next IWTE version, I'm thinking of including the following :

    1) Ability to open texture, dds, tga, png files(and some other formats) to do some simple editing in the...
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