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Thread: IWTE - World editing - (General Discussion)

  1. #1
    wilddog's Avatar Paintedwolves run free
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    Default IWTE - World editing - (General Discussion)

    Current Version
    Current version is IWTE_v24_02_A from Feb 20th 2024.

    http://www.twcenter.net/forums/downl...o=file&id=2741

    Overview of IWTE
    ****************

    IWTE stands for Integrated World Terrain Editor although its functions have expanded considerably past simply being able to edit settlements. It is supplied as an executable only file so no need for extra software downloads or worrying about versions of software. The only other required tools are milkshape (or Blender) and a TGA editor.
    The following list is a quick round up of its capabilities :
    1) Editing of .World, .collision and .animation files - these 3 files are the main settlement files. You can completely change the models, textures, effects, lighting and though its only really a beta version you can create new animations. Its probably the most advanced tool for handling all of this though it requires milkshape to do so.
    2) Editing of other settlement related files eg .worldterrain, pathfinding, vegetation and package files.
    3) Editing the geography.db file directly and easily.
    4) Editing the vegetation.db file directly and easily.
    5) Adding/amending Battlefield vegetation models and generation of vegetation sprites.
    6) It has a basic set of strat map Cas editing functions (for milkshape) which can edit most of the stratmap stationary models e.g. residences, trees, resources etc.
    7) It has a simple painting process editor which supports basic editing of several file types.
    8) It has a texture to DDS and vice versa single or directory file conversion tool built in.
    9) Supports simple editing of the stratmap TGA and HGT files with files shown at correct relative sizes. This also shows a 3d view of the strat map being edited as well as selection of different color schemes for the heights HGT map.
    10) also supports editing all mesh files via interfaces to Blender/Max (eg battle models, siege engines, banners, skydome). Includes animations and multi animations.
    11) Cas editing supported also via interfaces to Blender/Max. Includes animations and multianimations
    12) Battle model editing of mesh and skeletons.
    13) modeldb checking and reformatting including ability to create CSV files and recreate modeldb from them
    14) Rome Remastered map creation - PLEASE USE THE EXAMPLE TASK FILES AND READ THE MAP MAKING TEXT FILE
    15). Rome remastered settlement plan editing

    Tutorials
    *********

    King Kong has released a tutorial to help guide people. refer to URL
    http://www.twcenter.net/forums/showt...81#post8500981
    Gigantus has converted King Kong's Tutorial to a PDF - KK's manual into PDF

    Leo.civil.uefs IWTE Tutorials
    IWTE - Custom settlements - Step by Step for creating. Most important things you must know.
    IWTE - How to use custom settlements from another mod in yours, both in campaign and custom battles. (Editing .worldpackage files)
    IWTE - Custom settlements - Creating a generic custom settlement (easy step by step procedure)

    Wilddog Tutorials
    IWTE - Editing worldterrain files
    IWTE - Changing Settlement effect lighting



    Makanyane Tutorials and starter kit
    IWTE - starter Kit
    IWTE - Vegetation editing


    Testing support
    Makanyane - many thanks with helping to test some of the new features and bug resolution.


    Version Information
    *****************


    with version 24_02_A - M2 bug fixes
    1) M2 - check on modeldb incluudes check on correct serialisation string.
    2) M2 - bug fix skeleton/evt process corrected for camel skeletons.

    with version 23_12_A - M2 - enhancement/fixes
    1) Bounding sphere error (sometimes crashed) has been corrected.
    2) copy main object copies arrowtower and gatehouses firing slots from the selected (or picked) object.
    If the arrowtower to copy from has less objects than the receiving tower the arrow slots in the copyfrom last level will be copied to the copy to extra levels.
    3) Selecting the open 3 binaries always asks for a new save file name.

    with version 23_10_A - RR/M2 - cas conversion issues/bug fixes
    1) RR/M2 - fixed crash tied to changes in 23_06_A (incorrectly checking for names when processing an animation format cas).
    2) RR/M2 - fixed cas animation issues which were ignoring position changes.
    3) RR/M2 - fixed cas to dae/ms3d spaces not being replaced by double underscore for non skeleton cas.
    4) RR/M2 - if alpha color not returned in dae (rgba) IWTE will default to 255 rather than 0.
    5) RR - Engine cas models should default to the correct settings.


    with version 23_06_B
    1) RR - engines - removed automatic IWTE crash when default/animation pose does not match cas mesh pose.
    warning messages are still issued in the cmd window as there is likely a corruption.

    with version 23_06_A
    1) RR - Amendments to support engine handling.
    - double underscore in bone name converted back to space (needed for wheel rotation).
    - cas mesh bone names switched to first animation names on export to dae (names in first/default animation drive wheel rotation)
    - IWTE will detect and crash if animated cas has bones not aligned with the cas mesh (eg the unused animation ballista_cranking.cas)
    2) RR/M2 - IWTE creates an error message containing mesh name and size if vertex/triangle limit exceeded.

    with version 23_05_A
    1) M2 - Amendment to ms3d terrain edditing.
    2) M2/RR - cas model amendment to reduce vertex data.
    3) special case to handle ampersand in a mesh name.

    with version 23_03_A
    1) RR - strat map - Amendment to the mountain ridge process to reduce the little peaks/teeth effect.
    RR - strat map - Amended volcano slightly to avoid a triangulation issue.

    with version 23_02_C
    1) RR - bug fix - index issue when exceeding 255 textures to create the strat map.
    2) M2 - bug fix - issue reading the EDU correctly in certain cases when generating the unit card spreadsheet.

    with version 23_02_B
    1)RR - strat map change - extra default climate colors changed. Black was removed in version 23_02_A but total number has been increased to 10 (from 4 in earlier versions)
    see Rome remastered map making info.
    2)M2 - Modeldb to mesh corrected to produce all dds used (it was producing just the ones for the first faction).
    3)M2 - Added task unit_card_data which can be used to help produce the spreadsheet required to use the Feral unit card tool.
    4)M2 - Amended adding a mainobject for walls so that multiple default objects can be selected and classed as walls and have their docking points and breaches set (provided their collisions exist).
    5)RR/M2 - Added example in the task processes to use the cas_texture_csv task to create a csv of the textures within the cas models.

    with version 23_02_A
    1) RR - strat map creation - minor amendments and slight improvements on timings.
    2) RR/M2 - bug fix - corrected left/right swap in IWTE view
    3) M2 - bug fix - world shading/effects
    4) M2 - bug fix - weapon animation cas incorrectly overwritten when used as a non default animation.

    with version 23_01_B
    1) M2/RR - bug fix for option dae/ms3d to cas - crashing due to wrong internal name.

    with version 23_01_A
    1) M2 - bug fix to recently introduced bug on Shield weapon handling.
    2) M2 - bug fig modeldb read looping if no end of line detected.
    3) M2(RR) - Added conversion and readback for Milkshape battle units
    4) M2 - added option to support modeldb units to ms3d
    5) M2 - some renaming of selection options tied to support for milkshape.
    6) M2/RR - various amendments/fixes tied to unit amendment processes.

    Please note the milkshape functionaility is based on the existing IWTE dae functionaility.
    Naming/comments is different to older (non IWTE) ms3d processes used in m2.
    Also there were a lot of changes in this version so please make copies of work before using.

    with version 22_12_B
    1) M2 - bug fix - worldpkgdesc not updated correctly for culture changes in settlements using the csv files.
    2) M2/RR - create warning message window if cas_mesh or *.mesh(M2) has no weighting assigned.
    3) M2 - Added mesh_view option which displays a mesh and its bone weightings with normals.
    4) M2/RR - cas Mesh view option now displays the bone weightings similar to the mesh.

    with version 22_12_A
    1) M2 - added modeldb check for the unit type count.
    2) M2 - an ability to use black and white instead of the blue/green for pathfinding.
    3) M2 - An ability to use a new skeleton (which should have a mesh related to it) and then convert existing skeleton.dat (format) associated animations. see task example convert_from_skeleton_to_new
    4) M2 - bug fix - a change to correct the pathfinding changes stopping re-editing of the pathfinding file.
    5) M2 - automatically convert textures to dds for selected modeldb unit types (part of the select from modeldb process).
    6) M2 - Creating/Renaming the extracted skeleton animations that have a different bone count to the skeleton (it adds a suffix to the created animation cas file).

    with version 22_11_C
    1) M2 - bug fix - correction to creation of descr_skeleton.txt file

    with version 22_11_B
    1) M2 - bug fix - corrected evt file sound name (removed quotations).


    with version 22_11_A
    1) M2 - bug fix - Weighting check for converting mesh to dae was not functioning correctly and causing a crash.
    2) M2 - bug fix - If a skeleton has a bone with a parent higher than itself a warning message is issued (previously IWTE crashed)
    and the parent is automatically re-assigned to bone 0.
    3) M2 - new process Medieval 2 > M2 units > skeletons convert to cas/evt. This will read the skeleton dat/idx and extract the animations, evt and create a descr_skeleton.txt.
    The extracted animations are the caliban style (full) cas files. This should support the game recreating the skeleton.dat/idx and packdat/idx files.
    4) M2 - new process Medieval 2 > M2 units > modeldb units to dae. This will bring up a list of the models in the modeldb file and allow you to select and extract them to create dae files.
    The individual task files are also created to allow conversion back.

    with version 22_09_C
    1) RR - strat map - IWTE bug fix (bug introduced in 22_07_C).
    RR/M2 - extra task parameter to correct cas saved with incorrect scale versus mesh
    eg to fix RR mount_elephant_african_cataphract_lod0.cas when extracting to blender
    add line
    <cas_skeleton_scale_correction> 100.00
    to the cas to dae task
    RR/M2 - New process to run a list of tasks

    with version 22_09_B
    1) M2 - bug fix - correction for handling M2 unpacked animations (it wasn't treating it as M2).

    with version 22_09_A
    1) RR - strat map
    - Bug fix - river crash fix for specific case on edge of map.
    - Amendment to texture handling to reduce impact of non tiling textures.
    2) RR - Bug fix to handle bone names with spaces

    with version 22_07_C
    1) RR - Bug fix - unit unpacking - selecting wrong directory then correct one gave an error message.
    2) RR - strat map
    - correction to texture/material at map edges.
    - Added parameter to create textures at 1024x1024 (instead of 2048x2048).
    - Added task option to combine textures and amend cas pieces (it is a seperate task).
    - generates a version of the descr_map_tiles.txt file

    with version 22_07_B - bug fixes
    1) RR - Strat map
    - coastline mesh bug fixes.
    - mesh albedo/material texture bug when using large piece sizes
    M2 - Removed button options for for worldvegetation (as now replaced by drop down options).
    - slight renaming of the tga files created for the wordvegetation.

    with version 22_07_A
    1) RR - Strat map enhancements
    - Changed River mesh creation to reduce amount of created river mesh.
    - Changed IWTE lakes mesh creation. It now uses a quarter of the mesh required previously.
    - introduced new parameters to lower river heights whilst valleying the close surrounding area.
    - introduced 4 IWTE dummy climates (ie for use only with map mesh creation).
    - introduced new parameters to support amending colors for river, ford and volcano positions (amended).
    2) M2 - Added options to generate 4 vegetation TGA's and read back (individually) for the worldvegetation file.
    warning - naming will be improved once I have feedback.
    3) RR - Amendments to cas editing task process to support cas horse riders (similar to M2 mesh process).

    with version 22_06_C
    1) RR - Settlement Plan - Changed the required directories to exclude the final '\data'. This is to support easier inclusion of BI directories.
    You just need to supply your mod directory and the remastered directory down to Total War ROME REMASTERED\Contents\Resources\Data
    - included the gateway slot underlays
    - The 2d now shows the grid axis, a 2000 square and a 1700 square so you can more easily determine size limits for placing items.
    I have not tested the size limits that the game may have.
    - bug fix tied to comments at the end of a line.
    RR/M2 - cas mesh viewer - should open up a simple 3d window to view cas models quickly rather than download to DAE.
    Please note closing the window does cause a known error if it is reopened in the same session (its fine if you leave it).
    RR - Strat map creation includes some new parameters to allow a height based beach color to be added. See the map making info text file.

    with version 22_06_B
    1) RR - bug fix - settlement editing bug fix for diagonal wall link (adding a new one wasn't diagonal!)

    with version 22_06_A
    1) M2 - included recalculation of world bounding sphere whenever the settlement model is changed and removed the button requiring manual triggering.
    2) M2 - Added message to indicate if someone has exceeded the object/group size limit (M2 settlements) for the collada interface.
    3) RR - Added message to indicate if a mesh is missing weight data.
    4) RR - Amended RR buildings item/cas options :
    A) new item to cas option converts an item to its cas content.
    The resultant cas files will be named after the item and have a lod level assigned to the name.
    B) items.db/items to cas uses the items db and the cas items in the supplied items file to convert those items to cas.
    C) items.db/cas to items uses the items db and cas to make items
    (only required in some specific cases as a replacement item to the ones already generated)
    note that options B and C are renamed options from the 22_04_A release.
    5) RR - Settlement plan - edit walls. Requires a settlement plan to read then allows updates amendments to its walls only.
    6) RR - Settlement plan edit - Requires settlement plan, mod data directory, Vanilla data directory. Supports editing of the settlement plan.
    It also provides an option to extract the plan to dae and creates a task file to load the dae file back.
    Please note that only the basic items are editable and if a cas file cannot be opened the item will get omitted at this time. This should only
    be a problem with some early cas models cas version less than 2.151 eg in Roman village.

    with version 22_04_A
    1) RR - Item to cas converter - Rome Remastered > RR Buildings > item to cas. This will ask for a directory containing BOTH the descr_items.db AND an items directory
    which should contain only the items you wish to extract. If an item texture is found not ending with the '.tga' suffix it will be added.
    2) RR - cas to item converter - Rome Remastered > RR Buildings > cas to item. This will ask for a directory containing BOTH the descr_items.db AND a
    models_building directory (set up the same as RR models_building directory structure) which should contain only the cas files you wish to convert. This
    is only meant to be used for some animated cas files which you are trying to use (the impact on the game engine has not been tested).
    This is just an alternate method allowing you to create a replacement item for one you have already generated an item for (and a new descr_items.db)
    in case the animation wasn't working as expected.
    3) M2 - Removed the addition of the weapon04 bone and reference in the M2 mesh files IF it is not used (old milkshape routines cannot handle it).



    with version 22_02_B
    1) RR - Map Mesh - Added tags <sea_drop_list> and <drop_loop_factor> used to control sea depth drop.
    2) RR - Map Mesh - Amended rivers that end with a Ford to look like a rive End (to ensure mesh all links up)
    3) RR - New Skeleton from model - amended to include descr_skeleton_feral_overrides.txt.
    You need to add data\animations\extra into the anim extract directory you are using in order to correctly find the animations.
    4) RR - zeroed the translation flags in the skeleton when using the above option.
    (AFAIK they don't do anything in the BI version of RR which is the version we test IWTE on. They do impact Rome version so people may need to re-add).
    5) RR - Skeleton to text. Correction to align handling of animal footstep sounds (previously defaulted to human).




    with version 22_02_A
    1) All - bug fix to retain any color bytes in original cas file for non unit cas files (they were previously removed other than for settlement platforms).
    2) All - Edit cas texture reference option added to Model Files menu. (Replaces strat_map texture editing which has been removed).
    3) All - correction to animations 'flipping' in certain circumstances when loading a dae animation.
    4) RR - Ability to write and read back an RR version of an unpacked text format skeleton file.
    5) RR - Added option 'Models skeleton replacement' this is to use a new cas_mesh model to change a directory of existing cas_mesh models to the same skeleton setup.
    e.g. to convert similar models including ethnic variants and lower lods.
    There are no RR map mesh changes involved in this release. Only known issue (with the tool) is Fords used as a river end point.




    with version 22_01_A
    1) RR - Amended river creation process to reduce number of vertices/triangles to support large detailed maps with rivers.
    2) RR - As part of the above the river bends have been altered and will require you to add the new river_a.cas file into the mod folder.
    If you don't there will be a difference on the region boundaries (because they are now different!).
    3) M2 - Fixed the 3d view of the settlement ground terrain so it doesn't show mostly white (sorry about that).
    4) All - bug fix to read cas version 3.13.
    5) RR - Changed drop down menu to include "RR units" options. This now contains the following:
    The character model extraction
    Animations extraction and packing (RR version and extractions only extract as scale size 1.0)
    Skeletons extraction and packing (RR version only - Use existing NON IWTE processes for Rome OG)
    New scaled Skeleton (RR Version only)
    New skeleton from Model option (RR versions only - also modifies the unpacked animations referenced in the unpacked skeleton)
    YOU need to separately convert OG stuff to RR versions before using any of the above.
    6) RR - Further speed up on Map texturing.




    Please ensure you back up any files first!


    Thank you's
    ***********


    The tool originated based on information and research from Argantonio and then later by Makanyane and myself as we delved deeper into meanings of each field.

    Also thanks to KnightErrant who's initial code was used as the basis for this tool particularly to understand the initial file layouts.

    A special thanks also for King Kong for his endless testing support and bug finding and of course for the tutorial.
    Last edited by wilddog; February 20, 2024 at 03:16 AM. Reason: new version

  2. #2

    Default Re: IWTE - World edditing

    NOTE: A LOT OF THE BELOW POST IS OUT-DATED PLEASE ALSO SEE THE BATTLE MAP MODDING SECTION ON THE WIKI

    STARTER KIT

    I've put a replacement starter kit here: http://www.twcenter.net/forums/downl...o=file&id=3596
    as reported elsewhere the link to KingKong's starter kit is kaput
    My version is different so will not necessarily match everything described in his tutorial.

    The "starter kit for IWTE" download contains files named to be used in place of the existing north_european castle_a - to install it as that unzip folder and place 'castle' folder at
    mod-folder/data/settlements/north_european/castles/castle

    Please do not replace any existing files without making back-up copy of them (or re-name existing files to avoid overwriting).

    I've included copies of the wall and gate animations most likely to be useful; these are the three heights of stone walls, a portculis gate and large and medium swing gates.
    Original post follows;

    For IWTE download link see first post. This tool works as a standalone .exe file and does not need a python installation. It covers various aspects of battlemap building editing including their immediately surrounding terrain.

    It's developed by wilddog from basis of earlier tools provided by KnightErrant, and now provides enhanced features such as the fundamentally important ability to be able to add or delete objects.
    It's released as a beta only at the moment - partly because its still under development, and partly because its not been properly documented yet (which I'm trying to make some effort to address in this post.... that bit's my part of the job)


    some basic info about battlemap building and terrain editing can be found here:
    https://wiki.twcenter.net/index.php?...ildings_-_M2TW
    and in the 'world modified' thread here:
    http://www.twcenter.net/forums/showthread.php?t=166329


    assuming you've understood some bits of that and have worked out at least which files you're meant to be changing.... (if not we're not undertaking to educate anyone from scratch in building editing)


    Finding Complexes

    launch the IWTE 1v2 beta.exe and select the 'world' tab, select the 'Create World Complex TGA' and navigate to the .world file you would like to change.

    The resultant .tga file will be created (eventually) in the same folder as the .world file, if you open that tga in graphics program you'll find plan of existing complexes. Each complex is coloured slightly differently, if you use dropper tool to select colour the 'number' of the green element should tell you which complex it is.

    eg:

    this example shows complex number 12

    you should attempt to keep changed structures in same location as original complexes (or include them in nearest available complex) to avoid having to completely distort the complex bounding box system - its not been proved yet if that causes any major problems but its likely to increase strain on memory / game engine....

    Changing Structures
    Once you've identified the area you want to change go to 'structures' tab or one of the others with 'read binary world file' option and click that and load the .world file you want to eventually change. Select the structures from the complex you want to change and click 'write ms3d file' to create milkshape file of the structure. (if the structure exceeds milkshape limits you'll get error message in dos window - otherwise it'll write .ms3d to same folder as .world file)

    when you open the .ms3d file you'll find the groups are named in a precise way eg:

    the c10s1 in the image indicates its complex 10 structure 1. This element is not required for the write back of the file - its just there to help you to identify components if you start merging files.

    the Eoxx part shows the existing object number within the complex not the whole .world file.... it's done like that to help track changes when you re-imput something, there's some unfortunate peculiarities about the way CA numbered objects that means they can be arranged over several structures within a complex not necessarily consecutively.... if you want to keep existing attributes of an object, e.g. if it has pathfinding entry, it thinks its a tower... it has little flame effect that comes up when its damaged etc... then you need to keep the object number the same when you put .ms3d back into .world file -- otherwise the editor tool will delete the old object and add it back as new one without any attributes or collision volume (most attributes can be added back via text editing but its not an easy process, so please don't accidentally delete things!)

    the g_0 , g_1 section shows the group number within the object. Typical objects have two groups 0 and 1; with 0 being the undamaged version, and 1 the version that shows up if the object is damaged, some objects only have one group (can't be damaged) and some have more, eg, gates and walls which have more transition states.

    If you want to add new objects you should add them after the end of the objects you want to retain like:


    that's retaining objects 7, 10 and 12 from that complex and adding a new single group object and a new paired group object. The naming convention for new objects is
    'new object number' 'any symbol as spacer' 'new group number'
    so the
    2-0
    2-1
    groups are going to form one new object with two groups...

    EDIT: IWTE reads group numbering like this
    fred230gate-x10
    will be read as 'something that isn't Eo so isn't an existing object' 'two hundred and thirty' 'some text/symbols to match' 'ten'
    if next group name says
    blah230gate-x11
    then both groups should end up as damage stages within the same object
    NOTE: because IWTE needs to be able to read/understand and cross match any numbers within that first section of the group name they need to be readable as 2 byte integers i.e. less than 65535..... Do not use very long unbroken numbers like 100000000 as it will attempt to read that as Xmillion and crash whilst writing your file.

    Don't add new groups until the end of the existing objects, editor will treat anything after first new group as also 'new'

    You need to decide if you want objects to go back in as new objects or as existing objects and name them appropriately. You can change shape of something but still call it an existing object if you want to retain its attributes (e.g. game recognises it as a gate or arrow tower, or if it has light / flame effect you want to keep). Obviously do the opposite if you want to get rid of attributes and put object back with 'new' name so its accepted as new object, and old one with its attributes is deleted.

    (beware of deleting all objects before a gap in object numbers, CA had some inspired object numbering sequences that don't run through structures consecutively, deleting objects that cause structures to try and switch order, without deleting the whole structure still causes problems..)


    Deleting Structures
    You can delete most structures with this tool - with one condition: you can't delete the last structure in a complex (the complex numbers need to remain the same) - if you want to entirely 'lose' a complex then just replace the last structure with a 1 triangle 1 group structure with the triangle hidden somewhere under ground level.

    Don't delete the last gate in a wall perimeter area - at least without further amendments to perimeter / .worldpathfinding.... game will decide siege battle is either already won, or un-winnable

    Text Files
    The tool automatically generates a number of .txt files into the same folder the .world file is written to when it reads files or makes changes, these are primarily for de-bugging purposes, and can be safely deleted once you know the process has succeeded. For large .world files the text files are also very large - so please do delete un-needed .txt files regularly (or you'll run out of disc space!)


    The tool also has the function to deliberately write text versions of the binaries for the .world file and the .worldcollision files - buttons for this are on the 'world' tab. This is similar to the 'textrep' function in KnightErrant's original editors. These files can be amended in notepad or similar and converted back to binary if you need to do any manual editing of areas not yet automated by the tool.


    Revised File Names
    When you perform an operation with the tool it will ask you to supply a file name for the revised files to be saved with. For operations which can change the number of objects (like replacing .ms3d's for structures) it will save new versions of the .world file, the .worldcollsion file and the .animinstances file,
    all with the same prefix name you specified. It is recommended that you DO NOT attempt to overwrite the file that you're amending, but supply a new file name. If you undertake repeated operations in the 'structure' tab, the tool will produce a set of binary files for each operation, with a sequence number added to your selected file name. e.g. if you selected file name 'fred' and perform 3 operations you'll end up with files;
    fred.world, fred.worldcollision, fred.animinstances
    fred_1.world, fred_1.worldcollision, fred_1.animinstances
    fred_2.world, fred_2.worldcollision, fred_2.animinstances

    To test files in game rename the last set of .world, .worldcollision and .animinstances files produced (fred_2 in example) to the required name.

    Intermediate files generated by this process (fred & fred_1 in example) can be safely deleted when you know that the final file produced works in game.


    write up of instructions is very WIP, some more will come later but this version of tool is unlikely to be fully documented till its reached more final version.....

  3. #3
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World edditing

    Decided to add the bug fixes and enhancements to the first post for ease of updating.
    Last edited by wilddog; March 15, 2010 at 03:32 PM. Reason: updated with more info

  4. #4

    Default Re: IWTE - World edditing

    Quote Originally Posted by wilddog View Post
    Hi
    In order not to cloud too may other threads I thought it may be advisable for people to post questions/issues with the tool here.
    Okay, then I am just popping in.
    I am slowly loosing any last bit of overview about that whole stuff. Apart of the general fact I am not understanding the major things you are talking about, and I wish I would, I am wondering as trivial as it sounds what "useable" thing can an average modder now really accomplish with that tool; can I now create costum cities (more or less properly); whatever? Or are you just teasing me/us by what looks like a progress into that direction?

    I had a look a that tool though. Unfortunately I have not the time nor patient to experiment with it but from KEs tools I understand some of it functions. What really makes me stunned is that we can now remove structures, right. That is great!

    To the point, your recent tuts Wilddog and Makayane as great as they look I believe it is mostly just stuff for the "inner-party", i.e. a layman like me is desperatly lost. To see the instruction you give executed on an example where those tools are practically used with a playable result would imo be a better tut.
    Last edited by Devils_Advocate; January 11, 2010 at 05:13 PM.

  5. #5
    Opifex
    Join Date
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    Default Re: IWTE - World edditing

    What?!

    Major rep!


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  6. #6

    Default Re: IWTE - World edditing

    @ DA
    we've tried to make the point that this is a beta level release and not suited to people who haven't already got a good understanding of the .world type files.

    It's still under development and some functions which you'd currently have to do a lot of in depth text editing to fix, might shortly become automated, so I don't want to waste a lot of time writing them up if they're likely to be out of date by the time I've finished.... For instance the collision tutorial http://www.twcenter.net/forums/showthread.php?t=310750
    just went from a lot of very technical info (that's now in spoilers) to basic instruction for adding collision being to press the 'Add Object Collision' button.



    If all that was holding people back from editing before was not being able to change number of objects / structures etc because of the sequence number problems in the world file, then this should fix it for them.


    A basic thing you could do at the moment is to replace some of the 'decorative' structures, like the blocks of houses in the settlements. That's just a matter of identifying where they are (which existing structures) and replacing the .ms3d's. When you've replaced the .ms3d you'd need to go through and use the 'add object collision' button for each of the objects in your new structure... (so its best if you can do it with fewer objects)

    If you then need to change the pathfinding at ground level you just do it by creating and replacing the pathfinding TGA2 (see the terrain tab)


    what's more complicated at the moment is if you want to change or add walls / towers or gates in shape or position and get on wall pathfinding, arrow firing and gate opening to work.... or if you want to add / change the flame & smoke effects etc... that's doable but at the moment would involve the sort of tutorial you're not going to like

  7. #7

    Default Re: IWTE - World edditing

    Quote Originally Posted by makanyane View Post
    that's doable but at the moment would involve the sort of tutorial you're not going to like
    I agree.
    I guess it´s better to go back on 'lurker' position again.

  8. #8
    Opifex
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    Default Re: IWTE - World edditing

    Quote Originally Posted by makanyane View Post
    If all that was holding people back from editing before was not being able to change number of objects / structures etc because of the sequence number problems in the world file, then this should fix it for them.
    Just to confirm: you have modified KE's original scripts to make them update the number of structures etc? If so that was the major thing holding settlement editing back!


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  9. #9
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World edditing

    Just to confirm: you have modified KE's original scripts to make them update the number of structures etc? If so that was the major thing holding settlement editing back!
    No not quite. The original scripts were the basis and they have been significantly updated. New scripts have been added to handle bounding spheres and animinstances file also.

    The updated scripts had :-
    - the sequence number automated in .world and .worldcollisions (yes there was a simple one there also).
    - it had most of the pads removed (these are extra 2 byte values added on first time usage of something) from the text editing. To avoid people tripping up on those.
    - it recalculates all the object numbers and removes them or adds them as blank entries to .world, worldcollision and animinstances.
    - it handles assignment of textures and recalculates new sequence numbers for those.
    - it handles the recalculation of the header values which go with the sequence number (The issue is the last usage of those in the 6th float tables). Believe me this was a far bigger issue than a resequencing item and there are some cases which may cause it to fallover).
    - it then was developed to handle basic adding and deleting full structures (avoids the max milkshape issue).
    - adding collision entries to the collision tables.

    These are basic simplifications only and aids to text editing. The real work is adding in the pathfinding bit around getting onto walls etc. so there is a lot more to do.
    Last edited by wilddog; January 12, 2010 at 04:32 PM.

  10. #10

    Default Re: IWTE - World edditing

    Impressive....

    I can not open IWTE_1v2_beta .
    A dos window appear but It closes immediately, I can not read that indicates the screen.
    I opened IWTE_1_0 with no problems with phyton
    What happened? What i`m doing wrong?

  11. #11
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World edditing

    Impressive....

    I can not open IWTE_1v2_beta .
    A dos window appear but It closes immediately, I can not read that indicates the screen.
    I opened IWTE_1_0 with no problems with phyton
    What happened? What i`m doing wrong?
    Hi it should be a straight .exe which should open. We thought that was easiest way whilst in beta form rather than getting into debates on Python loads (I had enough problem with that).
    You could open via a bat file and call the .exe and then add cmd /k. That should keep the command window open and allow you to see the error message
    On the other hand what are you running on? We built the .exe for windows with XP so it may be compatibility issue.
    Last edited by wilddog; January 12, 2010 at 04:35 PM.

  12. #12

    Default Re: IWTE - World edditing

    Thank Solved ...

    The error was fixed
    Error loading Python DLL : c:\...\_MEI39842\python26.dll ( error code 14001)

    We must install Python 2.6 , IWTE_1v2_beta.exe works on Xp -vista.

    KE tools works on Python 2.5 , its posible some kind of interference ...

  13. #13

    Default Re: IWTE - World edditing

    Quote Originally Posted by Argantonio View Post
    Thank Solved ...

    The error was fixed
    Error loading Python DLL : c:\...\_MEI39842\python26.dll ( error code 14001)

    We must install Python 2.6 , IWTE_1v2_beta.exe works on Xp -vista.

    KE tools works on Python 2.5 , its posible some kind of interference ...
    aarghh that's annoying, the point of the .exe is it's meant to have included all the .dll's etc inside it and run independently

    it works on my XP computer that is still using Python 2.5 - and I tested a slightly earlier version of the .exe with Python completely un-installed - didn't try that on this one though as it's time consuming to take python on and off.. "shoot the tester!"

    Wilddog is using 2.6 now, and we noticed that KE had recently released an animation tool that needed 3.0 - that was part of reason for sending as an .exe - it's meant to cope with no / any python!!

    thanks for letting us know what answer was anyway....

  14. #14
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: IWTE - World edditing

    There's another solution which allows you to package critical python components with the tool. It's called cx_Freeze, and it works for Python 2.5/2.6/3.0. I tested it some time ago when I wrote a really simple EDU file swapper by sending it to a teammate who didn't have the python version(3.x) installed, and they were able to run it just fine. It isn't as 'clean' as just an EXE, because it comes with a library and a DLL, but it does the job and you still click the EXE to start it. And it's not like the distro is for players, I doubt any modder who will take on the tool is going to be squeamish about a few files lying around.

    The tool worked for me, but then I have 2.5 and 2.6 and 3.1 installed.
    Last edited by Augustus Lucifer; January 14, 2010 at 12:09 PM.

  15. #15

    Default Re: IWTE - World edditing

    Thanks for the idea, we've so far tried with py2exe, pyinstaller (which I think was responsible for exe on download), bbfreeze - which came out at 100mb plus, and we also had short attempt with cx_freeze which also looked like it was coming up on the somewhat large side.... but we might have been missing some adjustments that can be done to refine output.

    Major problem with all of them at the moment is we can't get any of them to compile to include mayavi2 functions, apparently because its packaged as egg with path under enthought. - (there's some advice on web for that.... our egg's aren't zipped and we've tried the revised __init files, but aren't getting anywhere) , Wilddog would like to re-include mayavi2 viewing functions, so that is probably going to be deciding factor on how next version goes out.

    If you know anything about that aspect any advice would be much appreciated.
    Last edited by makanyane; January 14, 2010 at 03:15 PM. Reason: converting to English!

  16. #16
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: IWTE - World edditing

    Hm, I've not worked with Mayavi or the Enthought modules. I can't find much on the distribution of those packages, the only thing I found was this page which makes a small note of 64-bit vs. 32-bit Python. Problem is the nature of programs like cx_Freeze should be that if they work on your computer and the pyc files import properly it should package them into a library properly. Why that wouldn't be the case for enthought packages I'm not sure, unless it has to do with PATH variables on your system which enable you to personally run the files but cx_Freeze doesn't key on them to find other package locations. HMMMMMMM.

  17. #17
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World edditing

    Quote Originally Posted by Augustus Lucifer
    Hm, I've not worked with Mayavi or the Enthought modules. I can't find much on the distribution of those packages, the only thing I found was this page which makes a small note of 64-bit vs. 32-bit Python. Problem is the nature of programs like cx_Freeze should be that if they work on your computer and the pyc files import properly it should package them into a library properly. Why that wouldn't be the case for enthought packages I'm not sure, unless it has to do with PATH variables on your system which enable you to personally run the files but cx_Freeze doesn't key on them to find other package locations. HMMMMMMM.
    Hi, I haven't tried the CX Freeze package but after trying now 3 types of packages I got one to work - almost (BBfreeze). That created a 118MB file and still didn't accept the commands to correctly position Mayavi against PYQT4 to allow the windows to shut. Its probably something I can look at on paths but its taking longer to do that than some of the added functionality I'd rather spend time on. Using straight py files its not a problem.

    I originally started off thinking the .exe's would be easier but have since changed my mind

  18. #18
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    Default Re: IWTE - World edditing

    Have the latest version of this and no Python my hard drive.

    seems to work perfectly well.

    now all I need is that tutorial on how to convert arrow towers into ballista towers on large castles and fortresses for my mod that uses them as preplaced "forts".

    I've looked through the unpacked m2tw files didn't spot anything that told the fortresses where to put ballista (and cannon) towers when they are built.
    Yet it does for the towers when they get upgraded either in descr_strat as part of a starting settlement or as a building upgrade in game.

  19. #19

    Default Re: IWTE - World edditing

    @Rosanov
    the problem isn't the where but just the when....
    if you look at the .world files including the fort ones, and find the structures that contain the towers, you'll see that the structure will have sets of groups for each stage 'arrow tower','balista tower', 'cannon tower'. Viewed in ms3d they're all in same place, and fit on same bottom section of tower.

    The table that indexes object attributes in the .world file is table 2 (viewed after binary to text conversion) it looks like this:

    for a tower with the three levels. Number at end of row is the object number - in illustration object number 20 is the arrow tower version, 21 = balista, 22 = canon. The only differences in that table between them are the 111, 79, 79 numbers in column 4. 79 always seems to be used for a tower which is an upgrade.... and in column 6 the 0 4 8 numbers. Those refer to the animstring it uses (but x4) that example means its using the first second and third string

    for the example shown.... if you changed the 0 to 4, you'd get the balista tower animation.... but I think that relates only to what is shown as it collapses, not when it fires.

    Those three stage towers have entry like

    in the 'Game Objects' section - you can see the 20, 21 & 22 object numbers listed there at top of section.... you'll then get 'FlagBase' and series of 'ArrowSlot's which relate to each object. Unfortunately the entries for each object (ie each upgrade level) look exactly the same to me... ie. they're all ArrowSlots you don't get "BalistaSlot"s! So as far as I can tell nothing in that lot is telling it what projectile to use.


    I think the answer has to be outside the .world files.... either .worldpkgdesc as you mentioned in other thread (I assume that didn't work?) or something that would be needed to be specified in descr_strat for the fort entry?

  20. #20
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    Default Re: IWTE - World edditing

    yes I looked at the world file and could only find arrow towers.

    I found the ballista and cannon tower debugdata files in the unpacked m2tw files.

    not found anything else yet. I'm thinking maybe ballista and cannon towers just replace the top level of the tower structure?

    Haven't tried the tower level approach yet.

    Tx for taking the time to explain.

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