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August 29, 2022, 09:44 AM
#81
Praeses
Content Emeritus
Re: Editing worldterrain files (IWTE)
They are coded inside the .worldterrain file see here: https://wiki.twcenter.net/index.php?...s_and_Textures
that also shows how you edit them.
Anyway it's up to 4 masks per settlement and those masks apply the micro/macro texture combinations to the white alpha's areas of the mask. The mask gets stretched to fit the .worldterrain.
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August 31, 2022, 02:39 AM
#82
Re: Editing worldterrain files (IWTE)
What's the point of VIEWS -> Create World TGA -PF size and Create World TGA -Veg size, both just produce a very large white texture, single layer, with settlement top view , in blue ???
.
oOo
Rome 2 refugee ...
oOo
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September 02, 2022, 08:03 AM
#83
Praeses
Content Emeritus
Re: Editing worldterrain files (IWTE)
They date back to the era when there wasn't an edit in 2d view option for veg or pathfinding, so you had to edit tga files representing them in photoshop (or similar) - the Create World TGA would then be used as a comparison layer
they shouldn't really be needed now unless anyone is really determined to do things that way...
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September 03, 2022, 12:29 AM
#84
Re: Editing worldterrain files (IWTE)
Thanks,
Could you please create a Youtube video on how to use IWTE properly, using the later options and which options are oldest and superseded Especially could you show the textures being updated with UV mapping etc.
I suspect if / when Med 2 Remastered is released, this tool will get alot more users and a YT video would be very helpful.
Thanks.
oOo
Rome 2 refugee ...
oOo
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