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  1. #1

    Default Settlements worldpathfinding edited

    I obtained the file worldpathfinding modificated . ne_mill_a.
    Attachment 9310
    Really it was representing coordinates map , but his exact interpretation escapes from me.
    Try to transform it into image, but the information is slightly clear.
    Attachment 9313
    The file modified is north_european/ambient settlements/ne_mill_a.worldpathfinding ( attached files), it allows to move for the whole settelment, to hide after the wall ,avoiding houses, mills and other objects.
    The procedure is intuitive and complex, also it is to assign bones to every vertex , for modding new models.
    The files pathfinding has regular sizes as it is the settlement, there are exchangeable those of settelment of equal size. This appears in the heading of the file (I don`t know how to translate) but is like that, they all them of 25 K are equal in the heading code.
    Attachment 9316
    Using WinHex, is observed that most empty this of the file (3F 00 ?.) , and to regular spaces there appear fragments of code of equal size, 32 blocks of code of equal length, which they appear to regular intervals.
    3F 80 62 00 3F 00 3F 00 40 00 3F 00 3F 00 40 00 ?€b.?.?.@.?.?.@.
    3F 00 3F 00 40 00 3F 00 3F 00 40 00 3F 00 3F 00 ?.?.@.?.?.@.?.?.
    40 00 3F 00 3F 00 40 00 3F 00 3F 00 40 00 3F 00 @.?.?.@.?.?.@.?.
    3F 00 40 00 3F 00 3F 00 40 00 3F 00 3F 00 40 00 ?.@.?.?.@.?.?.@.
    3F 00 3F 00 3F 00 3F 00 3F 00 3F 00 3F 00 3F 00 ?.?.?.?.?.?.?.?.
    3F 00 3F 00 3F 00 40 00 3F 00 3F 00 40 00 3F 00 ?.?.?.@.?.?.@.?.
    3F 00 40 00 3F 00 3F 00 40 00 3F 00 3F 00 40 00 ?.@.?.?.@.?.?.@.
    3F 00 3F 00 40 00 3F 00 3F 00 40 00 3F 00 3F 00 ?.?.@.?.?.@.?.?.
    40 00 3F 00 3F 00 40 00 3F 00 3F 00 40 00 3F 00 @.?.?.@.?.?.@.?.
    3F 00 40 00 3F 00 3F 00 40 00 3F 00 3F 00 40 00 ?.@.?.?.@.?.?.@.
    3F 00 3F 00 40 00 3F 00 3F 00 40 00 3F 00 3F FF ?.?.@.?.?.@.?.?ÿ

    Every block of code initiates with a pair of values (3F 80 62 ?€b) and ends with other one ( 3F FF ?ÿ ) and between them spaces , and 27-28 @ are inserted.
    Every block represents a horizontal line from the entry to the exit, they are 32 in whole.
    Attachment 9317
    The values initial and final indicate that it is not possible to cross like them, if you remove the @ them the sutituyes for ? , already it is possible to enter.
    Attachment 9318
    It is to say the model is a parallelogram horizontal line are 32 codes. Every code, if we empty it of @, allows to enter, modifies them as want, for example the entrance of hte settelment with 2 @ of width.
    Attachment 9319
    The culebrins inside the farm and the soldiers going out of the enclosure for the entrance of 3 @ width.
    Attachment 9320
    Problems: some zones the units enter in the objects, it makes fail to edit it more finely.
    This is alone the beginning, so a castle has a file worldpathfinding of 10 megas.
    Objetives:
    I am looking that the units enter to the buildings by the door and hide themselves inside, making the interior hollow.
    To block the entry ,with siege modificated "ej Barrier with stakes "http://www.twcenter.net/forums/showthread.php?t=141969
    preventing the entry to the enemies.
    I continue working

  2. #2
    wolfslayer's Avatar Senator
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    Default Re: Settlements worldpathfinding edited

    Very good work! Look like you have made some great progress..I will try place the mill on a custom map and see how the units move through it..;-)

  3. #3
    Opifex
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    Default Re: Settlements worldpathfinding edited

    Wow, this is amazing! And right along KnightErrant and wolfslayer's alley as well!

    Do the walls in the mill actually protect the soldiers from damage?


    "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

  4. #4
    wolfslayer's Avatar Senator
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    Default Re: Settlements worldpathfinding edited

    Yes they do; as part of the world collision model; I have a bullet effects set I've been working on where you can see and hear the projectile impacts on these walls..I'll try and put a short video clip up soon to demonstrate.

  5. #5
    wolfslayer's Avatar Senator
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    Default Re: Settlements worldpathfinding edited

    It's going to take me a while to decifer how you did this, but I get the general idea, I want to see if I have any success editing the little ruined circle.

    Did you find any hex coordinates that plot the outline dimensions of the collision model?

  6. #6

    Default Re: Settlements worldpathfinding edited

    The modified file, ruined_circle_a.
    (north_european\ambient_settlements\ruined_circle_a)
    Attachment 9362
    it follows the same principle , the lines of code are horizontal lines, it is more difficultly to modify because the structure is curved.
    Attachment 9363
    It has small faults but it works.
    Attachment 9364
    All inside the circle
    It does not protect too much before a storm of arrows and fire.
    Attachment 9365
    Like your soldiers enter to tha circle ,the enemy also can.

  7. #7
    wolfslayer's Avatar Senator
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    Default Re: Settlements worldpathfinding edited

    Amazing; I need to learn how to do this so we can modify all the ambient settlements and techtree models.

    Ok where did you get the banner....;_)
    Last edited by wolfslayer; February 24, 2008 at 01:24 PM.

  8. #8

    Default Re: Settlements worldpathfinding edited


  9. #9

    Default Re: Settlements worldpathfinding edited

    The modified file, small_fortified_house_a
    (north_european\ambient_settlements\small_fortified_house_a)
    Attachment 9367
    Is a quadrangular settelment , totally compact building without hollows.
    On it having modified it empty and you leave a space for the entry .The unit can enter by the door, (though it is not opened).
    Attachment 9368
    It allows to hide units and pieces of artillery.
    Attachment 9369
    Really the enemies can to enter by the same door , and the battle happens in the interior.
    Attachment 9377
    In order that this structure works, it is necessary a trick: in the other three sides of the building, there are a empty space, which does not allow to enter or to go out, you should click in this space. Without this space, it might not enter to small_fortified_house.
    Attachment 9371
    It appears some bug in these zones
    Attachment 9373
    A possibility is to edit the texture and to draw the half-open door.
    Or more complex to try to copy the door funcionant of a castle...
    Attachment 9374
    I continue working:hmmm:

  10. #10
    Opifex
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    Default Re: Settlements worldpathfinding edited

    Argantonio, great stuff. The next step is making the CASTLE KEEPS editable. You know how in citadels you have three rings of walls, but the inner castle has lots of room but cannot be entered into? It would be GREAT if we made that walkable! Take a look at citadels, you'll know what I'm talking about!
    Last edited by SigniferOne; February 24, 2008 at 02:41 PM.


    "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

  11. #11
    wolfslayer's Avatar Senator
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    Default Re: Settlements worldpathfinding edited

    Quote Originally Posted by SigniferOne View Post
    Argantonio, great stuff. The next step is making the CASTLE KEEPS editable. You know how in citadels you have three rings of walls, but the inner castle has lots of room but cannot be entered into? It would be GREAT if we made that walkable! Take a look at citadels, you'll know what I'm talking about!
    The NE Citadel has a huge area that is inaccessible; I just fought a big siege battle in my campaign and made a few screens







    You might be able to move on this wall, I know on TC Castle I had archers circumvent the entire wall; they move through the long covered hallways.

  12. #12

    Default Re: Settlements worldpathfinding edited

    When you say NE Citadel ... that model is NE_city_a, NE_huge_city_a ,NE_large_city_a ,NE_town_a o NE_village_a.

  13. #13
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Settlements worldpathfinding edited

    Quote Originally Posted by wolfslayer View Post
    The NE Citadel has a huge area that is inaccessible; I just fought a big siege battle in my campaign and made a few screens







    You might be able to move on this wall, I know on TC Castle I had archers circumvent the entire wall; they move through the long covered hallways.
    Is it possible to entry the winning/loosing sqweare of a settlement in here?
    It would be realistic to capture the ruller's house to get the settlement!!!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  14. #14

    Default Re: Settlements worldpathfinding edited

    all I can say is wow and keep up the excellent work


    I think everyone who is watching this is doing the above

  15. #15
    wolfslayer's Avatar Senator
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    Default Re: Settlements worldpathfinding edited

    Very nice I will put all this in custom battle AND ambient settlements so they will spawn in campaign.

  16. #16
    KnightErrant's Avatar Decanus
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    Default Re: Settlements worldpathfinding edited

    Ok, I'm in. I'll look at the .world files. These should follow
    the regular settlements; villages, towns, etc.
    If they have vertices, tris, and uvs then it comes down to the
    two mystery blocks: lighting and animation. If CA still has the budget
    for supporting questions, then we could get the answer for this, and modding
    this part will speak to the other, i.e. towns and so forth.

  17. #17
    wolfslayer's Avatar Senator
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    Default Re: Settlements worldpathfinding edited

    I wonder if a basic .py worldpathfinding editor would be feasible; something that could maybe load a grid texture as a template.

    Anyways the dimensions are pretty easy to find, the 12th bit after serialization archive

    ne_mill_a

    64 64

    132 11 152 63

    ne_small_fortified_house_a

    64 64


    231 73 167 64

    ne_ruined_circle_a

    16 16

    205 204 76 61

    SE_medium_fortified_house_a would make a sweet minifort

    128 x 128



    It even has the black doorways if we ever get to the point of doing "levels" where the unit enters and hidden from view, walks straight up or at an extreme angle to the walls.

  18. #18
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Settlements worldpathfinding edited

    Quote Originally Posted by wolfslayer View Post
    I wonder if a basic .py worldpathfinding editor would be feasible; something that could maybe load a grid texture as a template.

    Anyways the dimensions are pretty easy to find, the 12th bit after serialization archive

    ne_mill_a

    64 64

    132 11 152 63

    ne_small_fortified_house_a

    64 64


    231 73 167 64

    ne_ruined_circle_a

    16 16

    205 204 76 61

    SE_medium_fortified_house_a would make a sweet minifort

    128 x 128



    It even has the black doorways if we ever get to the point of doing "levels" where the unit enters and hidden from view, walks straight up or at an extreme angle to the walls.
    This is the style of stone fort for byzantines wolfslayer,not the west ones!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  19. #19

    Default Re: Settlements worldpathfinding edited

    Someone said in this thread, for which the units not to raise it , to the roofs and to the towers more high...
    Shooting arrows from the roof, the dome has been burst by the mortars , this settlement is ME_Small_Monestary_A
    Attachment 11866
    Attachment 11867
    Attachment 11868
    On the roof of the monastery , se_monastery_small
    Attachment 11869
    Attachment 11870
    Waiting from the battlements of ME_Small_Fortified_House_A
    Attachment 11871
    All that this one in phase of tests, remains great for doing, only it is a sample of which it is possible to do.

  20. #20
    wolfslayer's Avatar Senator
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    Default Re: Settlements worldpathfinding edited

    "This is the style of stone fort for byzantines wolfslayer,not the west ones!"

    Can use this for byz fort if you want..
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