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  1. #1

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    By means of manual metod, we can change the path and the position of high areas ( walls ).
    Three places in file world control this: one the position of the doors, another the path between the doors and the third the distrubution of the units in the high area.
    Let's modify the group 112 of ne_stone_keep_a, is a segment of wall with three doors to every side, four high and two to level of the ground.
    Attachment 24165Attachment 24166Attachment 24167
    Green point door, red point and red line path, yellow points distribution.
    Spoiler Alert, click show to read: 
    worldVegetation

    Section Distribution Zone

    57 0 1 2 [4143] 0 0 18 0 0 0 0 2 0 2
    nentries = 54
    2 0 0 0 31 0 0 0 51 0 0 0
    -189.4834 +8.0046 -143.7997 +0.0000 +0.0000 +1.0000 -0.0000
    0 0 8 0 0 0 0 2 0 0
    2 0 1 0 4 0
    -187.4845 -151.4996 -187.4845 -135.9996 -1.0000 -0.0000 -0.0000 +1.0000 +15.5000 2
    -187.4845 -135.9996 -191.4845 -135.9996 +0.0000 -1.0000 -1.0000 +0.0000 +4.0000 1
    -191.4845 -135.9996 -191.4836 -151.4997 +1.0000 +0.0001 +0.0001 -1.0000 +15.5001 3
    -191.4836 -151.4997 -187.4845 -151.4996 -0.0000 +1.0000 +1.0000 +0.0000 +3.9991 3
    -188.4845 -137.9996 1 4......


    Section PAth
    nentries = 54
    0 0
    0 2 0 1 +188.3991 +12.0359 +12.5277 2 +6.5523
    0 0
    thecnt = 3
    0 0
    +186.3365 +12.0716 +13.5703 +0.0000
    +189.4580 +12.0223 +13.7197 +3.1254
    +189.4027 +12.0138 +10.2932 +6.5523
    2
    +189.4027 +12.0138 +10.2932 +6.5523 +2.0000 -0.9989 +0.0000 -0.0478 -0.0161 +0.0000 -0.9999
    1 2 0 2 +188.7788 +7.9145 +12.3298 2 +17.4448 5
    +186.3365 +12.0716 +13.5703 +0.0000
    +189.4580 +12.0223 +13.7197 +3.1254
    +191.1471 +7.3526 +14.4450 +8.1439
    +190.3300 +4.0605 +9.9988 +13.7362
    +186.6223 +4.0656 +9.9152 +17.4448
    2
    +2.0000 -0.9989 +0.0000 -0.0478 -0.9997 +0.0000 -0.0225....



    Section Doors


    nentries = 120
    0 2
    0 +3.0000 +186.3365 +12.0716 +13.5703 -0.9989 +0.0000 -0.0478 1 1
    0 0
    3 0
    0 0
    2 1 2 57 2 1
    1 +3.0000 +189.4027 +12.0138 +10.2932 -0.0161 +0.0000 -0.9999 1 1 3 0 2 48 2 71 2 1
    2 +3.0000 +186.6223 +4.0656 +9.9152 -0.9997 +0.0000 -0.0225 1 1 2 1 2 48 2 1 .....


    Beginning of Game Objects Section

    We move the internal doors in horizontally (30) preserving her height, the low doors also we move (30). The distribution area also we it move the same distance.
    Attachment 24168Attachment 24169
    If we see the effect in the game it is the following one. The units follow the indicated path but they float in the air.

    We can add a structure under his feet, using the KE-worldextractor 1.3, modify the group 112 , for to make a new structure , what you see.
    Attachment 24170Attachment 24171Attachment 24172
    Now everything makes sense, and our units cross and remain on the new structure.
    Attachment 24173Attachment 24174Attachment 24175Attachment 24176Attachment 24177Attachment 24178Attachment 24179
    It works correctly, but there are several problems, the manual method is slow and heavy, the worldcollsion is necessary to "direct directly" to the units to the zone of distribution, and the units of artillery do not rise, (for the present time) to high zones.:hmmm:
    Last edited by Amroth; December 01, 2008 at 10:42 PM. Reason: dp

  2. #2
    KnightErrant's Avatar Decanus
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    Default Re: world modified

    My Apologies,
    I was very foolish and suffered a hard disk drive failure at work.
    My work, not TWII work, was not backed up and I am trying to
    recover from that. This I have to attend to at once and must
    leave Game things for later. That said, all Game things are still
    recoverable, and I can work on that as soon as my real world
    affairs are in order. (Thankfully there are services that can read
    a crashed hard disk.) I think if I can read .world files to the end,
    meaning .fortress and .huge city, of course only the ne ones, then
    we have the blueprint for all of them and then the answer to
    Argantonio's question is yes! We should be able to read .world
    files and make some sort of interface to make changes to them.
    Don't know what that might be, but if the data is readable, and
    Argantonio tells us what we have to change, nothing stands in our
    way to do this.

    That said, I'm probably off the air for a few days until I've got my
    work computer back in order. Unfortunate but I've certainly learned
    religeon regarding backups.

  3. #3
    Opifex
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    Default Re: world modified

    Condolences KE...

    Argantonio, excellent again!


    "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
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: world modified

    Great work Argantonio.

  5. #5

    Default Re: world modified

    I have a feeling (and I hope I'm right) that this is significant step forward, congratulations.

  6. #6

    Default Re: world modified

    In single words it means that soon w´ll all will be able to manipulate buildings in the battle map and garrison them!!
    Contribuitor IBIICB-WOTN-Modeler-Scripter


  7. #7

    Default Re: world modified

    Hmm, hopefully we'll get an editor out of this so you can make your own settlements from scratch.
    Starforts, yum yum.

  8. #8

    Default Re: world modified

    Lol.... starforts?! We're talking on about an imperial age mod here lol. Whatdo we need Empire TW for now lol

  9. #9

    Default Re: world modified

    Quote Originally Posted by cang087 View Post
    Lol.... starforts?! We're talking on about an imperial age mod here lol. Whatdo we need Empire TW for now lol

    Starforts started to spread early 1600, but was first seen in mid 1500.

    So it isnt Empire.
    There are several mods out there in the age between Medieval to Empire that would like this.

  10. #10
    Opifex
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    Default Re: world modified

    Great work Argantonio, that's what I'm talking about


    "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

    Default Re: world modified

    Fantastic work, Argantonio.

  12. #12
    taqui's Avatar Libertus
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    Default Re: world modified

    Increible Argantonio, nos tienes a todos alucinando!
    Great job as well for you KnightErrant!

  13. #13
    KnightErrant's Avatar Decanus
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    Default Re: world modified

    @Argantonio,
    Huge_city and fortress are done and available at
    http://www.twcenter.net/forums/downl...o=file&id=2221
    Tried to post last night and fell asleep mid-post.

    I haven't been able to keep up but to respond to your post from
    November 27, I think we should try to output all the data that doesn't
    fit into Milkshape into an ASCII test file and think about manuel processing
    of that as a first result. I've been researching alternatives and VTK along
    with MayaVi seems to have some merit. MayaVi has nothing to do with
    Maya (the Autodesk program) or Vi (the Unix editor), but does seem to follow MatLab. (The author explains mayavi is hindu for "magician".) If it allows (as I think, without more research) users to display
    data and modify it, then this is perfect from my point of view.

    (That was from last night, the following has a little more research.)
    I've spent a good part of the day researching possible candidates to handle the data in .world and .worldcollision files. I know I can't write this
    sort of thing in Python. Here's my picks: Panda3d and Pythonxy.

    Panda3d: A cool package, this is actually a game engine from Carnegie-Mellon. You can make games with this but from our point
    of view, it can accept characters (models), animations, etc. and
    manipulate them.

    Con: You don't call Panda3d from Python, you do it the other way.
    Start Panda3d and then run a python script to read a .world file
    or a .worldcollision file.

    This isn't the way I'd like to work this. Alternative:

    pythonxy: This is an unbelievably rich Python installation that includes
    Python and about every package available that supports any sort of graphics. It is free (unbelievably enough), and is geared to scientists
    who want visualization of 3d data. Mayavi and tvtk are included free.
    Mayavi (having nothing to do with Maya or Vi if you're from Unix) is a
    superb 3d visualizer. Essentially, this distribution is MatLab for free.

    Con: Don't know yet if you can actually CHANGE data, it just visualizes
    data. We have to be able to use a visual product to change data or
    we are wasting our time.

    Pro: I think you can change the data because MatLab can. Why steal from
    something good if you don't replicate the good features? (Hardly a compelling argument but capitalism will bear me out on this.)
    Another pro, you can call pythonxy (really its subpackages tvtk and mayavi)
    from Python. This means you have a Python program that reads (and stores) a .world or .worldcollision file, THEN calls tvtk or mayavi to image it
    and let the user make changes and then (hopefully) repack it into a valid
    .world file.

    This is what I'm going to look at over the holidays. Wishing everyone a
    very wonderful Holiday season.

    Peace,

    KE

  14. #14
    Opifex
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    Default Re: world modified

    You too KE, merry Christmas to you and Argantonio.


    "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

  15. #15

    Default Re: world modified

    i have lost my words.....GREAT JOB....i will try it at home

  16. #16
    KnightErrant's Avatar Decanus
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    Default Re: world modified

    Well, two day try at Pythonxy. It's actually a great package for my
    job, so I don't feel bad about trying it out. But as far as I can tell
    you can't actually edit data and change things in the edit window
    so it doesn't pass muster for what we need to do for .worldcollision
    files. (.world files are much harder, haven't decided what we have to
    do there.) I'm going to try Panda3d next. Suppose the work flow
    was like this: run Panda3d, launch a file that read a .worldcollision
    file, the various data segments were presented in a tree view, (don't
    know if that is possible in Panda3d, it was in Python3d), select a
    tree view segment that corresponds to something edited in Milkshape
    for a structure, then modify it so it is a good model for collision detection
    i.e. if you make a wall 3 times higher, make the collision detection model
    3 times higher, Have Panda3d save the new data, then write out a new
    .worldcollision file. This sort of makes a .worldcollsion editor.

    Now let's speculate. Suppose the really interesting parts of a .world
    file are the deployment section. This isn't graphical but the parts
    could be held in a tree structure. (Pythonxy here, Tkinter can't do
    this.) The perimeter part might be graphical, or could be edited that
    way. This is really speculation on my part. I'm just going to try the
    .worldcollsion file part for the next few days as sort of a "warm up"
    exercise. I'll leave it to Argantonio to say which parts we really have
    to be concerned about. If I learn how to do one thing, then doing another
    isn't a big deal. "Fortune passes everywhere"
    Sigh, quoting a DUNE movie just means you aren't using your evenings
    constructively.

  17. #17

    Default Re: world modified

    Quote Originally Posted by KnightErrant View Post
    "Fortune passes everywhere"
    Sigh, quoting a DUNE movie just means you aren't using your evenings
    constructively.
    Err....yes it does KE.

    As Paul Atreides said 'he can destroy a thing, controls a thing' (in reference to the collision files of course).

    Merry Christmas to you and Argantonio !
    Last edited by Yelü Dashi; December 23, 2008 at 09:44 AM.

  18. #18

    Default Re: world modified

    I wait anxiously for this file. I am a bit "clogged ", in the worldcollision with the Pairs of 4x4 homogeneous coordinates , they determine the position of the blocks worldcollsion ...this works.

  19. #19

    Default Re: world modified

    I am new at modding but get well along with CAD progs. Concerning my question, so as you cracked the "building walls", may I make now costum buildings no matter how the look like, or whatever has to be considered? Secondly do I have to use milkshape and similar progs? Wich format is supported by the Med.2?

  20. #20

    Default Re: world modified

    The current means of modification , determine that we cannot move away too much of the way in which the buildings are constructed in MTWII. But we can do it, these new buildings were not working of the form that buildings`MTWII do.The worldrepacker admits ms3d and obj, MTWII uses his proper formats mesh, world, worlcollision, there are no programs that import or export them in brute.

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