Current Version
Current version is IWTE_v23_03_A from March 11th 2023.
http://www.twcenter.net/forums/downl...o=file&id=2741
Overview of IWTE
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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
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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
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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
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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.