Thread: IWTE - World editing - (General Discussion)

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  1. #1

    Default Re: IWTE - World editing(Added tutorial)

    Excuse me, I want to transplant eastern_european, new_stuff and my_city andnew_city.world should be how to rename the eastern_european culture can beidentified? I want to know is how to identify the PKG file? I eastern_europeanculture of new_stuff named east_european can do it? PKG also as you said, did,culture is set to north_european, forces are chosen, why to enter the battlefieldor north_european specific cultural architecture? Don't know new_stuff and my_city and new_city.world to what denomination? The system can recognize?Also please the great advice!

  2. #2

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    I suspect this may not translate first time but here goes...


    Place your new files for the settlement anywhere you want, in any folder within your_mod/data/settlements

    you need the .world file and the .worldcollision file to have the same name

    for an example if it's a city and you put them at

    your_mod/data/settlements/new_stuff/my_city/new_city.world &
    your_mod/data/settlements/new_stuff/my_city/new_city.worldcollision

    you need to then make sure that the other files referenced within .world are in the right place
    there's a button on first tab of IWTE to change referenced paths

    you also then need to check the paths to things within the .worldterrain file are in the right place - there's a button for changing mask paths in the terrain section.


    To get the game to use those new files you need to make a NEW .worldpkgdesc

    do that by editing an existing one with IWTE - again it's a button on first tab
    change the box marked Pkg Path to settlements/new_stuff/my_city/new_city.world
    in that same edit window set the type to 'city' (or whichever level you want it to appear at - please look up existing ones to check the exact text required!)
    set the culture to northern_european (if its for your eastern_europeans) and the faction to the faction_name

    if you've got more than one faction in eastern_european culture you need to make an additional .worldpkgdesc for each of them using same process

    IWTE automatically makes a new pkg with _wd added to the name when you edit an existing one - you don't need to re-name it, but you can if it makes it easier to keep track of


    ALL .worldpkgdesc files in the settlement folder will be read if you have packagedb.txt in your_mod/data folder - don't leave spare copies of them around or you're likely to end up in a mess...




    If that didn't make any sense I can try and do pictures... but that'll take a few days
    Excuse me, I want to transplant eastern_european, new_stuff and my_city andnew_city.world should be how to rename the eastern_european culture can beidentified? I want to know is how to identify the PKG file? I eastern_europeanculture of new_stuff named east_european can do it? PKG also as you said, did,culture is set to north_european, forces are chosen, why to enter the battlefieldor north_european specific cultural architecture? Don't know new_stuff and my_city and new_city.world to what denomination? The system can recognize?Also please the great advice!

  3. #3

    Default Re: IWTE - World editing(Added tutorial)

    @makanyane

    Hey matie, thank u so much for this, it really helped! I've relayed it back to him as best as I could.
    But like u said translating this can be hard, especially with much of those technical terms which I'm not very familiar with...

    So if it would be alright, is it possible that we can ask for your picture guide? Since this relates to some pretty complex modding work,
    just the essential stuff would be enough.

    Really appreciate your help in this bro!

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    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: IWTE - World editing(Added tutorial)

    Hey, WD! I have some problems with Structures->Assign Complex to TB1 Block. I tried to reassign my complex block from lower middle to upper middle. First complex reasignation was successful and next one was failure.

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    Default Re: IWTE - World editing(Added tutorial)

    @Falconwatch

    I will try and do pictures - the trouble I'm having explaining this is that a lot of things don't matter what they're called or where they're placed

    so you can put your files at: settlements/abc/xyz.world so long as you use that path in the .worldpkgdesc
    I don't know what your files are called at the moment, or what your faction names are.


    would you be able to send me some bits from your mod?
    A. the .world and everything in the folder with it (.worldcollision, .worldterrain etc)
    B. descr_sm_factions.txt
    C. tell me which faction/s you want to use the settlement
    D. tell me what level the settlement is meant to represent, i.e. castle/huge_city etc.
    E. tell me if it is currently loading as something it shouldn't, i.e. turning up as the northern_european settlement when you don't want it to.

    if you can do that please upload the files somewhere and PM me the link

  6. #6

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    @Falconwatch

    I will try and do pictures - the trouble I'm having explaining this is that a lot of things don't matter what they're called or where they're placed

    so you can put your files at: settlements/abc/xyz.world so long as you use that path in the .worldpkgdesc
    I don't know what your files are called at the moment, or what your faction names are.


    would you be able to send me some bits from your mod?
    A. the .world and everything in the folder with it (.worldcollision, .worldterrain etc)
    B. descr_sm_factions.txt
    C. tell me which faction/s you want to use the settlement
    D. tell me what level the settlement is meant to represent, i.e. castle/huge_city etc.
    E. tell me if it is currently loading as something it shouldn't, i.e. turning up as the northern_european settlement when you don't want it to.

    if you can do that please upload the files somewhere and PM me the link
    GREEK and eastern_european Is it right? Bad custom?

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by evenmov View Post
    GREEK and eastern_european Is it right? Bad custom?
    There are hard-coded defaults related to GREEK and EASTERN_EUROPEAN cultures

    that is part of your problem

    to get their stuff to load in campaign you can use faction specific .worldpkgdesc files - which I will try to explain with pictures.

    but, that might not work for custom battles

  8. #8

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    @Falconwatch

    I will try and do pictures - the trouble I'm having explaining this is that a lot of things don't matter what they're called or where they're placed

    so you can put your files at: settlements/abc/xyz.world so long as you use that path in the .worldpkgdesc
    I don't know what your files are called at the moment, or what your faction names are.


    would you be able to send me some bits from your mod?
    A. the .world and everything in the folder with it (.worldcollision, .worldterrain etc)
    B. descr_sm_factions.txt
    C. tell me which faction/s you want to use the settlement
    D. tell me what level the settlement is meant to represent, i.e. castle/huge_city etc.
    E. tell me if it is currently loading as something it shouldn't, i.e. turning up as the northern_european settlement when you don't want it to.

    if you can do that please upload the files somewhere and PM me the link
    Hey Mak, thank u so much for ur help! We tweaked with the files for a few days.

    So is it something like this? First we look at the cultures and factions in sm_factions.txt, so let's just say the culture is eastern_european and the faction is england. We then open the PKG file and choose the correct path, like:
    settlements/eastern_european/Settlements/large_town/eastern_european_large_town.world

    The culture within the PKG file is set to northern_european, and the faction set to england, the type is set to large_town, and then we add packagedb.txt within the data directory. The contents of packagedb.TXT are:
    List of directories to search for packages
    .\settlements

    May we ask which setting did we do wrong, and what additional steps do we need to take? Can we import eastern_european settlements onto the campaign map like this?
    And how many additional cultures can we implement, in total?
    Also say we have 10 eastern_european factions, can we make 10 different type of settlements for those 10 factions?

    Really appreciate the help bro, cheers!

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    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: IWTE - World editing(Added tutorial)

    Hey guys.
    I was very noob when started work on terrain for my Annuminas. I had to implement settlement first. But i did it right now.. Now i see that my settlement doesn't fit to the world.
    Here we go:
    What i got:

    What i need:

    What i can't change(actually i know how to move settlement but it doesn't fit anyway):


    EDIT: Blue is Lake. Red is my Terrain.
    EDIT2: You may know how my terrain looks: Island, Hill and walls outside of island. So my hill must stay on lake and island before lake.
    So question is it possible to make it or i gotta delete my Annuminas?
    Last edited by Mr.Jox; March 26, 2014 at 08:40 AM.

  10. #10
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Jox25 - First I'm looking at that error with the blocks. Not sure if its been there a very long time or got added when I was sorting out the DMB table1 info due to their complex structure not being regular. Anyway will look to fix in the next release. The issue is tied to a sort process which is looping.

    Regarding your problem. You can only move the .world so far. After that you can amend the world terrain to reach further out. If you are trying to bring water in from a feature you need to lower the heights in the worldterrain. This would give an effect like the top diagram but with the water moving towards the city rather than the city being moved to the water. For large world terrains you can't use MS3d so use the TGA version and or the IWTE 2D version to amend that.
    Separately you can have a reflective plane but that won't connect to the actual water.

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    Default Re: IWTE - World editing(Added tutorial)

    So you say it's possible and if i got you right i have to make huge terrain(about 300+), isn't it? I see only this way been possible for using entire settlement in battle. But it also looks like top side of my terrain will have details and lower one will be flat(if i not make some hills).

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    Default Re: IWTE - World editing(Added tutorial)

    If you need to have a large terrain to get one side to work, and don't want to influence the stuff the other side, just use the merge layer, so that the bit you don't want to change is under a black section on the merge.tga (i.e. it'll just give you whatever the battlemap had originally)

    and you might need to experiment with the depth of the low bit to get the water to come in...

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    Default Re: IWTE - World editing(Added tutorial)

    Still dont understand: I've took mak's starter kit, resized terrain, pathfinding and vegetation from 105 to 251 but no changes. I still away from lake(same distation). Ive checked paths, everything: settlement uses the right terrain but its don't want to become bigger

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    Default Re: IWTE - World editing(Added tutorial)

    if you resize terrain upwards it extends whatever was at the outer edge before right out to the new full size...

    generally what was at the edge before will have been black/0% merge... so you've just got a bigger terrain that's not actually applying anything because it's all merged out.

    you need to make tga files for your new resized terrain, extend the white area on the merge file, and make some obvious changes to the base.tga and then feed them back in to make revised terrain file so you can actually see results
    (and probably more than 251 if you're trying to reach a river/lake 'outside' battlemap)

  15. #15

    Default Re: IWTE - World editing(Added tutorial)

    Hey Mak, thank u so much for ur help! We tweaked with the files for a few days.

    So is it something like this? First we look at the cultures and factions in sm_factions.txt, so let's just say the culture is eastern_european and the faction is england. We then open the PKG file and choose the correct path, like:
    settlements/eastern_european/Settlements/large_town/eastern_european_large_town.world

    The culture within the PKG file is set to northern_european, and the faction set to england, the type is set to large_town, and then we add packagedb.txt within the data directory. The contents of packagedb.TXT are:
    List of directories to search for packages
    .\settlements

    May we ask which setting did we do wrong, and what additional steps do we need to take? Can we import eastern_european settlements onto the campaign map like this?
    And how many additional cultures can we implement, in total?
    Also say we have 10 eastern_european factions, can we make 10 different type of settlements for those 10 factions?

    Really appreciate the help bro, cheers!

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    Default Re: IWTE - World editing(Added tutorial)

    Ehh... My terrain size already 351x351 and still same tile. My base filled black, merge filled white and battle merge filled white..

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by Jox25 View Post
    Ehh... My terrain size already 351x351 and still same tile. My base filled black, merge filled white and battle merge filled white..
    so that's just flat - at whatever level you set the variables at, you need a higher bit where the settlement is and then a deep bit where you're trying to get the river in. If you've got a version where the settlement was sitting on the terrain properly you need to export that to the tga files and only make the area you want to reach the water > black.

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by Jox25
    Hey, WD! I have some problems with Structures->Assign Complex to TB1 Block. I tried to reassign my complex block from lower middle to upper middle. First complex reasignation was successful and next one was failure.
    Hi, I should have a fix or this out in the next couple of days (maybe later today). Bug occurs when a parent in the block set no longer has any children and should of been removed. It was causing a loop. eg moving complex 3 up one layer creates this situation in the .world you are amending.
    I've got a fix ready now just need to do a couple of checks first but need to get on with something else here first.

  19. #19

    Default Re: IWTE - World editing(Added tutorial)

    Hey just another quick question, I'm not sure if this makes much sense, but if we set a particular faction for the "faction" slot within the PKG file. Then in the original PKG file, what should we set for the "any" slot within the "faction" setting? Should we set it to some faction as well? Hope u know what I mean

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by Falconwatch View Post
    Hey just another quick question, I'm not sure if this makes much sense, but if we set a particular faction for the "faction" slot within the PKG file. Then in the original PKG file, what should we set for the "any" slot within the "faction" setting? Should we set it to some faction as well? Hope u know what I mean
    No, leave it as 'any' it will cover any faction in that culture that you have not made a pkg for. If you have made a pkg for the faction then it will over rule the 'any' one, so it does not matter.

    Quote Originally Posted by evenmov View Post
    Hey Mak, thank u so much for ur help! We tweaked with the files for a few days.

    So is it something like this? First we look at the cultures and factions in sm_factions.txt, so let's just say the culture is eastern_european and the faction is england. We then open the PKG file and choose the correct path, like:
    settlements/eastern_european/Settlements/large_town/eastern_european_large_town.world

    The culture within the PKG file is set to northern_european, and the faction set to england, the type is set to large_town, and then we add packagedb.txt within the data directory. The contents of packagedb.TXT are:
    List of directories to search for packages
    .\settlements

    May we ask which setting did we do wrong, and what additional steps do we need to take? Can we import eastern_european settlements onto the campaign map like this?
    yes that sounds right

    what additional steps do we need to take?
    check the internal paths inside 'eastern_european_large_town.world' (the referenced paths on first tab of IWTE)


    And how many additional cultures can we implement, in total?
    game can have 7 cultures you can make all of them have different settlements - if you do not use the names eastern_european or greek for your cultures then you can just use the culture name in the pkg and do not have to use the faction section.
    Also say we have 10 eastern_european factions, can we make 10 different type of settlements for those 10 factions?
    yes for the campaign map - it may not work for custom battles

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