Thread: IWTE - World editing - (General Discussion)

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  1. #1
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    @Arkay



    The problem with the texture is you've switched to the correct texture, but the uv mapping is the same as the original gate. If you use the
    "create ms3d from mesh" button on the Animations tab - you'll get an ms3d where you can view the uv mapping like;
    Click image for larger version. 

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    the .mesh file is the one that controls the texture stuff... unfortunately at the moment the "create mesh from ms3d" process isn't working (it's making the file but wiping out the joint assignments - which is bad!) WD might be able to fix that eventually so you can change the uv mapping - but if you want to get it to work anytime in the near future you need to make yourself a new texture just for the anims that has a reduced down version of the bit of timber you want in the area where the existing meshes are mapped. If you take a screenshot of the texture coordinate editor window and put that in as a layer into your new texture you can use it to get things in the right location.

  2. #2

    Default Re: IWTE - World editing - (General Discussion)

    @makanyane Ah the uv thingie, nice find. Thanks! I tried to use a new texture with the adjustments you told me, though it looks a bit low-textured.

    pics

    First try

    Second try

    I guess that is supposed to be so (since it's scaled down), or I'm doing something wrong again most likely..

  3. #3
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    @Arkay - I think the crash Mak gets may be tied to milkshape versions. I had thought I'd disabled this button as I couldn't see any need for it but it may of got added back in tied to an issue Leo had when he assigned the wrong type of animation and needed a way to see it. Anyway I need to correct it to handle the later milkshape version and that may then allow you to reposition the UV's.

  4. #4

    Default Re: IWTE - World editing - (General Discussion)

    @wilddog Okay, no hurry however. Thank you for your willingness.

  5. #5

    Icon4 Re: IWTE - World editing - (General Discussion)

    Why do I get errors when loading custom battle after check collisions of objects?
    What does it depend?
    It may be for the positioning of the object?

  6. #6
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by BaldovinoIII View Post
    Why do I get errors when loading custom battle after check collisions of objects?
    What does it depend?
    It may be for the positioning of the object?
    Not enough information...

    What sort of error? Does the game crash to desktop? Does the error log say anything?

    What exactly did you do using the IWTE tool?

  7. #7

    Default Re: IWTE - World editing - (General Discussion)

    the gate, the gatehouse, and the first two arrow tower work perfectly.
    but as soon as I add another ... crash!
    if you want I'll have the files running and also those not.

  8. #8

    Default Re: IWTE - World editing - (General Discussion)

    Hi Makanyane,
    A crash when loading battle.
    I only have a gate, a gatehouse and two arrow tower, just add other structures and check collisions and animations makes the crach.
    is an error that I can not solve.
    is the second settlement that I try to do, the first I have abandoned for this reason.

  9. #9
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    Yes please send both sets of files, either post them here or pm me a link to them.

  10. #10

    Default Re: IWTE - World editing - (General Discussion)

    north_european_castle_a.zip

    the settlement replaces the north_european_castle, there are two folders, one with the working world and the other with those not working.
    pathfinding and terrain are the same for both folders.
    thanks Makanyane.

  11. #11
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    we looked earlier - couldn't spot anything obvious - it looks fine in IWTE!

    are you sure you changed all 3 files to the new ones when you tested it in game? having a mis-match (different numbers of objects) between the files will cause a crash

    if not that - could you also send the .worldvegetation file so I can test in game

  12. #12

    Default Re: IWTE - World editing - (General Discussion)

    The vegetation is that settlement vanilla.

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    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    Just tried the "non-working" version in game and it works for me...

    attacked it with ram only

    do double/treble check that you are swapping all the new files in when you're testing
    otherwise go back to the "working" ones and make sure they still work and it'd not something you changed elsewhere

    beyond that no real idea - unless it's something to do with your map/units/siege equipment that's different from mine
    are you trying to load it with a large army? sometimes if the game can't work out where to place units on a small deployment area it can cause problems.

  14. #14

    Default Re: IWTE - World editing - (General Discussion)

    I can not understand Makanyane, I did some test editing, and now the "working" is unstable, sometimes it works sometimes it does not work.
    I feel the settlement with 1,200 total units.
    It could be an error caused by my pc?

  15. #15
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    try removing completely the working and un-working versions so you're using the vanilla castle and test the same battle 6 or so times... see if that's stable - if not then it could be your pc

    if the vanilla castle works - but those cut down ones don't then it might still be to do with not enough deployment area, but just crashing some times, not others ??

    let us know results of testing with vanilla.

  16. #16

    Default Re: IWTE - World editing - (General Discussion)

    I've tried 10 times and vanilla files are always ok.
    I made measurements of the settlement almost equal to the vanilla, and used only one entrance to the plaza, like vanilla.
    I do not know if you can be of help but here's the system.log

    system.log.txt

  17. #17
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    not seeing anything obvious on that - you've got
    16:00:40.943 [script.err] [error] Script Error in mods/barebones/data/descr_mount.txt, at line 117, column 1
    Could not find battle model for mount 'Mount_Adv_English_Armoured_Horse'.
    16:00:40.943 [script.err] [error] Script Error in mods/barebones/data/descr_mount.txt, at line 147, column 1
    Could not find battle model for mount 'Mount_Adv_English_Barded_Horse'.
    16:00:40.943 [script.err] [error] Script Error in mods/barebones/data/descr_mount.txt, at line 162, column 1
    Could not find battle model for mount 'Mount_Adv_French_Barded_Horse'.
    16:00:40.943 [script.err] [error] Script Error in mods/barebones/data/descr_mount.txt, at line 242, column 1
    Could not find battle model for mount 'Mount_AdV_French_Heavy_Horse'.
    set of errors which would cause a problem if you try using a unit with that mount (if the mount is in use in EDU)
    am assuming you're trying this with the same units though...

    I'll try running more tests on my PC with your files tomorrow and see if I can get it to crash - unless I can get the crash on mine I can't really help fix the problem!

  18. #18

    Default Re: IWTE - World editing - (General Discussion)

    @mak I gave it a try. The "non-working" version crashes my game too. Could be the vegetation showing up in the lake area that causes random crashes (that could explain why you had none)? I'm not sure of that, even without changes to the vegetation file (but just deleting all unused collisions apparently) I was able to load battles in the end. This is the version I use now (no crashes when adding/deleting new structures so far, no more trees in the battlemap).

  19. #19

    Default Re: IWTE - World editing - (General Discussion)

    Really weird ... I moved the arrow tower and walls parallel to the bridge, now going very well ... even without the vegetation of Arkay.
    I do not know itself depends from moving, but it is now very stable.
    there is no logic.

    thanks anyway to all ladies and gentlemen.

  20. #20

    Default Re: IWTE - World editing - (General Discussion)

    Hey guys it's me again.

    Just a problem we're having. Basically we're trying to build the Forbidden City, a unique settlement scene within the much larger Beijing City.
    And we're currently using the village slot, so it will be a direct assault to the Palace Square ingame, without the need to build any siege engines.

    However we're having some problem with collisions. Basically only the area immediate of the map center has proper collision, but it doesn't have
    any for the area beyond. We've tried to manually set collision but it doesn't seem to work. Is there anyway to solve this issue?

    Here's some WIP shots of the scene btw:

    Spoiler Alert, click show to read: 









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