Thread: IWTE - World editing - (General Discussion)

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  1. #1

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

    Yes, maybe related to the OS in case...

    Ok then, I'll be following your suggestion to avoid any kind of overwriting...

    Thanks double (two nice advices in a day!)


  2. #2
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    I'm using win 10 and have the same situation as Mak reported. So not sure how to reproduce the problem. I know the paint processes behave differently but just opening the world files always defaults (for me) the same directory I opened the first file and then saves there.

    I know I need to tidy up some bits but usage is pretty small and I want to convert to version 3 python (but not exactly spending much time doing it).

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    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing - (General Discussion)

    I'm wondering if the is some line in the .pkg file that could prevent the game loading ambient settlements in specific regions. The culture and faction lines are obvious, but maybe the Environment line caould be of use?

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

    @leo - 'environment' looks like it should do that... I've not found any way of using it that has an effect yet though - I was trying on settlements though, could be worth experimenting on ambients

    @nadalio - where your pkg has 'type' 'village' - you need 'type' & 'default_fort'
    use IWTE to create new pkg - on the first 'WorldFiles' tab there's an 'Edit worldpackage' button, use that it'll create a new one for you based on your changes to the one you opened. Remember to delete the old pkg if you don't need it anymore.

    @xHoly - I'll look - have you tried making a copy of the .exe file and sticking it somewhere else? I think the new copy shouldn't inherit the default file look-up location from the old one


    EDIT: at the moment can't remember what the variant bit does... but in the pkg, no it's not anything to do with textures.

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

    Quote Originally Posted by makanyane View Post
    @leo - 'environment' looks like it should do that... I've not found any way of using it that has an effect yet though - I was trying on settlements though, could be worth experimenting on ambients
    Ok Mak, thanks. Maybe typing the climate in this line. I think climate is the most obvious thing.

  6. #6

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

    Thanks mak, moving the exe fixed it! Guess I just grew too attached to having it on my desktop so didnt even think about that

  7. #7

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

    ah, ok, so moving the .exe was the solution, good then!


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    nadalio's Avatar Civis
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    Default Re: IWTE - World editing - (General Discussion)

    @
    makayane
    where your pkg has 'type' 'village' - you need 'type' & 'default_fort'
    use IWTE to create new pkg - on the first 'WorldFiles' tab there's an 'Edit worldpackage' button, use that it'll create a new one for you based on your changes to the one you opened. Remember to delete the old pkg if you don't need it anymore
    Thank you makayane but it didn't work with type=default_fort , it always shows a vailla woden fort of m2tw (the one that is buildable), i deleted the old PKG and cancel the WD letters in the name.
    I don't understand whats wrong other people change fort model with a village one sucessfully.

    Does the fort folder must be in every culture folder with update paths in the pkg?

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

    Quote Originally Posted by nadalio View Post
    Thank you makayane but it didn't work with type=default_fort , it always shows a vailla woden fort of m2tw (the one that is buildable), i deleted the old PKG and cancel the WD letters in the name.
    I don't understand whats wrong other people change fort model with a village one sucessfully.

    Does the fort folder must be in every culture folder with update paths in the pkg?
    PKG name is completely irrelevant... and where the fort folder is is also completely irrelevant, so long as it's where the PKG path says

    things to try;

    stick the 'village_fort_a' name in the variant slot of the PKG

    if the province it's in isn't actually a starting province for the northern_europeans then make another PKG that has the relevant culture (mesoamerican?) as the culture - maybe that needs to tie up to make it work?

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

    Quote Originally Posted by makanyane View Post
    PKG name is completely irrelevant... and where the fort folder is is also completely irrelevant, so long as it's where the PKG path says

    things to try;

    stick the 'village_fort_a' name in the variant slot of the PKG

    if the province it's in isn't actually a starting province for the northern_europeans then make another PKG that has the relevant culture (mesoamerican?) as the culture - maybe that needs to tie up to make it work?
    Tried the VARIANT LINE and did't make any effect.

    the village is northeuropean culture. Its placed in a slave region, culture northeuropean and the faction creator is scotland (i look on the strat.text)

    So i change the faction line in pkg to Scotland and slave but nothing (as a custom settlement).

    I test the fort on another computer with an older copy MTW2 (pevious test was on a laptop with m2tw steam version) and it always show as a as vanilla woden fort.

    It seems that the game ignoring the mod folder and use the vanilla ones?
    I start the game always with this parameters:
    [io]
    file_first = true
    disable_file_cache = 1


    [log]
    to = logs/system.log.txt
    level = * trace


    [video]
    windowed = true
    borderless_window = 1

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

    @nadalio
    see this bit; http://www.twcenter.net/wiki/Battle_...s_are_Selected

    please check you've got a copy of the "packagedb.txt" in your mod-folder


    can't think of anything else at the moment - might be worth having a look at Gig's stuff about stone forts;
    http://www.twcenter.net/forums/showt...the-Battle-Map

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

    Quote Originally Posted by makanyane View Post
    @nadalio
    see this bit; http://www.twcenter.net/wiki/Battle_...s_are_Selected

    please check you've got a copy of the "packagedb.txt" in your mod-folder


    can't think of anything else at the moment - might be worth having a look at Gig's stuff about stone forts;
    http://www.twcenter.net/forums/showt...the-Battle-Map
    Makanyane, you are wonderful!! I did a lot of test, the solution was the combination of the VARIANT LINE and my stupid mistake. The CULTURE LINE is NORTHER_EUROPEAN not NORTH_EUROPEAN like the folders.

    The last step is to add the winter texture. I add all the texture in the BLOCKSET FOLDER but it seems that is not enough, there is always a brown square without the white snow texture for the settlement.

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

    1 - After concluding that factions/cultures don't share ambient buildings, I'm in doubt again because I remembered that there is no folder for east european settlements. So were do they take their ambient buildings from?

    2 - Say I want to create new ambient buildings exclusive for Gondor, but they will be nothing more than north european ambient buildings with gondor textures.

    My plan is to replace the textures via IWTE, save the 3 binary files, change the file names to something that will differ them from vanilla ones (other factions uses north european ambient settlements so vanilla must not be replaced), change the pkg file to make it GONDOR culture and to point the new .world file I created.

    I guess all I need then is the new .pkg and the .world, right? Or do I also need the .worldcollision? (Or maybe any other)
    Last edited by leo.civil.uefs; October 26, 2017 at 10:40 PM.

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

    Quote Originally Posted by leo.civil.uefs View Post
    1 - After concluding that factions/cultures don't share ambient buildings, I'm in doubt again because I remembered that there is no folder for east european settlements. So were do they take their ambient buildings from?
    Eastern Europeans have a hard coded default to use Northern European, Greeks have a hard coded default to use Southern European. If you want Eastern Europeans to use something more specific for settlement you make the pkg with 'northern_european' as the culture and use their faction_name in the faction slot - ambient are probably the same.

    2 - Say I want to create new ambient buildings exclusive for Gondor, but they will be nothing more than north european ambient buildings with gondor textures.

    My plan is to replace the textures via IWTE, save the 3 binary files, change the file names to something that will differ them from vanilla ones (other factions uses north european ambient settlements so vanilla must not be replaced), change the pkg file to make it GONDOR culture and to point the new .world file I created.

    I guess all I need then is the new .pkg and the .world, right? Or do I also need the .worldcollision? (Or maybe any other)
    To do it the way you've said above you'd need the .world and the .worldcollision - you always need the two of them with same name in same folder.

    If you're only trying to change the texture have you tried just doing texture variants for your gondor faction?

    For that you'd leave the .world / pkgs totally alone but put your new textures (with same name as original textures) in;
    TATW/data/blockset/textures/faction_variations/sicily
    (assuming sicily is the faction in the gondor culture & the regions have sicily as the faction_creator etc)

    don't forget that unless you do the 'replace with something invisible' thing, the ambients that are in the north_european folder but don't actually have a culture section in the pkg will turn up everywhere, regardless of whether you make new Gondor only ones or not - so the /faction_variations texture thing could work better to fix them...

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

    Quote Originally Posted by makanyane View Post
    If you're only trying to change the texture have you tried just doing texture variants for your gondor faction?

    For that you'd leave the .world / pkgs totally alone but put your new textures (with same name as original textures) in;
    TATW/data/blockset/textures/faction_variations/sicily
    (assuming sicily is the faction in the gondor culture & the regions have sicily as the faction_creator etc)
    Wait. What do you mean about regions and faction creator? You mean the texture variation will only work if gondor (sicily) is the faction creator of that region? What If gondor conquer a region where there is a NE settlement, will the textures change? (That would actually be cool!)

    By the way, the path in vanilla is data/blockset/textures/VARIATIONS/"CULTURE"

    Does the faction creator thing have anything to do with what ambient building the engine chooses to show up in that region?

    Quote Originally Posted by makanyane View Post
    don't forget that unless you do the 'replace with something invisible' thing, the ambients that are in the north_european folder but don't actually have a culture section in the pkg will turn up everywhere, regardless of whether you make new Gondor only ones or not - so the /faction_variations texture thing could work better to fix them...
    The problem is not any faction, its a region, Mordor.

    I obviously dont want lakes and swamps showing up inside Mordor (the regions), but any faction that conquers a region there will make this happen. I can't even prevent Mordor (faction) to show ambient buildings there because when they conquer distant regions, I want these ambient buildings (like lakes) showing up normally. There is no way to restrict this (ambient buildings by regions and not by culture/faction) but I will try the "environment" line in the pkg later.
    Last edited by leo.civil.uefs; October 30, 2017 at 02:14 PM.

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

    Quote Originally Posted by leo.civil.uefs View Post
    By the way, the path in vanilla is data/blockset/textures/VARIATIONS/"CULTURE"
    That's not necessarily going to work for you - that relates to certain climates that have a hard coded look-up of specifically south_european and middle_eastern folders, see;
    http://www.twcenter.net/wiki/Battle_..._M2TW#Textures
    as you can see from the fact that it looks up "south_european" and not "southern_european" it's not actually check against the cultures, it's just a hard coded default

    IF all your starting Gondor provinces were in the Mediterranean climate - and nothing else was - then that'd actually be quite a neat way to fix it - by sticking all your variant textures in the south_european folder.

    IF all your Gondor provinces are in one climate, which isn't Mediterranean, but nothing else shares that climate it might be worth doing a switch of climates - I've done that for the Westeros in progress mod to sort out winter building textures for winter only climates.

    All the above only works for the CLIMATE the battle is fought in - despite folder names it's nothing to do with the culture of owner/creator - sorry!

    The faction_variations thing does work for settlements and appeared in one of the Kingdoms mods vanilla version (Teutonic?)

    Does the faction creator thing have anything to do with what ambient building the engine chooses to show up in that region?
    I'm not actually sure - I think at the start it will depend on either faction_creator in descr_strat (most likely because the settlement selected does) or possibly the faction for the region in descr_regions.txt I've not tested it for either the ambient or its texture. Faction_creator in descr_strat is my best guess, and if it's that it shouldn't change with occupation





    The problem is not any faction, its a region, Mordor.

    I obviously dont want lakes and swamps showing up inside Mordor (the regions), but any faction that conquers a region there will make this happen. I can't even prevent Mordor (faction) to show ambient buildings there because when they conquer distant regions, I want these ambient buildings (like lakes) showing up normally. There is no way to restrict this (ambient buildings by regions and not by culture/faction) but I will try the "environment" line in the pkg later.
    See above - I'm not sure if the ambient buildings actually change with occupation or are just linked to the starting descr_strat / descr_regions for the region.

    The problem I was trying to warn you about is the ambients that are in the north_european/ambient_settlements folder like 'swamp_a' which don't have a restrictive culture line in the .worldpkgdesc file, will still turn up anywhere including Mordor. You can't change that by changing the .worldpkgdesc in the mod because it still also reads the pkg's in the data folder and packs... That's why the previous solution to getting rid of unwanted stuff involved replacing things like swamp_a.world with little/invisible rocks.

    Whatever you do you'll either need to provide a variant texture for them that works in Mordor, or go back to nerfing them by replacing the .worlds with something you don't actually see...

  17. #17

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

    i wonder how to know heights of my tower to add Arrowslot in IWTE ?

  18. #18

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

    Quote Originally Posted by raubak View Post
    i wonder how to know heights of my tower to add Arrowslot in IWTE ?
    Load the structure that contains the arrow towers together with its textures into ms3d then hover with the mouse over the area where the arrow slits are on the model/texture in one of the 2d-views (front or side), then in the bottom left corner look at the values displayed for x,y and z, note down the y value and enter that as height for the arrowslots in IWTE

  19. #19

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

    Thx xHolyCrusader that was easy
    i also wonder is it possible to get all wall and gate animation working proper in hight like 230,000 .. cuz i tru seems it got error ...

  20. #20

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

    Quote Originally Posted by raubak View Post
    Thx xHolyCrusader that was easy
    i also wonder is it possible to get all wall and gate animation working proper in hight like 230,000 .. cuz i tru seems it got error ...
    Spoiler Alert, click show to read: 
    The terrain height and/or position of the models shouldnt affect gate or wall animation functionality, what kind of error are you getting where and when?

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