Thread: IWTE - World editing - (General Discussion)

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  1. #1

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

    Quote Originally Posted by xHolyCrusader View Post
    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?
    the error was just my less knowledge of using IWTE i try to add animation to gate or wall and it says - list index out of range ...i try pick new anim/colision or amed anim efect ....and i had one problem with walls i add collision ,deployment block on walls ,doors and ladders and still it impossible to put units on it...
    Last edited by raubak; October 31, 2017 at 09:48 AM.

  2. #2
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    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 ...

    They will work no matter the hight.
    But without a clear shoot range for siege engines to hit the walls and gates, things will get messy.

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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)

    by the way Mak.

    Do you understand the status of GONDOR culture in TATW?
    What is it? It does not seem to be replacing any vanilla culture.
    Does it take ambient buildings from any other culture or is a independent one?
    No idea how it works.
    Last edited by leo.civil.uefs; October 30, 2017 at 06:43 PM.

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

    Quote Originally Posted by leo.civil.uefs View Post
    Do you understand the status of GONDOR culture in TATW?
    What is it? It does not seem to be replacing any vanilla culture.
    Does it take ambient buildings from any other culture or is a independent one?
    No idea how it works.
    You can have up to 7 cultures in M2 - vanilla has 6 - Gondor is the modded in 7th

    It shouldn't pick up ambients that are specific to other cultures - but I had re-named cultures in my mod and still got some unwanted ambients...

    and don't forget some of those ambients in the 'north european' folder aren't actually culture specific so will definitely turn up in any culture.

    If you want to add things specifically for them you should be able to just use 'gondor' as the culture line

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

    Quote Originally Posted by makanyane View Post
    It shouldn't pick up ambients that are specific to other cultures - but I had re-named cultures in my mod and still got some unwanted ambients...
    If you're facing such problem, I doubt I will do better. I'll try anyway.

    Quote Originally Posted by makanyane View Post
    and don't forget some of those ambients in the 'north european' folder aren't actually culture specific so will definitely turn up in any culture.
    Don't worry mak I'm well warned about this. Yes, lakes, swamps and others are for every culture, and I like it like this.

    Quote Originally Posted by makanyane View Post
    If you want to add things specifically for them you should be able to just use 'gondor' as the culture line
    Yes! Thats what I'm doing.
    Last edited by leo.civil.uefs; October 31, 2017 at 01:58 PM.

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

    So ambient buildings can't run settlement features like bridges and gates, but can they have effetcs like fire braziers?

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

    Quote Originally Posted by leo.civil.uefs View Post
    So ambient buildings can't run settlement features like bridges and gates, but can they have effetcs like fire braziers?
    Bridges might actually work as it's a pathfinding type thing and not a "settlement" defence type thing, but AI isn't likely to use them as they don't use bridges anyway unless there's absolutely no other option. & there doesn't seem to be anyway of getting the ai to use an ambient as a defensive position

    I think if you use gates they just stay open.

    Fire brazier type stuff should work - the vanilla monasteries etc have them.

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

    You're showing the top door which is attached to the deployment block by default - that should be fine... and collisions look fine

    I was talking about the ground door that you need at the other end of the link/ladder.


    If you can upload your files .world, .worldcollision & .animinstances .worldterrain and .worldpathfinding somewhere and send me the link - either on this thread or by pm I'll have a look.

  9. #9

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

    Quote Originally Posted by makanyane View Post
    You're showing the top door which is attached to the deployment block by default - that should be fine... and collisions look fine

    I was talking about the ground door that you need at the other end of the link/ladder.


    If you can upload your files .world, .worldcollision & .animinstances .worldterrain and .worldpathfinding somewhere and send me the link - either on this thread or by pm I'll have a look.
    http://www.mediafire.com/file/c694of...hu_pickchu.rar

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

    there's a few things weird about that... which may or may not be what's messing up you trying to get troops onto the wall deployment blocks...

    where you aiming to have destroyable walls with breaches? Because at the moment your "wall" objects only have one object so they can't be destroyed...

    you've stuck breaches in for them but they're going in the wrong direction by 90 degrees - to get breaches to work properly you need to make the object a wall first, then either create or assign a collision with the direction arrow pointed 'out' towards where your troops would be looking if they were looking out over the battlements at 90 to the wall.

  11. #11

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

    Quote Originally Posted by makanyane View Post
    there's a few things weird about that... which may or may not be what's messing up you trying to get troops onto the wall deployment blocks...

    where you aiming to have destroyable walls with breaches? Because at the moment your "wall" objects only have one object so they can't be destroyed...

    you've stuck breaches in for them but they're going in the wrong direction by 90 degrees - to get breaches to work properly you need to make the object a wall first, then either create or assign a collision with the direction arrow pointed 'out' towards where your troops would be looking if they were looking out over the battlements at 90 to the wall.
    i try again and even after i assigned perimetrs the arrow towers stop working , but still have same problem to put units on wall ..
    maybe i do wrong steps?
    1)add structure,2)create mainobject (wall). 3)add deployment block. 4)add deployment block door. 5) add ground level door. 6)add ladder path. 7)add collisions. 8)assign perimeters...

    http://www.mediafire.com/file/ry593s...u_pickchu2.rar

    update : even i add proper destroyable walls still can't get what i do wrong ,units can't get on walls

    http://www.mediafire.com/file/aybhbx...u_Pickchu3.rar
    Last edited by raubak; December 06, 2017 at 10:02 AM.

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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 having a strange problem I never had before.

    Using an old version of IWTE (IWTE_v14_03_B).

    The textures are messed ingame. The texture itself is showing, but the NORMAL one seems to be messed, causing strange glitches, like changing the light effect when I zoom in and out, and making the color of the texture a lot darker.

    I checked the texture paths in IWTE and they are correct, besides, there are structures that are using the same texture, and while one has the problem, the other is totally fine.

    Maybe I'm doing something wrong but has anyone experienced something similar?

    PS: They are not new textures but old ones I've been using since my old days of modding, made by King Kong.

  13. #13

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

    Quote Originally Posted by leo.civil.uefs View Post
    I'm having a strange problem I never had before.

    Using an old version of IWTE (IWTE_v14_03_B).

    The textures are messed ingame. The texture itself is showing, but the NORMAL one seems to be messed, causing strange glitches, like changing the light effect when I zoom in and out, and making the color of the texture a lot darker.

    I checked the texture paths in IWTE and they are correct, besides, there are structures that are using the same texture, and while one has the problem, the other is totally fine.

    Maybe I'm doing something wrong but has anyone experienced something similar?
    Yeah I noticed the very same "problem" in a case where I had very "exaggerated" normal maps, the problem arent the normal maps themselves though, its the engine, it just gets more noticeable with "good" normal maps that properly represent changes in height. The game only renders the normal maps of the structures inside or nearby the complex the camera is positioned in, if you move away from one complex into another you sometimes can see how it switches from using no normal map to using one (or vice versa), in settlements with only one complex I dont know how the distance is defined, but at the distance it chooses all structures will either get their normal map rendered or if you go away from it have them removed ..
    Last edited by xHolyCrusader; November 05, 2017 at 03:15 AM.

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

    There is apparently 2 problems occuring.

    One is the normal texture thing.

    The other one is that some structures got their texture darkened, but no problem with normal. I just managed to fix this by extracting the structure and replacing it with the same model but DELETING THE JOINT that was there. Not sure if this is the real cause but it worked anyway.

    Quote Originally Posted by xHolyCrusader View Post
    The game only renders the normal maps of the structures inside or nearby the complex the camera is positioned in, if you move away from one complex into another you sometimes can see how it switches from using no normal map to using one (or vice versa), in settlements with only one complex I dont know how the distance is defined, but at the distance it chooses all structures will either get their normal map rendered or if you go away from it have them removed ..
    Solution for this?
    Last edited by leo.civil.uefs; November 05, 2017 at 02:30 PM.

  15. #15

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

    Is anyone of you using 3dsmax for modeling/animations and could tell me wether the newest version of 3dsmax does work with the scripts. If not what version do i need?

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

    1 - I once heard wilddog talking about amending the animations for gates and walls, so to make bigger/different gates/walls from vanilla to work.

    How's this?

    2 - I've done a long search and could not find the answer (http://www.twcenter.net/forums/showt...sion)/page108)

    I'm using the same light effect I used in Erebor so no text editing, and they are working well in Erebor.
    But now in my new custom settlement it simply does not work.

    I've added collisions to the invisible lamps (invisible boxes), added the effect exactly like they are in Erebor, reseted the complex effects (do I need to select a complex or anything like this?). I even clicked the RESET WORLD SHADING in special tabs. No deal.

    Though I can see light comming from 2 lamps only, and they are not exacly working well, but showing anyway. All the rest of the lamps are off.

    Maybe IWTE is different now from when I used this function?

    3 - I totally forgot about it. What are the configs for normal maps? There is a lot of options and I remember something like "normalize only" but it does not seem to work now, it gives me no blue texture.

    Also, what alpha option should I choose when saving my normal maps? DTX5, 1 bit alpha, interpolated or what?


    Jesus Christ I forgot everything!
    Last edited by leo.civil.uefs; November 30, 2017 at 12:54 PM.

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

    Quote Originally Posted by leo.civil.uefs View Post
    1 - I once heard wilddog talking about amending the animations for gates and walls, so to make bigger/different gates/walls from vanilla to work.

    How's this?
    We spent quite a long while researching this - it's not something we've been able to offer as a feature yet - and not sure we ever will be able to, sorry!

    2 - I've done a long search and could not find the answer (http://www.twcenter.net/forums/showt...sion)/page108)

    I'm using the same light effect I used in Erebor so no text editing, and they are working well in Erebor.
    But now in my new custom settlement it simply does not work.

    I've added collisions to the invisible lamps (invisible boxes), added the effect exactly like they are in Erebor, reseted the complex effects (do I need to select a complex or anything like this?). I even clicked the RESET WORLD SHADING in special tabs. No deal.

    Though I can see light comming from 2 lamps only, and they are not exacly working well, but showing anyway. All the rest of the lamps are off.

    Maybe IWTE is different now from when I used this function?
    You do need to use the 'reset complex effects' button - that applies things to all the complexes, so no you don't need to select just one.

    Possible problems; when you use the button there's various defaults you can change - if your lights are a long way away from the things being lit you probably need to increase the 'maximum effect distance'. You'll need to experiment with that - if you make it too large you might run out of memory in your computer when it tries to do the calculations...

    Game limitation is only 69 light effects can be applied to each complex. (& the objects with the lights should ideally be in the same complex as the bits you're trying to light) If you've also got a lot of damaged light effects - e.g. the fires that show up when something is hit, then you might be hitting the limit with those. Try turning the 'prioritise effect intensity' on the 'damaged obj. lights' column to "no"

    btw - the reset complex effects bit only gives the effect of the light being cast onto the other surrounding structures.
    If you're not seeing your light at all even at the source point then you have got something wrong in the text/way it was added.
    When adding effect rows to the collision in IWTE, if you want it as a permanently on lamp you need "Damage level" 0 and "Light Emitting" 1 ---- The effects text files control if lights are on at night only or all the time.


    3 - I totally forgot about it. What are the configs for normal maps? There is a lot of options and I remember something like "normalize only" but it does not seem to work now, it gives me no blue texture.

    Also, what alpha option should I choose when saving my normal maps? DTX5, 1 bit alpha, interpolated or what?


    Jesus Christ I forgot everything!
    You don't want 'normalise only' - top right button under 'Height Source' should have 'Average RGB' selected - don't select anything from 'Alernate Conversions'

    mine's set on Filter type '4 sample' - 3d view options 'animate light'

    play with the 'invert X Y' settings till you get the depth the way round you want - don't stick the 'Scale' up too high - that might look good in close up, but makes things worse if you have the texture applied in different directions, and when you zoom in/out

    save as DXT5 interpolated alpha, if you've got an alpha channel and want to make things shiny/not by adjusting that
    I think DXT1 no alpha should work if you don't want shiny bits... not 100% sure on that one.

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

    Hi there!
    Have the problem in modding buildings.
    After watching and reading some tutorials I decided to add building in town. Firstly I've made it in 3dsmax, export to Milkshape, then added it using IWTE.
    When I load the battle, building was there, everything looked good on first sight. But when I began to fly arround building I catched some points of view, when building starts to shine with colors of rainbow. Only some positions of camera, only some degrees around building, but looks awful. May be someone knows what can be the reason? Thanks for reading my question.
    I didn't use collisions, lighting effects and so other yet. Only inserted the model.
    P.S. Also, sorry for my ill english.
    Normal view:
    Spoiler Alert, click show to read: 



    Rainbow shine:
    Spoiler Alert, click show to read: 



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

    Quote Originally Posted by h.fast View Post
    Hi there!
    Have the problem in modding buildings...
    Sorry for newbie question
    Probably, I've found the answer by myself:
    Quote Originally Posted by King Kong View Post
    6. Errors & Solutions
    ...
    6.2 Game errors
    ...
    An object of the settlement is glowing red/green
    - All objects within one structure have no collisions

  20. #20
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    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by h.fast View Post
    Sorry for newbie question
    Probably, I've found the answer by myself:
    It's a pity, problem was not solved.
    After adding collisions the glowing has not disappeared.
    Spoiler Alert, click show to read: 

    Firstly I used MilkShape 1.8.2 and IWTE 16_07. Now I'm using MilkShape 1.8.4 and IWTE 17_07_A - nothing changed.
    Also I read pages of this thread from last till ~110 and don't see anything looks like my problem.
    Will be glad for any help. And thanks in advance.

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