Thread: IWTE - World editing - (General Discussion)

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  1. #1
    Withwnar's Avatar Script To The Waist
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    Default Re: IWTE - World editing - (General Discussion)

    It's been a while since I used IWTE, so not sure I'm on the right track here, but try the Collisions > Reset Complex Effects button.

  2. #2
    h.fast's Avatar Libertus
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    Default Re: IWTE - World editing - (General Discussion)

    Thanks, I'll try. I saw those button, but was afraid that it would reset all collisions in building of 18 complexes.

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    h.fast's Avatar Libertus
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    Default Re: IWTE - World editing - (General Discussion)

    It works! Big thank you for that, mr. Withwnar. I couldn't add your reputation (probably my posts are the reason), but I'm very thankful to you for your advice.

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    Withwnar's Avatar Script To The Waist
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    Default Re: IWTE - World editing - (General Discussion)

    No worries.

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

    Have downloaded them - am out all day today, will try and look tomorrow.

  6. #6

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

    Quote Originally Posted by makanyane View Post
    Have downloaded them - am out all day today, will try and look tomorrow.

    may be deployment blocks didn't work on 220 heights?

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

    Yeah - I've tried just about everything else and I can't get it to work either

    Have just tried reducing the terrain and the .world/collision/animations by 100 in height (using the vector change buttons on the 'specials' tab) - that still doesn't work (and drowns the attackers...) - will try it dropped by another 50m

    am slightly stumped by this one at the moment.


    EDIT: nope reducing it further didn't help - though they might still have vertigo from the cliff edge...

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

    aaaargghhh - finally got it!

    Did have this happen to someone else before - but it's so weird and it was so long ago I'd completely forgotten.


    At the moment you've got a blocked pathfinding area under your 'plaza'. You need to either clean up the pathfinding so that area is accessible, or move the plaza forward so it's in the clear area.

    ...and don't ask me why that stops the deployment blocks working but apparently it does!


    (and although it's probably not hurting you should use 'structures' and 'resize table 1 blocks' which are bounding box type things and set the center height to about 200, so it ties up better with where your structures are)

  9. #9

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

    Quote Originally Posted by makanyane View Post
    aaaargghhh - finally got it!
    i love u makanyane
    i will never got it by myself , that reAlly helpful to know !!!
    i will put ur name in credits of my mod

  10. #10

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

    I'd have another question...

    in the moment you edit the files of a folder read by Iwte, like for ex. the worldpkgdesc, worldcollision, etc... are the new generated by the software same-game compatible too?

    I guess should it be, as they only touch battle maps...


  11. #11
    Withwnar's Avatar Script To The Waist
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    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by rafmc1989 View Post
    are the new generated by the software same-game compatible too?
    Yes.

  12. #12
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing - (General Discussion)

    I've added a huge 3d model into one of my settlements (really huge, almost the ms3d vertex limit).
    It works perfectly fine but when I try to extract it from the settlement by writting the structure via IWTE it shows me this:


    Request World file
    Request worldcollision file
    Request animinstances file
    Request save file name it will be used for all files
    Completed World File read = +0.0930
    World File checks complete = +0.0380
    collision read time = +0.4850
    Animation read time = +0.0000
    completed reading world file
    Total Elapsed readfiles time = +0.7200
    writing milkshape version 1.8.5
    Traceback (most recent call last):
    File "<string>", line 14436, in Clickedstructwritems3dbutton
    File "F:\newIWTE\IWTE_14_03_B\build\IWTE_v14_03_B\out00-PYZ.pyz\WDWorldLibrary", line 19011, in writems3dfile
    File "F:\newIWTE\IWTE_14_03_B\build\IWTE_v14_03_B\out00-PYZ.pyz\WDWorldLibrary", line 4582, in writems3dfile
    File "F:\newIWTE\IWTE_14_03_B\build\IWTE_v14_03_B\out00-PYZ.pyz\WDWorldLibrary", line 156, in putshort
    struct.error: short format requires SHRT_MIN <= number <= SHRT_MAX

  13. #13
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by leo.civil.uefs View Post
    I've added a huge 3d model into one of my settlements (really huge, almost the ms3d vertex limit).
    It works perfectly fine but when I try to extract it from the settlement by writting the structure via IWTE it shows me this:


    Request World file
    Request worldcollision file
    Request animinstances file
    Request save file name it will be used for all files
    Completed World File read = +0.0930
    World File checks complete = +0.0380
    collision read time = +0.4850
    Animation read time = +0.0000
    completed reading world file
    Total Elapsed readfiles time = +0.7200
    writing milkshape version 1.8.5
    Traceback (most recent call last):
    File "<string>", line 14436, in Clickedstructwritems3dbutton
    File "F:\newIWTE\IWTE_14_03_B\build\IWTE_v14_03_B\out00-PYZ.pyz\WDWorldLibrary", line 19011, in writems3dfile
    File "F:\newIWTE\IWTE_14_03_B\build\IWTE_v14_03_B\out00-PYZ.pyz\WDWorldLibrary", line 4582, in writems3dfile
    File "F:\newIWTE\IWTE_14_03_B\build\IWTE_v14_03_B\out00-PYZ.pyz\WDWorldLibrary", line 156, in putshort
    struct.error: short format requires SHRT_MIN <= number <= SHRT_MAX
    There are some circumstances where IWTE adds vertexes, e.g. if you've got a single vertex in milkshape which has two different uv mapping co-ordinates associated with it. That looks OK in milkshape but doesn't work in game because the way the .world files work each vertex can only have one uv map co-ordinate associated with it. (very old versions of IWTE didn't do that and you ended up with lots of mangled bits of texture where it dropped the 2nd uv point that you then had to sort out manually)

    That might have stuck it over the vertex limit to write back (though I thought that came up with a slightly different error message...)

    Please split it into two structures and try again...

  14. #14
    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 makanyane View Post
    There are some circumstances where IWTE adds vertexes, e.g. if you've got a single vertex in milkshape which has two different uv mapping co-ordinates associated with it. That looks OK in milkshape but doesn't work in game because the way the .world files work each vertex can only have one uv map co-ordinate associated with it. (very old versions of IWTE didn't do that and you ended up with lots of mangled bits of texture where it dropped the 2nd uv point that you then had to sort out manually)

    That might have stuck it over the vertex limit to write back (though I thought that came up with a slightly different error message...)

    Please split it into two structures and try again...
    I can't. I've deleted the original .ms3d file... it exists now only inside the settlement files... which means it is now stuck there inside forever.
    At least the settlement works perfectly. Let it be there. Sometimes resisting against the Cosmic forces is wrong. Let's just let it be.

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

    Quote Originally Posted by leo.civil.uefs View Post
    I can't. I've deleted the original .ms3d file... it exists now only inside the settlement files... which means it is now stuck there inside forever.
    At least the settlement works perfectly. Let it be there. Sometimes resisting against the Cosmic forces is wrong. Let's just let it be.
    If it's in more than one group you can use the 'structures' 'split structure ms3d' thing... which was designed to fix the over large vanilla structures

    otherwise, erm yes, Cosmic forces!

  16. #16

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

    ook, good to know then... thanks!!


  17. #17
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    New version loaded to correct a collision bug

    with version 17_12_A
    1) bug fix for collision as height was being set to zero. Bug was accidentally introduced in 16_05_A

  18. #18

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

    Quote Originally Posted by wilddog View Post
    New version loaded to correct a collision bug

    with version 17_12_A
    1) bug fix for collision as height was being set to zero. Bug was accidentally introduced in 16_05_A

    I have a problem which might be related, projectiles pass through gates/walls as if there were no collisions. The walls on the right of the settlement get damaged though, the gate at the center and the walls on the left don't.
    This is the new Cair Andros in DaC by the way:


    Spoiler Alert, click show to read: 








    Similar issue in another settlement (Cirith Ungol), collisions don't work even if assigned to simple objects:


    Spoiler Alert, click show to read: 







  19. #19

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



  20. #20
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    Arkay - could you send me the .world/collision/animinstances for both of those

    & do you mean they don't work even if you re-do them with latest version?

    two other things that make the game not 'see' collisions;
    try re-do the 'structures' 'World B sphere recalc' and re-save just to check that's not way out...
    also view world 2d and 'structures' 'view table 1 blocks' check the table 1 blocks do at least cover most of the settlement area - they're the sort of bounding boxes for it

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