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.
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.
Thanks, I'll try. I saw those button, but was afraid that it would reset all collisions in building of 18 complexes.
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.
No worries.![]()
Have downloaded them - am out all day today, will try and look tomorrow.
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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...
Last edited by makanyane; December 09, 2017 at 07:26 AM.
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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)
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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...![]()
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...
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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.
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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:
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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