Thread: IWTE - World editing - (General Discussion)

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  1. #1
    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
    yup - that's the main point for re-using collisions
    You still need to do it one by one.

    Quote Originally Posted by makanyane View Post
    Terrain Base - which you didn't ask about... is the one that's the equivalent of an ms3d model, and represents actual heights - so if your building starts at +12m high in milkshape you need that to have the bit under it at +12m too... you can sort that in the 2d edit view or in milkshape if the terrain is small enough to export.

    Terrain Merge - is the equivalent of an alpha layer for that (from the days when we just did this with 2d images) - so if it's pure white (on the image) or 100% in the 2d edit window, you'll get exactly the height specified in the Terrain Base section. If it's pure black (image) or 0% (2d edit) then you'll get exactly what the terrain would have been without the settlement. Shades of grey / other values will get you a blend between those values (whiter/higher values closer to the terrain base - blacker/lower closer to the without settlement situation)

    Battle Merge thingy - is only used for settlements not ambients or techtrees - it was CA's way of flattening a large area to make sure that the area around a settlement is workable, e.g. the deploying armies don't end up stuck up a cliff or in the sea. If left at pure white/100% values it will impose a large flat area which flattens the battlemap and then the Terrain Base sits on that.

    The merge distances applies to the Terrain Merge only and can be used as a way of making sure you've got a blend on that (instead of cliff edges) in case you don't want to manually adjust it. Manually adjusting it is the better option...
    Nothing new here. I was just trying to be sure. Thanks!!!

  2. #2
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing - (General Discussion)

    nevermind.
    Last edited by leo.civil.uefs; April 21, 2018 at 12:06 AM.

  3. #3

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

    Hi !!! I try to add effect collision to 256 hight and it put only 100 height , omg it means in Machu-Picchu will be no burning buildings?

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

    Quote Originally Posted by raubak View Post
    Hi !!! I try to add effect collision to 256 hight and it put only 100 height , omg it means in Machu-Picchu will be no burning buildings?
    Are you using the latest version of IWTE? (see first post in this thread) one of the earlier ones had a bug about collision effect heights...

    Actually no - I see what you mean - that height is the relative height. e.g. the distance from the center of the object - can't see why you'd need an effect more than 100m above the center of the object!

    (if things aren't appearing where they should be relative to the object height then see the crossed out bit above - one of the IWTE versions had a bug that stuck everything at an absolute value of 0m )

  5. #5

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

    Thx for reply ... aha u just answer on two my questions ...IWTE_v17_07_A i use that version and i hope it is a problem ...and yes the problem is i misunderstood what kind of hight i need to put in there ...
    also about not using collision - is it any bad side efects from huge amount of unusing collision ,do i need to delete them for some reason?

  6. #6

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

    i have problem with one link/ladder path around two ground level doors - units go up ,but can't goes down ,seems like wrong height of door ....i try exact height , little upper or lower still didn't work....and i see it with all ladder pathes with two ground doors works only one way ,and if it no deployment block in a way, units got stuck otherway they can got to deployment block and then go up ...
    Last edited by raubak; June 08, 2018 at 10:04 AM.

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

    Quote Originally Posted by raubak View Post
    i have problem with one link/ladder path around two ground level doors - units go up ,but can't goes down ,seems like wrong height of door ....i try exact height , little upper or lower still didn't work....and i see it with all ladder pathes with two ground doors works only one way ,and if it no deployment block in a way, units got stuck otherway they can got to deployment block and then go up ...
    Could you send me the files to look at? .world, .worldcollision, .animinstances, .worldterrain, veg and pathfinding
    upload somewhere and either post link here or pm it to me?

  8. #8

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

    Tell me how to assign an object (wall) a value "DmgeTranse"?

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

    Quote Originally Posted by Jukoman View Post
    Tell me how to assign an object (wall) a value "DmgeTranse"?
    That's the number of stages in the animation.

    You need to go to 'Animations' and use either 'Assign Animation/Collision' - if the correct wall animation is already in the file or
    'Pick new Animation/Collision' if you need to copy it from another .world


    If you want damaged states for the wall but don't need (or can't match) an existing animation, then you don't need that bit - you just need multiple groups within the object.

  10. #10

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

    Thank you.

    Another question. I made a fort. Has ordered its culture eastern_european (the one that also has vanilla). But for some reason now this fort has northern_european.
    I changed the file worldpkgdesc. Section 'updated reference path' I filled out.

    In the EB2 mod there are 7 cultures and all of them have separate forts. But there all cultures are new. Сan this all be the case? Maybe it does not work on fan culture?

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

    Quote Originally Posted by Jukoman View Post
    Thank you.

    Another question. I made a fort. Has ordered its culture eastern_european (the one that also has vanilla). But for some reason now this fort has northern_european.
    I changed the file worldpkgdesc. Section 'updated reference path' I filled out.

    In the EB2 mod there are 7 cultures and all of them have separate forts. But there all cultures are new. Сan this all be the case? Maybe it does not work on fan culture?
    Hey, so forts are named "default_fort" in types?

    What is the correct name/type of the Motte & Bailys?

    I tried wooden_fort but i get vanilla spawns.. All the other castle types worked so i guess it should be named something else?
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

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    Mr_Nygren's Avatar Berserkir
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    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by Mr_Nygren View Post
    Hey, so forts are named "default_fort" in types?

    What is the correct name/type of the Motte & Bailys?

    I tried wooden_fort but i get vanilla spawns.. All the other castle types worked so i guess it should be named something else?
    I did manage to turn the Wizzrobe fort into a custom settlement by looking at the entry in the descr_strat and using it as the type or variant. I remember that both the variant and the type needed to be specified.

    I have an issue due to the fact that forts are different for different factions.

    1. Where can i find a list on what entry (code-name to use in IWTE) each faction is using? In the descr_culture perhaps?

    2. A list of all the possible fort-types?

    I do plan on replacing all the fort-models in use by the factions with suitable custom settlements.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

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

    Quote Originally Posted by Mr_Nygren View Post

    I have an issue due to the fact that forts are different for different factions.

    1. Where can i find a list on what entry (code-name to use in IWTE) each faction is using? In the descr_culture perhaps?
    descr_sm_factions.txt has the 'internal' faction names and cultures - those are the faction names that need to be used in the .worldpkgdesc

    descr_culture gives the fort icon that's used on the strat map - per culture - you should be able to change that per faction by using the faction_variant folder system as you would for the settlements.


    2. A list of all the possible fort-types?
    you can use anything that has a 'plaza' and a 'deployment outline' as a fort, so anything CA made as a fort, also any settlement including villages - though obviously that'd mess up what siege equipment armies turn up with.

    Gigantus has various threads about the proper stone forts, see here


    I'm not sure if I've understood your question correctly!

  14. #14

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

    replacement of the inscription in the section "Culture" (.worldpkgdesc) does not help. Similarly, changing the path to the file does not help.

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

    For anything 'eastern_european' the game defaults to 'northern_european' even if you try to tell it not to...

    you need to leave the culture as 'northern_european' BUT use the Faction line for your eastern faction's name
    if you've got more than one faction you want to use the fort make a new .worldpkgdesc for each of them
    (you can have more than one package pointing at the same .world/path)

  16. #16

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

    I used these settings:


    Those. I left the northern culture, but I entered the name of the faction.
    Anyway, the game uses the northern one.
    I put the files in the north folder and in the folder of the eastern cultures - there are no changes in both cases.

    I used a vanilla model of the Aztec fort to distinguish them visually.

  17. #17

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

    And if I rename Eastern European culture or create a new one, should I work?

  18. #18
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    if you re-name the eastern_european culture it should work like the others
    btw
    'greek' culture has the same problem it defaults to 'southern_european'
    & it doesn't matter which folder anything is in - so long as the path to it in the pkg is correct.


    I'm not sure why your example isn't working though...


    How are you placing the fort?

  19. #19

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

    what is meant by "How are you placing the fort? "

    I just created a new (seventh) culture - everything worked for her.
    but if there is a possibility of splitting the factions, it would be better.

    I can drop the file of my settlement, if there is a desire to check.
    maybe I'm doing something wrong.

    the choice of the faction is not important, the main thing is that it was a faction of Eastern Europe
    https://yadi.sk/d/KoFb_2UJ3aSB8F

  20. #20

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

    I build a fort in a campaign (through a network game).
    Forts are not stationary for me. They are built by generals.

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