Thread: IWTE - World editing - (General Discussion)

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  1. #1
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    I can't open ANY of the files in your download - including with a hex-editor (which is very odd)
    but I think that's most likely some corruption in the compression/upload process...

    my suggestion for getting eastern_european to work is to make sure you've made a
    culture = northern_european
    faction = faction_name
    for EVERY faction in EE (even ones that might not be playable in game etc.)

    custom battles are funny like that, they'll only use an EE faction's specified buildings if you've done it for every faction in EE - I don't know if this would be the same but it's worth a try!

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

    The smallest level castle (motte_and_bailey in EDB) needs
    "wooden_castle"

    larger one (wooden_castle in EDB) needs
    "stone_keep"

    yes - that is a bit confusing...

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

    Quote Originally Posted by makanyane View Post
    The smallest level castle (motte_and_bailey in EDB) needs
    "wooden_castle"

    larger one (wooden_castle in EDB) needs
    "stone_keep"

    yes - that is a bit confusing...
    Thanks man, you just solved the issue with the motte and bailey custom settlement.

    I will try to find another one to use as the fort.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
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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)



    A big Hug for my friends Mak and WD.


    annonymous heroes who created IWTE and opened a dream of modding for total war players all around the world.

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

    Greetings!
    I have a few questions about the architecture.
    1. We are faced with such a problem: A northern huge city does not extract all the structures into milkshape.
    Writes that
    **** error - milkshape limits will be exceeded - Group >255, Vert, Tri >65534 - OK to split structure or cancel

    How to extract such structures?
    2. The same city allows you to remove not all structures (this is not the last structure in the complex). Error writes in a black window. Has anyone come across this?
    3. We removed all the complexes, left 1 structure 0. (not gate). After that, replaced it with a gate (which was previously removed). They registered a collision, added animation, and registered the perimeter. In the game, enemies and allies appear in the center of the city - why? (the plaza was not touched.)
    4. What would add gates to animation need to select one item in this window?

    Do I still have to add animations somewhere for the gate? There is an animation of discovery, destruction. Or is everything already added?
    5. Do I need to rotate for different gates indicator direction object faces? If so, how to understand which way?

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

    Quote Originally Posted by Jukoman View Post
    Greetings!
    I have a few questions about the architecture.
    1. We are faced with such a problem: A northern huge city does not extract all the structures into milkshape.
    Writes that
    **** error - milkshape limits will be exceeded - Group >255, Vert, Tri >65534 - OK to split structure or cancel

    How to extract such structures?
    You can split the structures into more smaller structures - use "Structures" tab - select the large structure then use "Split Structure ms3d" you'll need to select and Object in the object table that is part way through the structure for the "Split after selected object" bit... you might need to make some of the larger structures into 3 new ones before they'll come out in ms3d.


    2. The same city allows you to remove not all structures (this is not the last structure in the complex). Error writes in a black window. Has anyone come across this?
    I need more info - which structure can't you delete? Is it only a problem after you've already deleted other stuff? What EXACTLY does the error message in the black window say? Can you get a screen shot of it??

    3. We removed all the complexes, left 1 structure 0. (not gate). After that, replaced it with a gate (which was previously removed). They registered a collision, added animation, and registered the perimeter. In the game, enemies and allies appear in the center of the city - why? (the plaza was not touched.)
    4. What would add gates to animation need to select one item in this window?

    Do I still have to add animations somewhere for the gate? There is an animation of discovery, destruction. Or is everything already added?
    If you removed ALL the gates from the city, then those files shouldn't have a gate animation in them --- so you'd need to use "Animations" and "Pick new Animation/Collision" and open a set of files that still has the gate --- it looks like that's where you got to on your picture.

    It's giving you the choice of which gate in the source file you want to take the animation from. Any of them would be functional. The reason there's a choice is that there are some light effects and shading that's 'stuck' inside the animation chunk, it's not often very noticeable, but if you do have problems it may help to select a gate that is in the same orientation as your repositioned one.

    Once you're done the 'pick new animation/collision' bit that will give you all the segments (open/close/destroyed/damaged)


    5. Do I need to rotate for different gates indicator direction object faces? If so, how to understand which way?
    They're all set up so that when you view the 2d view of your castle - the direction you need the arrow to point is as if you were leaving through the gate. So the arrow is pointing to the outside at 90 degrees to the line of the closed gate. (walls work similarly - point the arrow towards the outside at 90 degrees to the length of the wall)

    If you've ended up with the gate round the wrong way that might be why you've got everyone in the center.

  7. #7

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

    Quote Originally Posted by makanyane View Post

    I need more info - which structure can't you delete? Is it only a problem after you've already deleted other stuff? What EXACTLY does the error message in the black window say? Can you get a screen shot of it??
    vanila
    I did not change anything.
    north_european - huge_city (north_european_huge_city_a).
    complex 1, structure 7
    can not be removed

    Another question. What does the "variant" in .worldpkgdesc?
    Is it possible to make so that one faction would have different models of cities of the same level?
    I have a suspicion that, for example, a stronghold in a game can have different models, even in a limit culture.
    But in the unpacked game only one model for each level.

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

    Quote Originally Posted by Jukoman View Post
    vanila
    I did not change anything.
    north_european - huge_city (north_european_huge_city_a).
    complex 1, structure 7
    can not be removed
    I can see why - not sure of solution at the moment - that structure has some objects 1088 & 1096 that have complex 1, structure 3 for first group and complex 1, structure 7 as 2nd damaged group - will talk to WD and see if we had a work around for that... Deleting the whole complex presumeably works but are you trying to retain the outer wall bits?

    Another question. What does the "variant" in .worldpkgdesc?
    Is it possible to make so that one faction would have different models of cities of the same level?
    I have a suspicion that, for example, a stronghold in a game can have different models, even in a limit culture.
    But in the unpacked game only one model for each level.
    Embarrassingly can't remember what that does, I think it was theoretically to do with alternative 'plan_sets' where descr_strat.txt lists things as - "plan_set default_set" but I don't think it actually worked... It's definitely not the faction thing - you can make different factions use different settlements by using the "Faction" line in the worldpkgdesc... so make a new version of the .worldpkgdesc for your faction with the pkg path to the thing you want to load and the faction name in the faction slot. Note: the culture should generally be the faction's culture except for Eastern European which should have northern_european, and Greek which should have southern_european (due to some hard-coded crud!)

  9. #9

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

    Quote Originally Posted by makanyane View Post
    I can see why - not sure of solution at the moment - that structure has some objects 1088 & 1096 that have complex 1, structure 3 for first group and complex 1, structure 7 as 2nd damaged group - will talk to WD and see if we had a work around for that... Deleting the whole complex presumeably works but are you trying to retain the outer wall bits?

    The whole complex is removed. But I would like to save the gate (structure 6).

    So the option item does not work?
    Does this mean that within one faction, only one type of settlement can be made (without a variety of layouts)?

  10. #10

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

    Was the source code of this project ever released?
    And if not was the research in file formats ever released?
    Edit: I specificly mean strat map models
    Last edited by Jojo00182; October 03, 2018 at 07:13 AM.

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

    Quote Originally Posted by Jojo00182 View Post
    Was the source code of this project ever released?
    And if not was the research in file formats ever released?
    Edit: I specificly mean strat map models
    Source code isn't released.

    Research into file formats for settlements was never written up fully - most of what there is, is on the wiki for the .world file etc. and floating around in bits of this thread/forum... scribbled in note books etc.

    Strat map models - IWTE only deals with the static ones (not characters) and is just doing a .cas to .ms3d conversion and back.

    What exactly are you trying to do or find out?

  12. #12

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

    Quote Originally Posted by makanyane View Post
    Source code isn't released.

    Research into file formats for settlements was never written up fully - most of what there is, is on the wiki for the .world file etc. and floating around in bits of this thread/forum... scribbled in note books etc.

    Strat map models - IWTE only deals with the static ones (not characters) and is just doing a .cas to .ms3d conversion and back.

    What exactly are you trying to do or find out?
    Iam trying to understand MTW2 file formats for better understanding and maybe my own tools. Most of the stuff was written in python so i can easily find out how the files are structured. The only thing i havent found yet is the static cas file. And yes i will research it on my own, was just wondering if its already out there.

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

    Quote Originally Posted by Jojo00182 View Post
    Iam trying to understand MTW2 file formats for better understanding and maybe my own tools. Most of the stuff was written in python so i can easily find out how the files are structured. The only thing i havent found yet is the static cas file. And yes i will research it on my own, was just wondering if its already out there.
    Pressie from Wilddog attached; WDstratcas.rar
    which should be the file IWTE uses for the cas to ms3d to cas conversions, for static strat map things.

    It might also help if you use IWTE and "Strat_Map" tab and "Read Strat Cas" - that'll give you a text output of the cas file - e.g. headers/trailers/chunk sizes etc, just without the lists of verts/normals etc

  14. #14

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

    Quote Originally Posted by makanyane View Post
    Pressie from Wilddog attached; WDstratcas.rar
    which should be the file IWTE uses for the cas to ms3d to cas conversions, for static strat map things.

    It might also help if you use IWTE and "Strat_Map" tab and "Read Strat Cas" - that'll give you a text output of the cas file - e.g. headers/trailers/chunk sizes etc, just without the lists of verts/normals etc
    Thank you very much

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

    Hey guys!
    I need your help. I have a small problem. Look at this:
    https://yadi.sk/i/LV8xqT1Ajj8cBA
    What is the reason for the pushing in of terrain by a techtree building?How can this be solved?

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

    Techtree buildings have their own .worldterrain, which is usually flat. That gets superimposed on the normal terrain to give the techtree building a flat base to sit on. If you put the techtree slot somewhere the ground slopes it will pick the average level and flatten it out. To avoid that doing nasty things you need to arrange the placing of the slots so they sit in already flat areas.

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

    No, it is not the reason. The whole area under the techtree building is completly flat.

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

    Quote Originally Posted by AriovistusSuebus View Post
    No, it is not the reason. The whole area under the techtree building is completly flat.
    In that case not sure - unless the techtree terrain is set at -8 or something silly...

    could you send me the files for the settlement and the files for the techtree building (.world .worldcollision .animinstances & .worldterrain)
    upload somewhere and pm me the link if they're private

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

    Posting here to try to get to page 148 - which I can't see currently...

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

    Thanks for sending! For others reference it turns out that latest version of IWTE is showing the rectangular terrains (only applies to techtrees) at 90 degrees to where they should be (oops)

    Until that's bug-fixed if this is causing problems, you can either rotate the techtree .worldterrain by 90 degrees - so it looks wrong, but is actually right! Or if it's flat re-size so instead of 17x9 you have 9x17... etc.

    I'm not sure currently which version of IWTE this started with - if you load a vanilla rectangular techtree (view 2d and load .worldterrain from 'files') with whichever version of IWTE you're using you should be able to tell if it's working correctly! I'll check that out when we're back from a short break.

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