Thread: IWTE - World editing - (General Discussion)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

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

    I don't know of an absolute limit (and search isn't helping) - I do know that too large an individual strat model - city, character, tree or resource - can cause a CTD. As it's not an IWTE specific problem (same thing happens if you use 3dsmax to make the .cas files) I suggest making a thread in the general workshop forum to see if anyone else knows more.

  2. #2
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

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

    That's an error message I've not seen before! I'll get wilddog to have a look...

  3. #3
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

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

    I've set settlements of an specific faction to always load large_town models in battlemap even if the settlement is already a city or large_city. (did this simply by changing pkg paths, no settlement edit)

    In these settlement battlemaps, I noticed that the areas where techtrees should be are empty, there is no building, only the barren site.

    Why is this happening?

  4. #4
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

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

    The graphics is WD's dept'

    For the techtrees what culture is the faction?

    I'm assuming the issue is that there aren't pkgs for that culture to load the slot_filler techtrees... Or are techtree buildings turning up elsewhere for them?

  5. #5
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

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

    Quote Originally Posted by makanyane View Post
    The graphics is WD's dept'

    For the techtrees what culture is the faction?

    I'm assuming the issue is that there aren't pkgs for that culture to load the slot_filler techtrees... Or are techtree buildings turning up elsewhere for them?
    AZTEC-MEZOAMERICAN.

    Never checked elsewhere.

    Anyway you might have pointed the right path, I think aztecs (mesocamerican) has no techtree thats why nothing loads. So I guess the solution is create pkgs for them, right?

  6. #6
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

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

    Yep. That will be the problem - there's no vanilla techtree buildings for them, so you'll need to make pkgs to assign something, at least as a slot_filler.

  7. #7
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

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

    Ok mak thanks.

    Ill simply copy the pkgs from north american culture and paste them into new folders inside mesoamerican folder, then edit the pkg file to mesoamerican culture.
    Guess its the better solution.

    EDIT: I just re checked my mos and found the techtrees for mesoamerican are already there and edited in the right way. They are in a folder I created, called mesoamerican, alongside with the folders of the other cultures, in the techtree folder, so I think this is the righ place.

    Maybe putting them somewhere else?
    Last edited by leo.civil.uefs; April 30, 2019 at 03:22 PM.

  8. #8
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

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

    Quote Originally Posted by leo.civil.uefs View Post
    EDIT: I just re checked my mos and found the techtrees for mesoamerican are already there and edited in the right way. They are in a folder I created, called mesoamerican, alongside with the folders of the other cultures, in the techtree folder, so I think this is the righ place.

    Maybe putting them somewhere else?
    It's nothing to do with folder placements or names (I'm sure you knew this already!) it's solely what's in the .worldpkgdesc for them...
    I started writing it up on the wiki here;
    https://wiki.twcenter.net/index.php?...pkgdesc_-_M2TW
    see it that or
    https://wiki.twcenter.net/index.php?...echtree_-_M2TW
    help explain

  9. #9
    wilddog's Avatar Paintedwolves run free
    Join Date
    Jan 2005
    Location
    UK
    Posts
    2,337

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

    For anyone who is thinking of doing any animations for MTW2 I've attached the ms3d animations for the North European wall large castle.

    A couple of things :
    1. I may remove the 'Caoz...' group as it doesn't add anything to milkshape (not tested if its needed in the file yet).
    2. There are some group comments which are relevant :
    a: effect groups - need to be named 'effect_...' and have an effect_set_name in the group comment as well as an effect_trigger_time.
    eg dust_linger_large_set (effect_set_name)
    0.0 (effect_trigger_time)
    the name in bracket is just saying what the field is so you know. Its not actually required though I add it as a default.
    b: fade objects - need the comment 'fade'
    eg fade (fading_object)
    again the bit in brackets is not relevant.
    The effect set name will need to match to an effect set name in the relevant effects text files (as you need to do for the .world effects).
    The fade identifies the damaged bits that you see fade out rather than just disappear when the animation is over.

    The ms3d files are then used to generate the .anim file, the .mesh file and a set of data for the .animinstances file. I also need to create an end animation ms3d file as that would be the basis for a 'next' animation.
    Attached Files Attached Files

  10. #10
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

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

    While my custom tiles work well in campaign, some of them wont in custom battles.

    For example, one of my custom tiles is a river crossing that works well both in campaign and custom battles, the bridge extends in longitudinal direction.

    Another one has the bridge in latitudinal direction, it works fine in campaign when the position of armies in strat map will determine their deployment zones in battlemap, but in custom battle their deployment zones are rotated 90'' so they deploy on the river intead of on the land on each tip of the bridge.

    Any idea?


  11. #11
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

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

    I don't think you can do anything about that because of the custom battle wanting to position the armies north/south... With settlements it works Ok because the attacking army defaults to standing in front of a gate.

    Maybe, if you really want it that way around try it as a historic battle instead of custom battle? I think then you can set up the deployment areas, but I'm not sure if you also have to pre-set the armies if you do that!?

  12. #12
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

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

    I once suggested IWTE to have larger deployment zone points, It gets difficult to find and click on them when you're editing the deployment zone with a reduced zoom.

    Also, please bring back to capacity to create a pathfinding tga file. Its crucial to edit pathfinding in phosothop using the terrain heights tga as transparent background.
    Yes, sometimes we need to edit the pathfinding to match the heights of the terrain.

    Quote Originally Posted by makanyane View Post
    I don't think you can do anything about that because of the custom battle wanting to position the armies north/south... With settlements it works Ok because the attacking army defaults to standing in front of a gate.

    Maybe, if you really want it that way around try it as a historic battle instead of custom battle? I think then you can set up the deployment areas, but I'm not sure if you also have to pre-set the armies if you do that!?

  13. #13
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

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

    Another thing...

    The capacity to create .tga pathfinding files was removed from IWTE lastest versions but it should be brought back. It is extremely useful when you're working in generic med2 settlements just by changing its buildings while keeping the pathfinding. With the .tga file used as background image in IWTE everything turns far more simple.

  14. #14

  15. #15
    Alondite's Avatar Semisalis
    Join Date
    Sep 2018
    Location
    Taiwan
    Posts
    423

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

    Well, I want to know where I can edit the worldpathfinding file

    The buttons are in King Kong's Manual:
    Spoiler Alert, click show to read: 
    But not in mine:
    Spoiler Alert, click show to read: 

    Was it removed in the latest version? If it was, where can I get an old version with worldpathfinding editor?

    Many thanks

  16. #16
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

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

    I made you a page here .worldpathfinding - M2TW
    (mainly so I can find it again, if I need to explain it to anyone else...)

    Hopefully that explains how the new procedure works.

    That does have some advantages as it makes it a lot easier to line things up correctly. If you still want to use the old TGA method I'll see if I can find you an old .exe

  17. #17
    Alondite's Avatar Semisalis
    Join Date
    Sep 2018
    Location
    Taiwan
    Posts
    423

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

    Thank you very much , I didn't realize there is a "File Type" button there.

    And your explanation is clear, now I know how to edit it. Thanks again. No I am not going to use the old TGA method, now everything is fine.

  18. #18

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

    Makayane, sometimes a pahfning-map is required for the convenience of planning the architecture in the 3d editor. Therefore, it is better to return the possibility of its export to TGA. Also, I want to ask: how is it now with the addition of new destruction animations?

  19. #19
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

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

    Quote Originally Posted by scwosh View Post
    Makayane, sometimes a pahfning-map is required for the convenience of planning the architecture in the 3d editor. Therefore, it is better to return the possibility of its export to TGA.
    We have noted that and will put the write pathfinding to tga function back in. If anyone really needs it for now;
    https://www.dropbox.com/s/8v3lyel4zx..._06_A.zip?dl=0
    is I think the last version that had it (beware of using that for too much else though, I've not looked up what bug-fixes that one needed)


    Also, I want to ask: how is it now with the addition of new destruction animations?
    I'm afraid it hasn't made any progress for a while, mainly because we've been occupied with other things in RL. Wilddog is hoping to start back on it next week.

  20. #20

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

    Thanks!

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •