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)

    Quote Originally Posted by Araval View Post
    Thanks but when I chose the directory for vanilla anims, the program crashed: https://i.imgur.com/kLeDyTM.jpg
    urghh - I thought we'd got past that one...

    looks like either the IWTE .exe or the unpacker bit is failing to find the file because of either the .exe or the file being in a folder that has spaces in the name.

    Please put both IWTE and it's folder bits, and the blockset you're trying to look up, in a folder path without spaces, e.g. if you re-name your medieval ii total war folder to medieval_ii_total_war - that should fix it (you can always name it back later if it causes issues with anything else)

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    Araval's Avatar Protector Domesticus
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    Default Re: IWTE - World editing - (General Discussion)

    Thank you, got it to work and gates fixed!

    Btw, the latest version of the tool was identified as malware by avast and I had to add it to exceptions.

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

    Glad it's fixed!

    Sorry about the Avast thing... unfortunately Avast and some others, don't like anything made with pyinstaller (which is definitely not actually a malware issue) - we've tried reporting it to them as false positive but it seems like an ongoing generic issue.

    I'm currently using Bullguard which saves me having to keep digging test/copied .exe's out of quarantine!

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    Lord Baal's Avatar Praefectus
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    Default Re: IWTE - World editing - (General Discussion)

    I know this might no be the place you guys, but if anyone is interested on giving at least 10 years more of life to med 2, please follow this link: https://www.twcenter.net/forums/show...3#post15956313
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    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

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

    Sorry too much time needed with IWTE and too little knowledge of C++ ... already about 10+ years behind schedule on PKH which was the reason for IWTE in the first place.

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

    I expect to include the following in the next release.

    1) If a world animinstance compressed file is created that is too large for MTW2 to handle a message
    should pop up to warn it will not work correctly.
    2) Minor shading change setting default animation light for new world anims.
    3) New collada processes to support Cas export/import for strat models/*dae files (single file input for editing mesh and/skeleton).
    4) New collada processes to support Cas export/import for combined strat models and animations (dual input of cas mesh and animation).
    5) Skeleton replacement uses selected cas file to replace skeleton of all cas files within the directory. If a bone is removed it will assign any child bones to next parent up the hierarchy. Vertexes which lose a parent should be reassigned the same way.
    4) Text file output and input is generated for the siege export traversable network files.
    5) New collada processes to support siege engine changes. (Requires .mesh file, animation cas and default cas). On import a reference file is required which may be changed to be more like the IWTE control process (mentioned below) in later releases.
    6) New IWTE control file process. This is only in its early stages but a couple of general processes have been added to support joining multiple strat animation files together to allow editing and checking of any custom animations. Be careful when using this to make sure you do not accidentally overwrite files.

    I'm trying to cross check the mesh siege bits as I changed some of the cas related stuff but should be released later this week. I would still really like to see an actual example of a mesh using 3 bones as oppose to people saying its been done. I haven't really looked into the mesh weight assignment other than siege engines and other than maybe an ability to assign a 'missing weight' I've not seen an example of it actually happening.

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

    IWTE IWTE_v20_09_A is now released.

    with version 20_09_A
    1) If a world animinstance compressed file is created that is too large for MTW2 to handle a messgae should pop up to warn it will not work correctly.
    2) Minor shading change setting default animation light for new world anims.
    3) New collada processes to support Cas export/import for strat models/*dae files (single file input for editing mesh and/skeleton).
    4) New collada processes to support Cas export/import for combined strat models and animations (dual input of cas mesh and animation).
    5) Skeleton replacement uses selected cas file to replace skeleton of all cas files within the directory. If a bone is removed it will assign any child bones to next parent up the heirarchy. Vertexes which lose a parent should be reassigned the same way.
    6) New collada process export animated directory. This basically takes a cas mesh and generates a dae file for all the animations in a directory
    7) Text file output and input is generated for the siege export traversable network files.
    8) New collada processes to support siege engine changes. (Requires .mesh file, animation cas and default cas). On import a control file is required which may be changed to be more like the IWTE control process (mentioned below) in later releases.
    9) New IWTE control file process. This is only in its early stages a couple of general processes have been added.
    a) cas_bone_name_change - to rename bones in skeletons
    b) cas_multi_animation - to allow linking and editing of cas mesh and cas animations (not *.mesh files)
    c) dae_cas_multi_animation - to re-input the edited dae file and create amended cas mesh and cas animations.

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

    Currently the collada import processes for .cas animations (siege and strat) doesn't work for 3dsmax users (thanks xHolyCrusader for reporting!)

    It should all work fine if you're using Blender though...


    wilddog is working on a fix for Max generated files which should be out soon

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    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: IWTE - World editing - (General Discussion)

    I do not remember if I asked itbefore in the past but I have to ask again.
    Is there a vertices limitation for strat_map models of settlements?
    I made a large city way before and i added some extras on the wall rambarts .The orocceedure I followed to transform the new version of the large city is the same with the oldest one. The old model works perfectly but the new DOES NOT ALOW the campaign to start. Both use the same name and textures.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


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

    Quote Originally Posted by AnthoniusII View Post
    I do not remember if I asked itbefore in the past but I have to ask again.
    Is there a vertices limitation for strat_map models of settlements?
    There probably is an abolute limit, but I've not tested it...

    The byte count type limit wilddog mentioned should blow either the 3d program or the converter tool when you try to create something that much too large.

    Large/very detailed .cas's of most sorts character/trees/residences/resources can either stop the map loading or cause crash on scroll. I suspect that the problem might be accumalative though, e.g. just because you might be able to get a 5000* vert model to load, doesn't mean you could get away with making all your models 4000* vert.

    *arbitary figure I haven't tested that

    The only thing I have tested was to try and get total residences below the level that allows shadows to work properly for all the cultures in our mod. See here. On that the total 'size' across all the models loaded by the game for residences contributed to the shadow problem.


    Out of interest what size / number of verts is your new model? And do you still have shadows for all the cultures residences and ports?

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

    @AnthoniusII, can you give a link to the mesh model you mentioned earlier or post it somewhere we can find. I would like to check the more than weights per vertex issue.

    There are various limits affecting strat map. Within the model there are counts which are either single byte or double byte dependent on version however the main issue is likely an overall vertex count which I will pass on to Mak to answer.

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    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by wilddog View Post
    @AnthoniusII, can you give a link to the mesh model you mentioned earlier or post it somewhere we can find. I would like to check the more than weights per vertex issue.

    There are various limits affecting strat map. Within the model there are counts which are either single byte or double byte dependent on version however the main issue is likely an overall vertex count which I will pass on to Mak to answer.

    Sure. Byzantine_large_city.
    I upload two versions of the same strat_mapsettlement.
    The 2Byzantine_large_city.cas works perfectly, when i rename it to Byzantine_large_city.cas.
    The Byzantine_large_city.cas does not allow campaign to begin because more towers have the brown edges on their ramparts.
    For the record the Byzantine_city.cas was the main wall ring with all towers and wall rambards with that brown edge. The difference is the extra outer wall ring with few more houses.
    But when i tried to merge the city common wall inner ring with the outer wall expansion i had vertices mess!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


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

    I think you're answering your own question about max size...

    that's huge!

    your working one is 720kb .cas size - I just had a quick look at TATW's and think their max is 600kb - PKH's custom ones are all <200kb each!!

    I'd have actually suggested trying to make the working version smaller! Couldn't you just have square battlements but make the top section red coloured by changing the texture? I doubt you'd really notice the difference at strat-map size...

    Also it looks like it might be a tris (faces) issue rather than verts, I found this post where I was trying to help someone whose model crashed at 15012 verts 11866 tris
    (that's less verts than both yours but the tri count is between your working one @10942 and the non working one @13250



    The mesh I really wanted to look at was the one you mentioned here:
    Quote Originally Posted by AnthoniusII View Post
    You can assign vertices in 3 bones without crashing. Our lance banner wavering is doing that.

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

    AnthoniusII have you had a look at the tri count? As I said above;
    Quote Originally Posted by makanyane View Post
    Also it looks like it might be a tris (faces) issue rather than verts, I found this post where I was trying to help someone whose model crashed at 15012 verts 11866 tris
    (that's less verts than both yours but the tri count is between your working one @10942 and the non working one @13250
    and anyway, as large strat-map models cause other knock-on performance problems couldn't you try a simpler re-design?


    EDIT: also have you tried taking your large Constantinople and/or rus_fort out and then trying your larger Byzantine city? As I explained above I think some of the problems are accumulative. So you might be able to have one very large model if the others are small, but not a very large model and also other large models ?

    (I'm not testing this! I'm the one whose mod is using <200kb models so we can have working shadows!)

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    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: IWTE - World editing - (General Discussion)

    Thanks. I will sent you a knight of ours with the proper skeleton but what else would you need to make it factional?
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  16. #16
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    The .mesh for the knight and his skeleton (the unpacked modifiable .cas's) would be enough to let us investigate.

    Is it in a released mod?

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

    @Anthonius, thanks I checked it out and it did confirm its the same structure as we expected which is to say 2 weights and 2 bone reference. It looks like 2 weights were combined and one ignored. The two weights add to 100%. Thanks for your help clarifying that.

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

    Hi guys,
    do you have an idea what could the problem here?:
    https://www.youtube.com/watch?v=C-mm...ature=youtu.be
    the whole object gets darker during the animation

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

    Quote Originally Posted by AriovistusSuebus View Post
    Hi guys,
    do you have an idea what could the problem here?:
    https://www.youtube.com/watch?v=C-mm...ature=youtu.be
    the whole object gets darker during the animation
    ah, probably a bug on our side by the look of that... sorry!

    please let me know:
    which version of IWTE were you using? (if not the most recent one, please try again with the most recent - IWTE_v20_09_A - see first post in thread)
    which 3d program, e.g. milkshape, blender, or 3dsmax?

    to fix it in the meantime the instructions I gave here should work:
    Quote Originally Posted by makanyane View Post
    Vanilla gates actually do that... the applied shading that's used throughout the settlements has a start and end value in the animinstances chunks - some of gates had a very dark end setting.

    Have you tried re-setting with latest version of IWTE? On 'animations' tab there's "Object/Animation Shading and Effects" which you can either do for single object or whole world... I'd recommend only doing it on the gate objects - if people have put the world structures together too roughly the re-shading can have undesireable effects!

    Select the Gate object - you can see which they are as 'gate' is labeled in the Objects screen - use the "Obj world shading/effects inc anims" button. You'll need to give it the Blockset directory for vanilla anims, and then the mods Blockset directory. If it finds the anim it should reset the shading on the animistances section. --- as usual save binaries and re-name/re-place files when you've done.

  20. #20
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    Default Re: IWTE - World editing - (General Discussion)

    Im using the recent one, IWTE_v20_09_A, milkshape and 3dsmax. I always created some animations, until now I had no problems. The reseting the shading did not solve the problem

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