Thread: IWTE - World editing - (General Discussion)

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

    https://www.dropbox.com/s/ja0wv6ymwe..._01_A.zip?dl=0

    is the version of IWTE that was around when that tutorial was written, and he had it working on Linux through WINE, try that and let me know if it works!

    I'd have hoped that DaC or someone who's done this process for them before would have released an amended version of the files for Mac/Linux users...

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

    Quote Originally Posted by makanyane View Post
    https://www.dropbox.com/s/ja0wv6ymwe..._01_A.zip?dl=0

    is the version of IWTE that was around when that tutorial was written, and he had it working on Linux through WINE, try that and let me know if it works!

    I'd have hoped that DaC or someone who's done this process for them before would have released an amended version of the files for Mac/Linux users...
    YOU ARE A SUPERSTAR!

    Working on my ole box macbook with wine! time to go modify some gate and wall animations!

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

    Quote Originally Posted by makanyane View Post
    https://www.dropbox.com/s/ja0wv6ymwe..._01_A.zip?dl=0

    is the version of IWTE that was around when that tutorial was written, and he had it working on Linux through WINE, try that and let me know if it works!

    I'd have hoped that DaC or someone who's done this process for them before would have released an amended version of the files for Mac/Linux users...
    Just letting you know and other readers as well - if you follow the tutorial steps - but instead of re-directing gate animations - just delete them along with the wall animations - it works just as well! has worked for 5/5 custom settlements on TATW and DAC - and yes it might glitch out the AI a little bit - but main thing is it helps stopping the CTDS!

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

    At the moment I'm moving IWTE more towards what we need for PKH (as we are finally trying to get back into that). It basically means more support towards Blender and things more useful for testing/amending what we want within PKH. Having said that I'm trying not to disrupt existing legacy support for milkshape and supporting via the collada/blender interface legal use of 3dsmax.

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

    Hi guys, I'm just trying the blender for animation creation (still greenhorn with blender). And I get a problem with collada exporting. The blender export a completely different animation, not one which I created. This is really bizarre. Perhaps you are familiar with the problem? A video:
    https://youtu.be/pDMveMVXT6c
    Last edited by AriovistusSuebus; October 18, 2020 at 02:43 PM. Reason: link for the video added

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

    not sure! We're only just learning Blender as we go along...

    I've not used that 'bake action' function at all on mine, or the 'clear constraints' stuff. Setting the end frame on the bake action doesn't seem to set the end frame of the export - I think you still need the end frame setting in the 'Output Properties' (with symbol that looks like a printer on the right-hand sidebar)

    For the actual Collada options I usually use "Keep Keyframes" as well as the "All Keyed Curves"

    Let us know if any of that helps!



    (it would be interesting to play with the .blend file, if you felt like sharing...)

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

    Quote Originally Posted by makanyane View Post
    I think you still need the end frame setting in the 'Output Properties' (with symbol that looks like a printer on the right-hand sidebar)
    For the actual Collada options I usually use "Keep Keyframes" as well as the "All Keyed Curves"
    done, but now no animation is exported. Only the sphere moves:
    https://youtu.be/p5Om2zafuYc

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

    erm - try that but with the Bake too?

    and also play with the Bake options - I'm not sure you should be using the 'clear constraints' bit... but that's guessing.


    also with your original file - after the bake process, if you save as .blend (normal file) and reload that do you get back what you wanted??

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

    Quote Originally Posted by makanyane View Post
    erm - try that but with the Bake too?
    The same result, like in the preceding video, a different animation is exported

    Quote Originally Posted by makanyane View Post
    and also play with the Bake options - I'm not sure you should be using the 'clear constraints' bit... but that's guessing.
    It doesnt change anything


    Quote Originally Posted by makanyane View Post
    also with your original file - after the bake process, if you save as .blend (normal file) and reload that do you get back what you wanted??
    The saved file is working normally

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

    Guys, I've made it! I had to bake to the keyframes and not the action. See the video:
    https://youtu.be/4buWCbiYigI
    Another problem, if I convert the animation to .ms3d file, the timing of impact and begin of collision don't correspond. (see the video)

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

    Quote Originally Posted by AriovistusSuebus View Post
    Another problem, if I convert the animation to .ms3d file, the timing of impact and begin of collision don't correspond. (see the video)
    erm, if you can get from .dae to something that works in-game, could we try not going back to milkshape? or was there a specific reason why you needed to??

    milkshape has some issues with timing - because it doesn't actually give/accept a specified time for the keyframes

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

    Quote Originally Posted by makanyane View Post
    erm, if you can get from .dae to something that works in-game, could we try not going back to milkshape? or was there a specific reason why you needed to??
    No, the only reason I like milkshape (I know, it sounds strange). But you are right, if Collada works we don't need milkshape any more. I will test animations in game.

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

    In the early days of modding i remember modders to "complain" that there are no Orthodox churches models in the Byzantine cities like in Catholic ones.
    Is that true?
    In that case this building is a random one (TGC mod uses vanilla settlements) with no coded name?


    Is there any line of Churches for "greek" culture in vanilla? If not can we add one?
    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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    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing - (General Discussion)

    IWTE is closing alone every time I try to add a deployment block in one of my custom settlements.
    How can I provide the needed data for you for bug tracking? (in case it is a bug).

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

    Quote Originally Posted by leo.civil.uefs View Post
    IWTE is closing alone every time I try to add a deployment block in one of my custom settlements.
    How can I provide the needed data for you for bug tracking? (in case it is a bug).
    Run the .exe from a .bat file and the command window will stay up.
    All you need in the .bat file is
    IWTE_v20_07_A.exe
    cmd /k
    first line should be whatever your .exe is called - make that in notepad and save it as something.bat in the same folder as the .exe

    double click the .bat to launch the .exe then do same thing and you should see the message we need in the command window

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

    No need. Already found the problem, the 3d object had a strange shape so IWTE was crashing when trying to stabslish a deployment block over it. Adjusting the 3d model in ms3d did the job.

    Shame on me for not getting this ready after one decade of IWTE.

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

    Quote Originally Posted by leo.civil.uefs
    Shame on me for not getting this ready after one decade of IWTE.
    You are not the only one trying to remember certain aspects of IWTE after that length off time.

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

    Quote Originally Posted by AnthoniusII
    Is there any line of Churches for "greek" culture in vanilla? If not can we add one?
    Sorry too long ago for me to specifically remember that but given that you can set most things up the answer to the second question is probably yes depending on your mod setup.

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

    Now the one milion dollars question.
    I know that greek culture shares in vanilla south_european city battle models.
    So far so good.
    In strat_map we have different strat_map models for permanent stone forts for these two cultures.
    I do not know how many battle map "city" models are in game but can we take one or two of them , dublicate them and name them as permanent stone forts , one as south_european one and one as greek PSF. In our mod there are no castles and we want to show the world full of "cities" or "large_towns" instead of permanent stone forts.
    The same but ussing north_european large town battlemodel we want as north_european and eastern_european PSFs .
    Islamic cities must also have a walled city battle model as PSF as well.
    What are the needed steps to do so inorder to have different strat_map models per culture (as we have now) but also have large towns or cities as battle map PSFs ?
    Do we have to copy anything .
    Do we have to place a possible dublication to a folder and if yes in what folder that would be (i mean the battlemap models).
    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.


  20. #20
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    I do not know how many battle map "city" models are in game but can we take one or two of them , dublicate them and name them as permanent stone forts
    You don't need to duplicate them unless you want to make changes to one and not the other. Just make a new .worldpkgdesc that has the path to the same .world, and the fort name/assignment you want.

    See this for info about the pkgs https://wiki.twcenter.net/index.php?...pkgdesc_-_M2TW

    If you're not familiar with it you probably also need to look at Gigantus's info about placing PSFs

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