Thread: IWTE - World editing - (General Discussion)

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  1. #1
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by makanyane View Post
    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
    Gig said that only you could help us in this matter... We despertly need help.
    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.


  2. #2
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    IWTE_v20_12_A released. See below. now includes full battle model editing (units, siege weapons etc ) mesh and animations for Blender via the collada interface. Cas files already supported. Max users should also be able to use this.


    with version 20_12_A (Further enhancements to the collada interface supporting Blender/max)
    1) New control file process has been relaunched as IWTE Task which can be triggered from the top bar of the main IWTE menu.
    Files must end with _task.txt and sytax changed in terms of data-ids used. Often file full path names are requested rather than just the file name as this better supports some of the processes.
    2) The export animated directory function has been removed as we couldn't see any real need for it now.
    3) All mesh formats are now supported (AFAIK) ie skydome, banners, siege, units
    4) As introduced for cas units in the previous version the mesh units (ie battle map models) are now supported with a process to combine multi animations together (provided they have the right skeleton and setup).
    5) A first frame pose position has been introduced to better support editing of the mesh.
    6) An unassigned skeleton process is supported to allow the mesh to be edited without a correct skeleton (ie all skeleton bones default to a simple chain).
    7) Weapon and shield separation is supported for unit meshes with a standard vanilla skeleton. This process uses up to 4 weapon/shield bones but still must be within the 24 bone limit.
    Some models may not be supported through this process due to their setup. The basic assumption in IWTE on bones is the sequence is the standard bones 0 to 19, then upto 4 bones. The last 4 are in sequence : extra bones, then weapon/shield bones.
    Our recommendation is to use weapon bones rather than any extra bones in order to avoid the death animation bug (ie the one that occurs because the skeleton has a different number of non weapon/shield bones to the unit its fighting).

  3. #3
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    bugfix release IWTE_v20_12_B from December 3rd 2020.

    with version 20_12_B
    1) Bug fix to worldpkgdesc selection and mesh processes as they were crashing due to incorrect naming when selecting.
    2) Added csv options of worldpkgdesc. This extracts files within a directory and all its subdirectories.
    Please be careful the default readback is NOT to update (to prevent any accidental overwrite of vanilla files). It has basic validation only.

  4. #4
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    As the new IWTE has major new functions there's a new sticky thread to discuss Unit/Character/Skeleton/Animation editing.


    Please DO NOT use this World Editing thread to discuss Units and their Anims, or you will be taken out and shot!



    Or at least a very grumpy Mak will have to attempt to start moving posts around...

  5. #5
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    OK think things should of finally settled down with this version. Items I am aware of is please do not mix multi animations if the skeleton pose is different eg catapult idle v catapult fire recover/fire. CA used two different poses within the animations. IWTE will handle similar poses its just if you combine different animations.


    with version 20_12_D
    1) Bug fix as siege meshes defaulting to compressed but not set up to handle (they should be non compressed).
    2) Bug fix lodname in 3dsmax returned material names was being extracted incorrectly (included the material prefix).
    3) Creates bonemap xml for siege engines
    4) Bug fix previously dropped position animation if maximum animation position change was zero.

  6. #6

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

    I would like to ask a question, how can I use IWTE to change the location of troops deployed?I want to deploy the troops outside the marked area.

  7. #7
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    If you want to change the deployment outline - load the 3 binaries for the .world etc - go to "Gameobjects" tab and "Deployment Outline Changes" drag/add/delete nodes to suit what you want, click OK to that, save binaries (they'll be saved with incremented name) - find the new .world file and rename it to replace the existing one.


    If you actually want to make the units able to deploy outside the outline area, that's not us, that'd be the memory editing project or not possible...

  8. #8

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

    Thank you for answering me,I have one more question:how to change the other side deployment outline?For example, if the enemy besieges more than two troops, how to make these troops attack deployment area as far as possible in one direction?

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

    you can't do that AFAIK. The game just works it out.

  10. #10

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

    So I can only change my own deployment area, is that right?

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

    you can only change the deployment area for the defender of a settlement - whether that's you or the AI - the attackers' deployment area is set out by the game in relation to that, e.g. with a gap between the two areas.

  12. #12
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    New version IWTE_21_01_A now released.

    with version 21_01_A
    1) Now added ability to combine mount (horse) with rider and 2 weapons (weapon and shield normally) with multi animations into the collada interface so they can be edited in Blender (and likely 3dsmax).
    2) Added ability to apply the scale factor to the cas skeletons when generating dae and reading back.
    3) Added ability to read modeldb file and do some edit checking, reformatting of linebreaks (to show the structure a bit more clearly) and creation of 3 CSV files which can be separately edited and reloaded to reform a modeldb file.
    4) bug fixes to help support 3dsmax handling of collada data (world anim effects, fade and skeletons with no mesh assigned).

  13. #13
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: IWTE - World editing - (General Discussion)

    Question: In the last version of the tool that works with milkshape can we make strat_map models of generals, captains , ammbasadors etc?
    And if yes could you show a couple of steps to proceed?
    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.


  14. #14
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by AnthoniusII
    Question: In the last version of the tool that works with milkshape can we make strat_map models of generals, captains , ammbasadors etc?
    And if yes could you show a couple of steps to proceed?
    Not sure why you say in the last version of the tool that works with milkshape as it implies something is no longer working. As far as I know the milkshape items that used to work should all still work. No one has posted anything saying otherwise. However, the answer to your question on strat map generals, captains, ambasadors is no as I've only added cas model and mesh/cas (ie battle units) using a collada interface which supports Blender and should support 3dsmax.

  15. #15
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    new release
    with version 21_01_B
    1) Bug fixes on merging multiple mount unit combinations (wrong offset if merge included a full set of bones).
    2) Bug fix for cas models due to introduction of extra parameters.
    3) Change in Siege engine process so that amended animations create the same (i.e. the default) pose values. CA's siege models have different ones which is a pain. eg Catapult and Trebuchet.

  16. #16

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

    Hi, I'm not sure if this is the right place to ask but as it is in the correct forum of people for the question, I've been stuck trying to figure out a texture/shader issue with my imported models to IWTE.


    When I make a settlement and I import ms3d models into IWTE, sometimes the model attracts a dark shade over it. I've compared the same model with 'normal' coloured models and it becomes noticeably darker the closer I zoom to the structure. Sometimes I can make it go away by merging the model with a working ms3d model before importing, but I have not consistently found out why it does it and how to fix it. What is IWTE reading? I normally recycle vanilla or other assets from existing settlements – is it conflicting collision data?

    For illustration, I've attached an image of a segment of a wall that is much darker than the rest of the structure. This was copied out of the original structure and moved to its new position. Note it shouldn't have anything to do with the shadows cast by the nearby buildings because I've tried it in open areas and it is still dark.

    Click image for larger version. 

Name:	Lighting Bug 1.jpg 
Views:	8 
Size:	85.7 KB 
ID:	363383


    Thanks!

  17. #17
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    Hi, That pic is so dark its almost impossible to see anything. Not sure what is meant to be that dark in the pic and what isn't. Is it a night battle? Are the lit up bits from torches? Basically the world files have 2 types of vertex shading. One is for effects eg torches, fires and the other is for shading (greyscale eg for internal corners). There is a default set and there are buttons under animation which can be used to reset them. Unfortunately there have been various changes made on these with people preferring lighter or darker so its been changed a lot over the years. Take a back up and try the object shading but you may need to reset the world ones in the end. During this year I expect to enhance that functionality further to allow people to more easily set things to their tastes. Unfortunately some of the corner type shading does not work unless you set the models up correctly in the first place as its tied to figuring out what is a corner and what is something that is just hidden. Hope that helps.

  18. #18

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

    Thanks for the reply.

    I tried resetting the animations but it didn't have effect. I thought it might be similar to the disco lighting effect, and I've seen older posts talk about 'resetting complex effects' in the collision tab - but has that option been removed or moved somewhere else with the current version? I don't see it under there.

    It is also not to do with the lighting because, in answer to your questions, it is not a night battle (but has a dark mordor-type skybox), and yes, there is a torch lighting effect underneath it, but the black texture bug persists when the light is turned off, and has been present before I put that light there. I've attached hopefully clearer pictures below.

    Re the 'shading for internal corners' type of shaping, yeah it might be. But where do I play around the options for it? Is it with the importing of the model - I see in ms3d that the objects can be assigned to the 'darker' or 'lighter' joints. I've always assigned them to the lighter joint, but maybe it's a creature and residue of exporting a model from IWTE itself? Like how object groups retain their naming system when exported to ms3d format. What would be the way to change this vertex shading assignment?

    Picture of dark texture in Battle Editor, seen on a sunny day:
    Spoiler Alert, click show to read: 
    Click image for larger version. 

Name:	Lighting Bug 2.jpg 
Views:	14 
Size:	213.1 KB 
ID:	363387


    Picture of joints assignment in milkshape:
    Spoiler Alert, click show to read: 
    Click image for larger version. 

Name:	Lighting Bug 3.PNG 
Views:	7 
Size:	119.5 KB 
ID:	363388

  19. #19

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

    P.s. In that first picture, the clearest indication of the bug can be seen on the two metal walls + towers on the front right side. The one at the back is much brighter, whereas the test set at the front is very dark, even when it is not underneath any shadows.

    Thanks!

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

    Hi Sauron, please could you send me the .world .worldcollision .animinstances and the textures for the effected bits so I can have a look?

    I'm wondering if it might be a problem with your model normals, but it would be easier to look at the files than keep asking questions....

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