Thread: IWTE - World editing - (General Discussion)

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  1. #1

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

    Hi everyone,

    Thanks for the help so far, but I am back with a couple of quick questions.

    1. How do I use the IWTE animations --> "Full world shading/effects inc anims tool"? When I press it, it will ask me to provide two directories (vanilla and modded blockset folders) - where exactly should I direct them to? The main blockset folder or a subfolder, because it asks for .anim files to be present as well? Also if I'm tidying an existing settlement where they might have their own wall/destruction animations, do I need to provide any additional .anim files in the folder directory itself (i.e. if I'm editing a settlement in a mod, would referencing the correct folder within that mod be all I need)?
    ps. Is there any chance you could add this function to do shading effects for a structure, rather than individual objects or the whole set?

    2. I have been trying to use the 'add bridge path' tool and I have positioned the block where I want (on top of the 3d model resemblance of the bridge) and set the height to be as close to the terrain around it. But troops still can't walk over it? If there are any general tips on the steps to make bridges that would be helpful.

    3. Lastly, is there any way to remove the roads that are overlaid onto a settlement when they are built in the campaign map?

    Thanks!

  2. #2
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    Quote Originally Posted by Sauron puppet of Saruman View Post
    Hi everyone,

    Thanks for the help so far, but I am back with a couple of quick questions.

    1. How do I use the IWTE animations --> "Full world shading/effects inc anims tool"? When I press it, it will ask me to provide two directories (vanilla and modded blockset folders) - where exactly should I direct them to? The main blockset folder or a subfolder, because it asks for .anim files to be present as well? Also if I'm tidying an existing settlement where they might have their own wall/destruction animations, do I need to provide any additional .anim files in the folder directory itself (i.e. if I'm editing a settlement in a mod, would referencing the correct folder within that mod be all I need)?
    ps. Is there any chance you could add this function to do shading effects for a structure, rather than individual objects or the whole set?
    For the vanilla stuff you need to give it M2/data/blockset. For mod-folder M2/mods/your-mod/data/blockset, if you have any revised anims in there or cancel if not. It will search down from the blockset folder to find the anims, and use those to update the animinstances file for the .world with the revised shading/effects.

    I'm not quite sure I understand the second bit, but 'referencing the correct folder within the mod' is probably the answer, anim stuff all needs to be in the same mod-folder you can't reference out to mods/other-mod/data etc.

    2. I have been trying to use the 'add bridge path' tool and I have positioned the block where I want (on top of the 3d model resemblance of the bridge) and set the height to be as close to the terrain around it. But troops still can't walk over it? If there are any general tips on the steps to make bridges that would be helpful.
    Troops will only use a bridge path if there is absolutely no alternative. You can sometimes micro-manage your own troops to get from edge to middle of one, but you can't make them go from A > B over it unless there is no alternative...

    apart from getting the height right, make sure the 'door' positions are actually placed over solid terrain that isn't blocked in pathfinding.

    3. Lastly, is there any way to remove the roads that are overlaid onto a settlement when they are built in the campaign map?

    Thanks!
    Under 'Gameobjects' tab there is 'view Road Marker' which will show you where any existing ones are, and you can then delete/change them... because of an odd glitch which we can't resolve if a settlement doesn't have any other 'type 4' game objects, which tends to apply to villages or things without towers, you'll need to leave at least one in, or the .world will crash

    You could try just moving the markers out a long way from the settlement, the incoming road should then terminate there.

  3. #3

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

    Hi and thanks makanyane,

    I'm getting a crash doing 1. with this error:

    Spoiler Alert, click show to read: 
    executablepath = E:\Medieval II Total War\mods\dac_v2\data\settlements\elves\cas
    tles\castle
    Multithreading with maximum 8 threads
    Choose .world File
    Choose .worldcollision File
    Choose .animinstances File
    Choose save file name to be used for all files
    Completed World File read = 0.0890
    total group models 550
    World File checks complete = 0.0810
    collision read time = 0.6510
    Animation read time = 0.0020
    completed reading world file
    Total Elapsed readfiles time = +0.9140
    Choose Vanilla unpacked blockset directory containing .anim files
    Choose mod blockset directory containing .anim files (if any)
    Resetcomplex effects time = 0.0390
    reading e:/medieval ii total war/mods/dac_v2/data/blockset/new_settlements/anima
    tions/wall_animations/elven_stone_wall/town_small_stone_straight_animation_a.ani
    m
    reading e:/medieval ii total war/mods/dac_v2/data/blockset/new_settlements/anima
    tions/wall_animations/elven_stone_wall/town_small_stone_straight_animation_b.ani
    m
    reading e:/medieval ii total war/mods/dac_v2/data/blockset/new_settlements/anima
    tions/wall_animations/elven_stone_wall/town_small_stone_straight_animation_c.ani
    m
    reading e:/medieval ii total war/mods/dac_v2/data/blockset/new_settlements/anima
    tions/wall_animations/elven_stone_wall/town_small_stone_straight_animation_d.ani
    m
    reading e:/medieval ii total war/mods/dac_v2/data/blockset/new_settlements/anima
    tions/wall_animations/elven_stone_wall/town_small_stone_straight_animation_e.ani
    m
    'E:\Medieval' is not recognized as an internal or external command,
    operable program or batch file.
    Traceback (most recent call last):
    File "IWTE_v20_12_D.py", line 10721, in Clickedokbutton_CEP
    File "IWTE_v20_12_D.py", line 15736, in resetallfullworldshadesandeffects
    File "IWTE_v20_12_D.py", line 15842, in resetworldshading
    File "WDWorldLibrary.py", line 22406, in resetaniminstancedata
    File "WDAnimMeshObject.py", line 2656, in convertunpackedtopacked
    File "WDAnimMeshObject.py", line 2644, in convertunpackedtopackedfile
    File "WDAnimMeshObject.py", line 2700, in checkpackedanimfileandstats
    FileNotFoundError: [Errno 2] No such file or directory: 'E:\\Medieval II Total W
    ar\\mods\\dac_v2\\data\\settlements\\elves\\castles\\castle/IWTEsave/tempanimdir
    /town_small_stone_straight_animation_a_DamageTransition0.packed'

    Does this mean it can't find this town_small_stone_straight... anim in the blockset directory?
    I checked the mod\blockset directory and did find the files referenced to in the animations of the walls:
    Spoiler Alert, click show to read: 
    Click image for larger version. 

Name:	IWTE Crash Anim Blocksets.PNG 
Views:	1 
Size:	60.3 KB 
ID:	363446



    2. With door positions for bridges, is the actual door position where the edge of the rectangle is or where the arrow is?

    3. The funny thing is that there were no road markers on the settlement to begin with, and it didn't crash
    When the AI built roads for the settlement they will sprawl all over my mountains and through the houses.
    I will try add some at the edges of the map or connect them to the existing paths then.

    Thanks!

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

    'E:\Medieval' is not recognized as an internal or external command,
    is the clue... it's not finding either it's own folder or the other little packing .exe that ships with it due to the space in the file path.

    That process (and some others) needs IWTE and the .exe's that ship with it, to be in a folder which doesn't have spaces in the file path (and also isn't on 'desktop', but in a real folder)

    It'd probably be easiest to fix if you can change your existing folder name like "medieval_ii_total_war" to avoid having to move things around.

    Doors - it should be the back edge of the rectangle (which also shows the width)

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

    new release mostly bug fix apart from an ability to use a task to do dds/texture directory conversions. rather than via the IWTE save directory

    with version 21_02_A
    1) Bug fix for modeldb. If the modeldb has the dummy record "5 blank 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0" as its first unit this was causing a crash after the file had been read due to the mount type having no mount type name. The file will now be read and then the dummy record will be removed (or any other unit called 'blank'). Please look at the error file and the write outtxt files which are generated to find exact positions of any errors.
    2) Bug fix for milkshape weights used in .world model shading. milkshape uses both an index and weight 100 or all 3 other indexes set to not used but a weight of 0 to mean the same thing (ie 100% weighting to first index).
    3) Bug fix Amended the unique vertex data routines as found a mirroring effect when applied to a vertex mirrored over a single point (issue in tangent routine).
    4) Added simple task routines for dds_to_texture_directory and texture_to_dds_directory. Unlike the dropdown selection this enables you to use <directory_in> and <directory_out> to set the name of the directory to read from and where to write to.
    5) Amendment to task file process as use of double quotes (for names with spaces) was causing an issue if no comment followed.

  6. #6
    kostic's Avatar Campidoctor
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    Default Re: IWTE - World editing - (General Discussion)

    Hello,
    I'm totally new to this part of modding - although I've been modifying units using Milkshape3D for a while - and would like to fix a bug in the SSHIP mod: flying castles and columnar river


    It seems to me that IWTE is made for this, but with my low level of English, can I hope to solve this bug easily or is it an expert's job?

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

    mmmm, the floating city one looks like it's not loading the correct (or any) .worldterrain for the settlement if you can recreate the fight there and look at the log to find out which .world it's loading I can help explain how you'd track that through to find/fix the issue - IF IT IS THAT

    the bit with the bridge/river looks stranger, unless they were trying to do something with a custom tile/bridge model... that makes me wonder if there's something a bit up with the map generally! if you look at the world/maps/base folder are there any changed file in that which are newer than the map.rwm? and/or also check the campaign folder for map_heights type files and see if there's a map.rwm in there

  8. #8
    kostic's Avatar Campidoctor
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    Default Re: IWTE - World editing - (General Discussion)

    Thank you very much for your quick response !


    If I find this field or another of the kind I will indeed do a search with the system.log


    Otherwise, the map.rwm file is the most recent in the world / maps / base folder (March 2021)


    There is no map_height in the world / maps / base / campaign folder, nor in imperial_campaign and no other map.rwm


    On the other hand, we find in the data / campaign folder (what is this folder for?) A much older map.rwm file (January 9, 2011) with in the same folder a slightly newer file (January 10, 2011) named descr_regions. text


    Are these old files still in use by the game?

  9. #9
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    med2 vanilla doesn't have a data/campaign folder so I guess not, probably some lost/stored backups

    see if you can find those battle sites again - and btw you need the log on full *trace mode to see what it's loading, not just the errors

  10. #10
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    New version is out, please see OP:
    Current version is IWTE_v21_04_A from April 12th 2021

    IWTE now supports RTW Unit/anim editing via Blender/collada interface (not skeleton changes for that though). For queries about units/anims please use the units thread. For info about that and some other functions please see the wiki

  11. #11
    Centenarius
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    Default Re: IWTE - World editing - (General Discussion)

    Hello, sorry if it has been asked before; today i have downloaded the latest IWTE version but the antivirus i use (Avira Antivirus Free) detected the "IWTE_v21_04_A.zip" as a "HEUR/AGEN.1139522". I believe it is a false positive, right?.
    Temporarily retired from modding.

  12. #12
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing - (General Discussion)

    Yep, and sorry about that, it's normally from Avast, but the free antivirus's don't like anything made with Pyinstaller (which is what converts the python to .exe) - I think it's also partly a behavioural, thing... yes this will change/add files, otherwise, there wouldn't be much point


    I've gone over to BullGuard...

  13. #13
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    Just to add I don't actually include or use any of the python related stuff that the python teams say 'may be vulnerable' so its as safe as I can keep it.

  14. #14
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: IWTE - World editing - (General Discussion)

    Textures of buildings getting dark when camera closes in to them.
    What are th epossible causes for that effect?
    Attached Thumbnails Attached Thumbnails Mosynopolis1.jpg   Mosynopolis.jpg   Mosynopolis2.jpg  
    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
    Textures of buildings getting dark when camera closes in to them.
    What are th epossible causes for that effect?
    Think we had this one before - either wrong/missing normal texture or trying to use a normal texture with very extreme 'scale'

    basically check/change the normal

  16. #16
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: IWTE - World editing - (General Discussion)

    OK , could this also be a lack of WIP.MAPs of the textures also?
    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.


  17. #17
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    Default Re: IWTE - World editing - (General Discussion)

    don't think so, lack-of or wrong mip-maps would make it look bad when you zoom out not in,

    check the normal texture first

  18. #18
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    released version now 21_07_A

    with version 21_07_A
    1) Amended the Rome remastered map creation alot. The basic option under the remastered tab will now generate the river mesh and the rivers_a.cas.
    2) A task process has been setup to support full creation of the map tile pieces, river mesh, coastlines, normals and albedo textures. PLEASE look at the Rome Remastered Map making info.txt provided.
    The options are still being worked on but be warned the actual texture production is SLOW. It is doing a lot of processing to produce them.
    3) A conversion fix for some texture files when converting to dae was put in place. The converter converts & to ?a?_ and # to ?h?_ it converts back to correct it when recreating the cas files.
    4) Bugfixes for older functionality.

  19. #19
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing - (General Discussion)

    IWTE version 21_08_B

    with version 21_08_B - mostly M2 related and menu tidy ups.
    1) New M2 Add Complex collisions (default). Automatically adds a new collision for any objects marked as default that do not currently have a collision.
    2) bug Fixes for 2D window wheel button - zoom in/out and double click centering.
    3) Slight clean up and rearrangement of top level menu options. IWTE Task file moved to end of list and Renamed an option as Medieval 2.
    Model Files dropdown shows Cas options at top and other options as being M2 related.
    4) Main M2 button selection panel changed to remove the Terrain2 option. Remaining functions were added to Terrain 1 tab.
    5) Medieval 2 main dropdown has new option for settlement editing leads to alternative route for opening the binary files. Modeldb csv conversions also moved to this tab
    6) Rome Remastered dropdown has Geography DB option in it now (its just a direct link and applies for Rome OG as well).

  20. #20

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

    Hello IWTE team,

    I have a question about converting the cas models: strat_flag.cas , trees models like birch_A.CAS .
    While trying to convert them IWTE crashes and no ms3d file is created. I am using IWTE 21_07_A .
    Are these types supported?

    Best regards

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