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Thread: IWTE - World editing - (General Discussion)

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  1. #1

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    I think in RTW the regenerate vegetation db process produced the sprites and models from .cas model files - I can't find a way to get the engine to do it for M2 though

    the create vege_model from ms3d process looks feasible from what wilddog has already done - but sprites is likely to be the problem unless anyone else has any inspiration
    I wouldn´t mind if the sprites need to be done "manually", means done by 'photoshoping'.
    If it just could be put into a workable format...

  2. #2
    intel's Avatar Protector Domesticus
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    Default Re: IWTE - World editing(Added tutorial)

    Why not just make a converter and try it


  3. #3

    Default Re: IWTE - World editing(Added tutorial)

    THANKS
    ops, i post the old file, i correct the type 1 but it crash always... now i try to copy/paste all data and check it in the game, i don't want to waste your time too.
    Last edited by johnwhile; April 01, 2011 at 07:06 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  4. #4

    Default Re: IWTE - World editing(Added tutorial)

    i found the crash, in "Number of float lines..." (defensive points) you write in txt conversion :
    Code:
    -19.8100052  +13.2611713   -1.0000000   +0.0000002   +0.0000000   +0.0000000  16
    but the last 2 number aren't float, in the conversion the tool have used a bad approximation to:
    Code:
    -19.8100052  +13.2611713   -1.0000000   +1.700e^-7   +7.800e^-15   +4.300e^-8  16
    if i write this the game don't crash
    Code:
    -19.8100052  +13.2611713   -1.0000000   +1.700e^-7 0 0  16
    i suppose, but i think you already know, the interpretation is:
    x pos
    y pos
    x direction
    y direction
    0
    0
    16
    to convert direction to Z rotation angle i found this formula used in a lot of game: http://en.wikipedia.org/wiki/Atan2
    Last edited by johnwhile; April 03, 2011 at 07:09 AM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

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

    i found the crash, in "Number of float lines..." (defensive points) you write in txt conversion :
    Code:

    -19.8100052 +13.2611713 -1.0000000 +0.0000002 +0.0000000 +0.0000000 16

    but the last 2 number aren't float, in the conversion the tool have used a bad approximation to:
    Code:

    -19.8100052 +13.2611713 -1.0000000 +1.700e^-7 +7.800e^-15 +4.300e^-8 16

    if i write this the game don't crash
    Code:

    -19.8100052 +13.2611713 -1.0000000 +1.700e^-7 0 0 16

    i suppose, but i think you already know, the interpretation is:
    x pos
    y pos
    x direction
    y direction
    0
    0
    16
    to convert direction to Z rotation angle i found this formula used in a lot of game: http://en.wikipedia.org/wiki/Atan2
    OK I'm a bit confused by the post.

    0.0 is how zero can be written as a float it doesn't have to be integer 0.

    I understand you wrote something from your tool to a text file and then used IWTE to read the txt file. Whilst doing this you wrote something into the float value positions 5 and 6 that was no longer 0.0000000 and then this caused a crash when you used the result? Is this correct?

    You then made an amendment and wrote the value 0 to these positions and this worked? Is that correct?

    As reading back the normal text file still leaves the binary value of zero I can only conclude you did something wrong in the first place and didn't supply the zero value it expected (otherwise recreating the binary from the text would crash and it doesn't).

    I'm aware of the format and how to calculate direction angles after all without that the tool wouldn't already contain the functionality to add or amend defensive points and their facing directions... would it?

  6. #6

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    OK I'm a bit confused by the post.
    0.0 is how zero can be written as a float it doesn't have to be integer 0.
    You then made an amendment and wrote the value 0 to these positions and this worked? Is that correct?
    the test are made with txt file , not with my tool. I only to remark a possible bug because if you wrote +0.0000 i suppose you use a float value and not an integer...
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

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

    looking at the last two values at the end of the float lines for the wooden fort in the original binary
    they are 00 00 00 00 in binary... whether that is float or long int it's still 0 basically

    I have no idea where you were reading something with e to the power of from... but those values in vanilla = 0

  8. #8
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by johnwhile
    the test are made with txt file , not with my tool. I only to remark a possible bug because if you wrote +0.0000 i suppose you use a float value and not an integer...
    Yes I use a float value and if you return 0.0 it works. Its not a bug.

    Like I say it writes 0.0000000 and if that what people use in the text file it works fine. Using an integer 0 makes no difference

    I can repeat again if you don't understand. The tool would have a bug if it failed to read back the 0.0000000 value but it reads it OK. What it doesn't do is put in checks in case people get it wrong. That was the reason I was considering disabling completely the text editing values... To prevent assumptions being made by people not knowing what they are doing..

    The file you posted earlier still had binary zeroes in that position so no idea why you think this isn't working other than when you use it to check your tool... problem is you said you made a mistake when you posted it and it wasn't anything to do with pathfindiing. So its always difficult to understand what you are posting about when you say you did something, post a wrong file and then say its to do with something else.

    Essentially the error here is simply garbage in garbage out.

  9. #9
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Not exactly about IWTE but anyone here knows if its possible to make one single unit to not "obey" the collision of the objects so it could pass through walls etc?
    Deleting the collision of the object in IWTE would make every unit to pass through the building but I want only a specific unit to be able to do it.

    I guess that, if possible, it must be something in coding.

  10. #10

    Default Re: IWTE - World editing(Added tutorial)

    It's not going to be possible.

  11. #11
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    @ King Kong
    Now Mak's reminded me I'll probably add a simple edit to the IWTE tool similar to the world terrain mask edditing.

    We've been looking at the vegetation files and will also add a routine to read and create vege models. Unfortunately we don't know how to recreate the vegetation.db file or the textures for the sprite.
    So all I can try and do at the moment is allow an existing sprite to be 'stretched or compressed' to fit the new model.

  12. #12

    Default Re: IWTE - World editing(Added tutorial)

    A problem, I have been able to do the walls with a ladder or siege tower ride to the wall, but the soldiers do not climb, I've added the deployment block, but also the lack of which setting do?

  13. #13

    Default Re: IWTE - World editing(Added tutorial)

    Who can answer this question, thanks
    My English is poor, hope you can understand

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

    [QUOTEdongxd] A problem, I have been able to do the walls with a ladder or siege tower ride to the wall, but the soldiers do not climb, I've added the deployment block, but also the lack of which setting do? [/QUOTE]

    Hi
    Just checking but you need to of
    1) Created a collision for the wall.
    2) Created a siege docking point for the wall
    3) Added the deployment block.
    4) Added doors and path from the deployment block to the ground
    5) Added the wall into a perimeter.

    with all of that it should work providing they can manoeuvre the ladder in front of the walls and the ground angles are level.

  15. #15

    Default Re: IWTE - World editing(Added tutorial)

    Thanks for wilddog's guidance.
    I tried to do the fourth step, but DOS window an error: subobjects do not seem to be connectde - so igonred. I just deleted the original file doors and path from the deployment block to the ground, then add also the same The error message, and why?
    Last edited by dongxd; April 18, 2011 at 09:08 PM.

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

    Quote Originally Posted by dongxd View Post
    Thanks for wilddog's guidance.
    I tried to do the fourth step, but DOS window an error: subobjects do not seem to be connectde - so igonred. I just deleted the original file doors and path from the deployment block to the ground, then add also the same The error message, and why?
    Hi dongxd - the dos message means what it says... you're trying to add objects to the deployment block which aren't connected to each other...

    all the objects forming the deployment block must have a flat plane at the same level and must link to each other - if you're getting that message then the object you're trying to add either doesn't have a flat plane at the same height as the ones already added, or it's an object that looks like its next to the first ones but there is actually too large a gap between the vertexes, so you need to re-check the model in detail. Or you're adding them in the wrong order - i.e. you're trying to add the two ends first and have missed out something in the middle - you need to add the objects in an order where they connect to the each other (that's actual position in 2d plan - not object number sequence)....


    you said that was to do with the fourth step - wilddog's no4. was about adding doors to the deployment block - you don't do that by adding objects - the doors are theoretical points in space and not directly related to the objects.

    after you've made the deployment block to the size of the flat plane on top of the section of wall (and it's come up with the pinky coloured 2d view showing where the troops will stand) - then you need to select
    "add deployment block door" from "paths" tab

    select the deployment block number (if you just added the block it will be the last one) - the door will appear at 0,0 - move it to where you want.

    then do similar thing with "add ground level door" - giving it the height of the ground level - and moving it to position.

    IMMEDIATELY AFTER THAT select "add link/ladder path" and link the two doors by selecting them.
    (if you don't do that as next stage the unconnected ground level door will disappear again )

    then SAVE BINARIES - as that whole process doesn't autosave.....



    let me know if that helps

    (p.s. normally you have two deployment block doors per wall section - one at each end - they can link to ground level doors or to the next block along or both)

  17. #17

    Default Re: IWTE - World editing(Added tutorial)

    I have successfully set up the wall and its path, thank you from the makanyane such a detailed answer. I'm sorry did not see the messages left on the front, so that you answer these questions again.

    Thank wilddog and makanyane, you share this tool, there KingKong tutorial. To you my highest respect.

  18. #18
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    I have a suggestion for next version.

    Add a multiple selecting for objects. For example, holding Ctrl, you could select various objects one by one and then delete it all with just one action inspite of selecting and deleting one by one.
    That way, you could, for example, delete all building inside a city just leaving the walls intact.

    If possible, of course.

  19. #19

    Default Re: IWTE - World editing(Added tutorial)

    Hi, I'm back with a question。
    I am now trying to adjust the TechTree construction,If the strategy does not correspond to the building on the map, campaign map will appear by default in the building, no matter what level of city,The default model of these files are placed in the building where it? Folder in the settlements, I can not find, who can tell me the file location?

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

    Quote Originally Posted by dongxd View Post
    Hi, I'm back with a question。
    I am now trying to adjust the TechTree construction,If the strategy does not correspond to the building on the map, campaign map will appear by default in the building, no matter what level of city,The default model of these files are placed in the building where it? Folder in the settlements, I can not find, who can tell me the file location?
    This question does not quite make sense in English.... am guessing what you meant - so apologies if answer is to the wrong thing....



    If the settlement has a techtree slot that is specified as
    type 'church' '32x32' size
    and the settlement in campaign hasn't built something that will fit in that slot - then what you see in battlemap is the 'slot filler' option.

    generally these are found at path like
    data/settlements/techtree/north_european/slot_fillers/generic_32_32


    however..... the thing that actually makes the .world file appear in the relevant techtree slot is the
    '.worldpkgdesc' file that is associated with it

    game finds closest match by looking in contents of all .worldpkgdesc's inside settlements folders, initially checks for size which must match, then faction specific, then culture specific, then generic version, then specific type (eg church).... with some complications for some cultures

    the CA ones are relatively easy to find as they put most of them in logical locations... but if you start making your own .worldpkgdesc and don't follow a system you can end up in real mess

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