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Thread: IWTE - World editing - (General Discussion)

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  1. #1
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Med 2 1.3 does not name a object as "gatehouse" inside the battle. it just says "building".

    TATW names it "gatehouse" and it seems that trebuchets and catapults have attraction on it as they fire on it, they dont fire on it in med2 1.3.

    Read detailed explanations on my tutorial, look for "gatehouse".
    Last edited by leo.civil.uefs; March 21, 2013 at 11:05 PM.

  2. #2
    UndyingNephalim's Avatar Primicerius
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    Default Re: IWTE - World editing(Added tutorial)

    I keep getting a crash when trying to load a custom settlement:
    Code:
    17:08:19.953 [system.io] [info] exists: missing mods/Hyrule/data/BlockSet/Textures/variations/middle_eastern/NE_litter_pass.texture
    17:08:19.953 [system.io] [info] exists: missing mods/Hyrule/data/BlockSet/Textures/variations/middle_eastern/NE_litter_pass.texture
    17:08:19.953 [system.io] [info] exists: missing mods/Hyrule/data/BlockSet/Textures/faction_variations/hylian/NE_litter_pass_normal.texture
    17:08:19.953 [system.io] [info] exists: missing mods/Hyrule/data/BlockSet/Textures/faction_variations/hylian/variations/middle_eastern/NE_litter_pass_normal.texture
    17:08:19.953 [system.io] [info] exists: missing mods/Hyrule/data/BlockSet/Textures/variations/middle_eastern/NE_litter_pass_normal.texture
    17:08:19.953 [system.io] [info] exists: missing data/BlockSet/Textures/faction_variations/hylian/NE_litter_pass_normal.texture
    17:08:19.953 [system.io] [info] exists: missing data/BlockSet/Textures/faction_variations/hylian/variations/middle_eastern/NE_litter_pass_normal.texture
    17:08:19.953 [system.io] [info] exists: missing data/BlockSet/Textures/variations/middle_eastern/NE_litter_pass_normal.texture
    17:08:19.953 [system.io] [info] exists: missing mods/Hyrule/data/BlockSet/Textures/NE_litter_pass_normal.texture
    17:08:19.953 [system.io] [info] exists: missing mods/Hyrule/data/BlockSet/Textures/NE_litter_pass_normal.texture
    17:08:19.953 [system.io] [info] exists: missing mods/Hyrule/data/settlements/North_European/Settlements/City/north_european_city_A.animInstances
    17:08:19.953 [system.io] [trace] file open,,data/settlements/North_European/Settlements/City/north_european_city_A.animInstances,3866624
    17:08:19.953 [system.io] [info] open:   found data/settlements/North_European/Settlements/City/north_european_city_A.animInstances (from: C:\Program Files\Sega\Medieval II Total War)
    17:08:20.734 [system.rpt] [error] Uh oh. This isn't good. No idea why, but exiting now. Sorry pal.
    It looks like it's trying to load the default Northern European City. Strange thing is when I remove my custom settlement and load the default city it still crashes.

  3. #3
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    look further up the log file above the textures section and check which .world it's actually loading (it might be a custom one that still has a path to the city.animInstances) --- also look around that point for other error/warning messages, the log often runs on for a while after the actual problem before it exits.

    what should happen after .animInstances in the log is caching the .anim and .mesh files etc that are referred to in it, the ones in the blockset/culture/animations folders - did you do anything to them??

    after that it loads the .worldcollision, .worldterrain and .worldvegetation files - make sure the .world it's loading has it's .worldcollision file with the same name in the same folder, i.e. don't put just the .world file in the mod-folder without a paired .worldcollision


    only other thing I can think of is maybe some other .worldpkgdesc is also trying to load and that's the problem - have you done anything with ambients or techtrees?

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

    look further up the log file above the textures section and check which .world it's actually loading (it might be a custom one that still has a path to the city.animInstances) --- also look around that point for other error/warning messages, the log often runs on for a while after the actual problem before it exits.

    what should happen after .animInstances in the log is caching the .anim and .mesh files etc that are referred to in it, the ones in the blockset/culture/animations folders - did you do anything to them??

    after that it loads the .worldcollision, .worldterrain and .worldvegetation files - make sure the .world it's loading has it's .worldcollision file with the same name in the same folder, i.e. don't put just the .world file in the mod-folder without a paired .worldcollision


    only other thing I can think of is maybe some other .worldpkgdesc is also trying to load and that's the problem - have you done anything with ambients or techtrees?

  5. #5
    UndyingNephalim's Avatar Primicerius
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    look further up the log file above the textures section and check which .world it's actually loading (it might be a custom one that still has a path to the city.animInstances)

    I presume you mean this part:

    Code:
    17:08:17.187 [system.io] [trace] exists: 3067: caching directory: mods/hyrule/data/settlements/north_european/settlements/city
    17:08:17.187 [system.io] [info] exists: directory non-existant: mods/hyrule/data/settlements/north_european/settlements/city
    17:08:17.187 [system.io] [info] exists: missing mods/Hyrule/data/settlements/North_European/Settlements/City/north_european_city_A.world
    17:08:17.187 [system.io] [trace] file open,,data/settlements/North_European/Settlements/City/north_european_city_A.world,39724700
    17:08:17.187 [system.io] [info] open:   found data/settlements/North_European/Settlements/City/north_european_city_A.world (from: C:\Program Files\Sega\Medieval II Total War)
    It looks like it's loading the default city for some reason. I tried copy pasting the default city from Medieval 2 and it still crashes on loading.



    Quote Originally Posted by makanyane View Post
    have you done anything with ambients or techtrees?

    No I've not messed with any of that, I actually removed every custom settlement from my mod but everytime I try to load a battle with a Northern European City it just crashes. Every other default settlement seems to work just fine.

  6. #6
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    OK - double check another culture's city - i.e. south european city
    the City level is the only thing using 'level 2' in descr_walls.txt - if all the cities crash then there's something up with that (like not having a gatehouse entry)


    if not that have you tried totally removing (re-naming would do) the /settlements folder in your mod-folder

    if not that (and if you've unpacked M2TW) try the same thing in your main data folder so it loads from the packs instead, in-case anything got corrupted at that level...

    (that's assuming your packagedb.txt only includes the .\settlements folder line - if you've included anything else in it remove/re-name those folders too)



    last question ---- are you actually trying to load this settlement for north_european culture?? or have you got a re-named culture that's trying to load it as default, because you're missing a pkg for the new named culture?

  7. #7
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    how do I mess up with effects? Devils Advocate created a watefall effect just by editing a vanilla one.
    Whats the procedure?

  8. #8
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    best existing effect to start from for a waterfall is burning oil

    look in descr_burning_oil_efffect.txt

    there's two bits to an effect, the effect and the effect set

    the existing ones are
    Code:
    effect burning_oil
    {
    	type particle
     	{
    		texture			battlefield/fire/Oil_1.tga
    
    		sprite_origin			0.15, 0.15
    		sprite_size			0.7, 0.7
    		size_range      		2, 2.5
    		age_range       		1.0, 1.5
            	grow_range	 		1, 2
            	vel_range			1,1
            	fade_time			1
            	die_size			4, 12
    		colour     			255, 238, 238
    		alpha_max	   		150 ; maximum alpha value
    		spin_rate			0, 0
    		acceleration			0,-6.0,0
    		
    		emitter cone
    		{
    			density			50	; how many particles per second
    			emitter_falloff_dist	400	; distance in meters to reduce emission over
    			emitter_falloff_bias	.8    	; 			
    			
    			angle			15	; angle of cone in degrees
    		}
    	}
    }
    and
    Code:
    effect_set burning_oil_set
    {
    	lod 1000
    	{
    		burning_oil	
    		burning_oil_steam_1
    		burning_oil_steam_4
    		burning_oil_light
    		}
    }
    copy and paste them and give them new names like
    Code:
    effect MY_NEW_WATERFALL
    {
    	type particle
     	{
    		texture			battlefield/MY_NEW_TEXTURE.tga
    
    		sprite_origin			0.15, 0.15
    		sprite_size			0.7, 0.7
    		size_range      		2, 2.5
    		age_range       		1.0, 1.5
            	grow_range	 		1, 2
            	vel_range			1,1
            	fade_time			1
            	die_size			4, 12
    		colour     			255, 238, 238
    		alpha_max	   		150 ; maximum alpha value
    		spin_rate			0, 0
    		acceleration			0,-6.0,0
    		
    		emitter cone
    		{
    			density			50	; how many particles per second
    			emitter_falloff_dist	400	; distance in meters to reduce emission over
    			emitter_falloff_bias	.8    	; 			
    			
    			angle			15	; angle of cone in degrees
    		}
    	}
    }
    Code:
    effect_set MY_NEW_SET
    {
    	lod 1000
    	{
    		MY_NEW_WATERFALL
    		}
    }
    they can be pasted into any of the effects.txt files but descr_water_effects.txt would be logical... play around with the texture and settings till you get a result you like - the most useful bit to know is
    Code:
    acceleration			0,-6.0,0
    is how the effect appears to move in x,y,z directions the middle number is the height - so that one is falling quite fast

    to use the effect in game add "MY_NEW_SET" to the effects list for the settlement with IWTE 'collision/anim' tab 'amend effect list' button - then apply it to your object collision using 'change collision effect'

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

    Quote Originally Posted by makanyane View Post
    best existing effect to start from for a waterfall is burning oil

    look in descr_burning_oil_efffect.txt

    there's two bits to an effect, the effect and the effect set

    the existing ones are
    Code:
    effect burning_oil
    {
        type particle
         {
            texture            battlefield/fire/Oil_1.tga
    
            sprite_origin            0.15, 0.15
            sprite_size            0.7, 0.7
            size_range              2, 2.5
            age_range               1.0, 1.5
                grow_range             1, 2
                vel_range            1,1
                fade_time            1
                die_size            4, 12
            colour                 255, 238, 238
            alpha_max               150 ; maximum alpha value
            spin_rate            0, 0
            acceleration            0,-6.0,0
            
            emitter cone
            {
                density            50    ; how many particles per second
                emitter_falloff_dist    400    ; distance in meters to reduce emission over
                emitter_falloff_bias    .8        ;             
                
                angle            15    ; angle of cone in degrees
            }
        }
    }
    and
    Code:
    effect_set burning_oil_set
    {
        lod 1000
        {
            burning_oil    
            burning_oil_steam_1
            burning_oil_steam_4
            burning_oil_light
            }
    }
    copy and paste them and give them new names like
    Code:
    effect MY_NEW_WATERFALL
    {
        type particle
         {
            texture            battlefield/MY_NEW_TEXTURE.tga
    
            sprite_origin            0.15, 0.15
            sprite_size            0.7, 0.7
            size_range              2, 2.5
            age_range               1.0, 1.5
                grow_range             1, 2
                vel_range            1,1
                fade_time            1
                die_size            4, 12
            colour                 255, 238, 238
            alpha_max               150 ; maximum alpha value
            spin_rate            0, 0
            acceleration            0,-6.0,0
            
            emitter cone
            {
                density            50    ; how many particles per second
                emitter_falloff_dist    400    ; distance in meters to reduce emission over
                emitter_falloff_bias    .8        ;             
                
                angle            15    ; angle of cone in degrees
            }
        }
    }
    Code:
    effect_set MY_NEW_SET
    {
        lod 1000
        {
            MY_NEW_WATERFALL
            }
    }
    they can be pasted into any of the effects.txt files but descr_water_effects.txt would be logical... play around with the texture and settings till you get a result you like - the most useful bit to know is
    Code:
    acceleration            0,-6.0,0
    is how the effect appears to move in x,y,z directions the middle number is the height - so that one is falling quite fast

    to use the effect in game add "MY_NEW_SET" to the effects list for the settlement with IWTE 'collision/anim' tab 'amend effect list' button - then apply it to your object collision using 'change collision effect'

    Anyone knows where can I find the effects for "light" and "...dust..."
    I want to change the light one to have a far bigger range. For the dust one I want it to have a different colour and also have a larger range.
    The dust one can be anyone I can edit to get it really bigger.

  10. #10
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Does anyone figure a way how to turn all ambient buildings off?

    In case of TATW, it would be apreciated.
    I dont understand about coding but maybe it would be possible.

    If not, we could still create a new ambient building with no buildings (a invisible box for not crashing the game), and no more edit, and then redirect the bits that loads all the ambient buildings to that new edited one. Would work?



    Suggestion 1: I suggest to change the "change to height", in world vector change to "change height", it causes some confusion the way it is now.

    The command actually makes the settlement to go up of down, changing his height, not really changing it to a specific height, like it seems. The way it is, it seems that it will change the settlement to the height you put on the box, wich is pointless, since we dont even now the actual height of the settlement now.

    Suggestion 2: In the view tab, change the command "view world 2d" to "view world", sincew this button can actually also show it in 3d, the same goes to the other view buttons in that collumn.
    Last edited by leo.civil.uefs; April 17, 2013 at 04:21 PM.

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

    Quote Originally Posted by leo.civil.uefs View Post
    Does anyone figure a way how to turn all ambient buildings off?

    In case of TATW, it would be apreciated.
    I dont understand about coding but maybe it would be possible.

    If not, we could still create a new ambient building with no buildings (a invisible box for not crashing the game), and no more edit, and then redirect the bits that loads all the ambient buildings to that new edited one. Would work?
    I thought previously that if you internally re-named all the cultures you'd get rid of the ambients, because none of the vanilla pkg's would apply - but Eothese (I think?) tried it a reckoned he'd seen some still turn up. (I haven't on my re-named version yet)

    Foolproof method would be make one very small ambient - either with invisible building or a 'rock' or something... and copy that around.

    To use it to overwrite all the other ones you'd copy its' .world and .worldcollision, and paste them in to all the equivalent folders of the vanilla ambients in your modfolder, and then rename them to match the vanilla ambients in each equivalent folder.


    Suggestion 1: I suggest to change the "change to height", in world vector change to "change height", it causes some confusion the way it is now.

    The command actually makes the settlement to go up of down, changing his height, not really changing it to a specific height, like it seems. The way it is, it seems that it will change the settlement to the height you put on the box, wich is pointless, since we dont even now the actual height of the settlement now.

    Suggestion 2: In the view tab, change the command "view world 2d" to "view world", sincew this button can actually also show it in 3d, the same goes to the other view buttons in that collumn.
    2d description probably didn't get updated when the 3d function was added - will mention that to wilddog

  12. #12
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    I thought previously that if you internally re-named all the cultures you'd get rid of the ambients, because none of the vanilla pkg's would apply - but Eothese (I think?) tried it a reckoned he'd seen some still turn up. (I haven't on my re-named version yet)
    Could you please rewrite this in a more friendly way? My english cannot match it.

  13. #13
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    1 -
    Quote Originally Posted by makanyane View Post
    Foolproof method would be make one very small ambient - either with invisible building or a 'rock' or something... and copy that around.

    To use it to overwrite all the other ones you'd copy its' .world and .worldcollision, and paste them in to all the equivalent folders of the vanilla ambients in your modfolder, and then rename them to match the vanilla ambients in each equivalent folder.
    Thats the solution then?

    The ambient buildings are in "data\settlements\FACTION\ambient_settlements"
    Each faction has his own.

    In case of TATW, where there is no faction folder to match vanilla (there is new ones like gondor etc). I must then create new ones to match the vanilla ones, with the same names. Copy and paste my modified ambient settlements, with the changes you told me, inside it. Right?
    Last edited by leo.civil.uefs; April 23, 2013 at 06:31 PM.

  14. #14

    Default Re: IWTE - World editing(Added tutorial)

    I know custom battle only have 3 culture
    how to add castle of greek culture to custom battle so we can test the castle file?

  15. #15
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by leo.civil.uefs View Post
    1 -

    Thats the solution then?

    The ambient buildings are in "data\settlements\FACTION\ambient_settlements"
    Each faction has his own.

    In case of TATW, where there is no faction folder to match vanilla (there is new ones like gondor etc). I must then create new ones to match the vanilla ones, with the same names. Copy and paste my modified ambient settlements, with the changes you told me, inside it. Right?
    the existing folders are divided roughly by culture e.g.
    settlements\south_european\ambient_settlements\monastery\monastery_large

    note that the spelling of the folder names isn't the same as the actual vanilla cultures - you need to copy the file and folder names exactly including any CA mis-spellings!

    as an example if you wanted to get rid of that SE large monastery - you could make a copy of
    ne_rocks_a.world &
    ne_rocks_a.worldcollision
    (from the NE ambients /rocks_a - or use your invisible ambient if you've made one)

    make the folder path
    settlements\south_european\ambient_settlements\monastery\monastery_large
    inside the TATW mod folder data

    paste in those two files and re-name them to
    se_monastery_large.world &
    se_monastery_large.worldcollision

    so they get used instead of the vanilla monastery files in the main M2TW folder.
    (the .world file directs the game to the rest of the rock_a files so you don't need to copy any more than just the .world and .worldcollision)


    evenmov

    I know custom battle only have 3 culture
    how to add castle of greek culture to custom battle so we can test the castle file?
    I think you might need to re-name the culture to stop it using south_european stuff by default - and make a set of .worldpkgdesc files for all the settlement levels for your new culture. (you could try making the .worldpkdesc for the greek culture first just to double check, I can't remember at the moment if that worked at all...)

  16. #16

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    (you could try making the .worldpkdesc for the greek culture first just to double check, I can't remember at the moment if that worked at all...)
    No, it doesn't work. You either have to make it faction specific for each Greek faction (which wont show in custom battle), or rename the culture in every file to something else as stated.

  17. #17

    Default Re: IWTE - World editing(Added tutorial)

    IT IS WORK NOW , JUST DO NOT MERGE TERRIN MS3D !!!! CAN AVOID THIS


    thank you for reply me . I will try more later
    but now I used to have some bad error
    when I import ms3d to city , some ms3d always have this error
    could not convert string to float
    I use 3 different IWTE and change group names to A00_g0 and other but can not fix this error
    really wird , other ms3d may not have this problem
    comment is clear , checked


    this is one of the error ms3d
    tb.zip

    the next day I tried another step also error , so weird
    1.import a ms3d ... ok
    2. use IWTE create the ms3d with damage ... ok
    3. open the ms3d and import a terrin , then move the ms3d created by IWTE and delete the terrin .. ok
    4. replace it into IWTE .. error as I mentioned
    Last edited by evenmov; April 27, 2013 at 12:09 AM.

  18. #18

    Default Re: IWTE - World editing(Added tutorial)

    Yep, I had tested a settlement in Custom Battle, using several different locations, with a fully renamed Elven culture and was still getting either SE or ME (Can't remember which) ambient's showing up randomly.

  19. #19
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    OK - well first make a complete back-up copy of everything in case it goes wrong...


    use windows search function and search the m2tw/data folder for any files containing word "greek" - add a copy of any of those files which aren't already in your mod-folder into your mod-folder. (EDIT: you need to have converted all the string-bin files in data/text to .txt first)

    in the mod-folder go through any .txt file containing "greek" and change it where it is the internal name of the culture - you need to read the files and understand which part is which when doing this - don't do a straight find and replace of everything, there will be some bits you don't want to change, e.g.
    {Greek_Rebels}Greek Rebels in rebel_faction_descr.txt isn't a reference to the culture - it's just what those particular rebels are called, most of that sort of stuff is obvious from the context (hopefully)

    in files like EDU you'll have some references to the culture in the 'ownership' line which you will need to change, and some where it's just used in the name of the unit, so don't change parts like;
    type Greek Bodyguard
    dictionary Greek_Bodyguard


    you need to change the folder name in UI too & if the mod has any #greek_xxxx.tga files in the ui/greek/buildings folder then you need to change the 'greek' bit of the tga file name to match the new culture.


    if you get stuck reading up on 'how to add a new culture' like http://www.twcenter.net/forums/showt...ding-a-Culture
    might help you understand the files...

  20. #20

    Default Re: IWTE - World editing(Added tutorial)

    thanks your , I have learned how to add culture , so I know what I should do now , Its a big work but need to try ,thank you guys for reply patiently !
    Last edited by evenmov; April 28, 2013 at 02:36 AM.

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