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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)

    1 -
    Quote Originally Posted by makanyane View Post
    and as I'm sure you already know your ladder height will look too short when you fight at large_city level settlements.
    Would not it be the opposite?

    If the settlement is a large_city, then the AI will build a ladder sized for large city walls, but when the battle loads they will find a large wooden palisade (large town), so the ladders would actually be larger and not shorter than what they should be.

    I want city and large city to load a large_town in battlemap. Thats the only changes I want.

    However, correct me if Im wrong but, there is only 2 ladder/siege tower sizes. The biggest ones are built only for Huge cities, wich is the only bit that uses huge walls.

    large towns, cities and large cities, they all have the same wall size, so the same ladder/siege towers size are built for them. Right?

    Since 1.4, TATW does not allow you to upgrade any Rohan city until HUGE CITY, for immersion purposes. So I guess the changes I plan to do would not cause any siege equipment incompatibility.

    2 -Would such changes anyway affect the building capacity of these places? I mean, in the strat map campaign? I guess not!

    3 - So, the faction is Milan, and the culture is northern european. Making the changes you said, using these parameters, would be a foolproof method for implicate such changes only for Rohan and no other faction on the game?
    Last edited by leo.civil.uefs; May 16, 2013 at 01:27 PM.

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

    Sorry you're right ladders built for large city would be too tall looking... not smaller.

    But there are three sizes
    Small= approx 8m used for large town, stone keep and city
    Large= approx 16m , tower only used for huge cities
    Medium= approx 12m used for large city and everything else


    Changes shouldn't effect anything apart from appearance of rohan cities on battlemap.

  3. #3
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    nevermind
    Last edited by leo.civil.uefs; May 18, 2013 at 05:06 PM.

  4. #4

    Default Re: IWTE - World editing(Added tutorial)

    Perhaps with a change of textures and/or models. As size of walls are the sam eit should not be a problem.

  5. #5
    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 Arandir Tur-Anion View Post
    Perhaps with a change of textures and/or models. As size of walls are the sam eit should not be a problem.
    Nice try mate but Im sure this is not about editing the settlements but just editing the paths the engine reads when loading them, so they would direct e.g., for large town settlement, even if it is a city or large city.

    Actuallu, city and large city are the ones that I want to show a large town.

    And castle, large castle and citadel should load a moat and balley.

    Im quite sure makanyane knows how to do it.

  6. #6
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Currently making little progress converting some of the .anim file rotations using what looks like Euler angles to the equivalent milkshape Euler angles....... frustrating.

  7. #7
    FireFreak111's Avatar Artifex
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    Default Re: IWTE - World editing(Added tutorial)

    Windows 8 (6.2) is reported as 'unsupported', but as far as I can tell IWTE works nearly 100%. Function wise it works like it did in Windows 7, but with one key difference. The buttons are really flat, grey, the interface looks really dull. Like a Win XP program. Also, the screen space isn't being utilized. Half my screen is being wasted, when it could be used for displaying a second set of buttons, or just more stuff in general. 1080p 24 inch here. Then a separate window is used for the 3d strat-map model I imported, creating a third window, including the console.



    It just doesn't feel right in the operating system its residing in. Some color, better shading, or better integration with the Windows shell like other programs (foobar2000 for example, where in Windows 7 everything is rounded and shadowed like the OS, but in Windows 8 its clean, flat, still colored but Metro styled). It would be good for future compatibility. One final change that would be nice to reduce the amount of IWTE Windows open (to save a click) would be the ability to hide the console at will).

    It would be a good investment to focus on UI next patch, getting it up to scratch and modern.

    foobar2000:
    Spoiler Alert, click show to read: 

    To compare it to Windows 7, just Google 'foobar2000' and you will see.


    Last edited by FireFreak111; May 16, 2013 at 04:20 AM.

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

    @FireFreak111
    Thanks for the comments on the interface. Its partly an issue tied to me not upgrading to windows7 and doing much on that until late last year and not having windows 8 at all (haven't seen any point in it so far and our XP machines are still working fine).

    I must admit I tended to only use the screen on the size it opened at and never went to full screen. Consequently I didn't really spot the issue on expanding to full screen. Having said that I can confirm that part is actually now resolved in the amendments I made for the GeographyDB screens as I wanted the tables within the left hand bottom area but wanted to let them expand out as necessary. So that expansion is resolved although for the older screens the actual window doesn't expand so is still quite messy (for the GeographyDB ones I think they are fine.

    Do the normal docking windows on the right side work in windows 8? It was the other reason I had never really expanded the overall window as I always undock the ones I really want to use.

    I'll see what I can do on the greys and overall style. I think I set it up as XP style so that's why everything is that flat grey. However I don't want to get too carried away on just 'prettying somethings' if they don't add much real functionality. On the geographyDB tables I added some color but its extremely 'subtle'.

    I want to move it all to python 3.x sometime soon also but its dependent on all the imports being compatible (I need to check that out).

    At the moment though I need to figure out an issue on the .anim files to allow them to be viewed correctly and then to see if we can update back or decide to leave that for now and finish the vegetation bits just to get another release out.

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

    1 - So, the faction is Milan, and the culture is northern european. Making the changes you said, using these parameters, would be a foolproof method for implicate such changes only for Rohan and no other faction on the game?



    2 - The settlement I sent you, with the gate problems. It does not crash anymore, but now, the second gate, the inner one, its strange. The attacking AI breaks the first one, and then enter the settlement with the ram, but when they are at hlf the way to the second gate, they just abandon the ram and rush to the plaza, passing through the secong gate, wich opens with normal animation and all, and offer no resistence for them! It is like if they own the gate!
    Last edited by leo.civil.uefs; May 16, 2013 at 09:57 PM.

  10. #10
    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 - So, the faction is Milan, and the culture is northern european. Making the changes you said, using these parameters, would be a foolproof method for implicate such changes only for Rohan and no other faction on the game?
    Yes - if you put Milan in the "Faction:" box it'll only apply to them.


    2 - The settlement I sent you, with the gate problems. It does not crash anymore, but now, the second gate, the inner one, its strange. The attacking AI breaks the first one, and then enter the settlement with the ram, but when they are at hlf the way to the second gate, they just abandon the ram and rush to the plaza, passing through the secong gate, wich opens with normal animation and all, and offer no resistence for them! It is like if they own the gate!
    Is there any chance the gate is 180 degrees wrong way round? if you view it and the docking point in the 2d view is the docking point on the correct (attacking) side???

    If it's not that and you can't fix it can you send the files again please...

  11. #11
    FireFreak111's Avatar Artifex
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    Default Re: IWTE - World editing(Added tutorial)

    @wilddog
    Thanks for the reply . I'm not 100% sure about recommending Windows 8, but Windows 7 is one of the best OS's in history. I would 100% recommend an upgrade to it at minimum. Windows 8, if you ignore the Start Screen (I see it for about 10-20 seconds throughout a 12 hour session) and treat it like a Start Menu, is even faster, with a great Desktop UI and many improvements for ease of use. It runs better then Windows 7 on older machines as well. Overall the newest OS is fast, modern and far more secure, and is really good for multitasking. And if you for some reason 100% hate the new Start Screen, just download Classic Shell to restore the Start Menu.

    Onto the interface itself, the docking (dragging out for example 2D View Window works, then putting it back) works fine. Something related to it, as far as I know Vista, Windows 7 and 8 all have Aero Snap, which is pinning 2 applications side by side by throwing them to the left and right of the screen. IWTE isn't working 100% with it. It doesn't confine to 50% of the screen space, it wants 60% which hurts multitasking.

    Example below:
    Spoiler Alert, click show to read: 






    One other app you might want to take inspiration from for use of minimal colour but great UI is Notepad++. Tons of content and features, yet looks clean and is lively enough with subtle yet really nice color.

    Example below (with Aero Snap)
    Spoiler Alert, click show to read: 



  12. #12

    Default Re: IWTE - World editing(Added tutorial)

    I ask the same question early and solved but I can't find it ...
    how to change the location of files in maps\overlays .. thank you

  13. #13

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by leo.civil.uefs
    Go to "terain1" tab, click "amend WT mask TGA paths" button.
    Select the file inside the folder in question.
    Now you must edit the paths so the engine will find the files. inside every settlement folder, there is a fodler called maps and then another one called overlays. Into this last one, you will find the files that the engine must read, so you must edit all the paths to now direct to: settlements/South_European/Settlements/Large City/maps/overlays/...

  14. #14

    Default Re: IWTE - World editing(Added tutorial)

    thank u !

  15. #15
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Mak. I've replaced the gondorian castles with new ones, just teutonic order ones stolen from med2 expansionand then applied new textures.
    The point is, Ive made the teutonic citadel to load when a large castle is attacked, the large castle loads when a castle is attacked and finally a castle loads when a stone keep is attacked.
    Resuming, I've lowered all them by 1 level.

    Everything works fine, except for stone keep.
    Im testing a stone keep by attacking it on the campaign. It should load a teutonic castle. but it crashes!
    All paths on pkg and on the 3 main files are ok, no error in file names etc.
    As I said, its working well for the other 2 ones, but this one still crashes when loading.
    It does not crash when I try it on custom battle, so the settlement itself is ok.
    Maybe it something related with uncompability with terrain sizes as Im loading a castle when should be loaded a stone keep?

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

    Probably descr_walls.txt

    Stone keep settlement will load level 1 wall ( the second entry)

    In vanilla I don't think that has a gatehouse entry ... the castle model has a gatehouse so needs the entry. Copy and paste the gatehouse chunk from one of the higher levels into level 1. If descr walls.txt isn't already in the mod you'll need to add it

  17. #17
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Ok mak thanks.

    It works now.
    I've also tested another stone keep, from another faction, so it loads a stone keep itself and not a castle, as gondor.
    And no problem, guess then that text change will not bring me any problem.

  18. #18
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by leo.civil.uefs View Post
    guess then that text change will not bring me any problem.
    It won't affect anything else - it's only giving strength values for the gatehouse - so it only affects anything that already has a gatehouse...

  19. #19
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    Mak... as you know Im making some settlement levels to look the same.
    For example, rohan large towns, cities and large cities has the same large wooden palisade model (they all load a large town)>
    The unconpability there is large city x town, because of different iege engine sizes, but it is ok since even if the animations get strange, it works anyway.
    Now Im making gondorian large towns to look the same of cities, no problem with animations since the walls has the same size.
    Apart of that... do you see any issue I can find because of what Im doing?

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

    Leo, I can't see any other problem with that - should be fine

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