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Thread: IWTE - World editing - (General Discussion)

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  1. #1
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by FireFreak111 View Post
    Hey, got a strange bug. Erebor from this submod http://www.twcenter.net/forums/showt...official-patch can't be rotated. If I do, the entire battle-map becomes 'Obstructed'. Its the three core files with the world vector rotation that is causing the issue (tested all files rotated, just the core three, just the terrain file. Its the core three files creating the issue). Any idea of what could be happening?
    Couldn't spot Erebor in the sub-mod, but do have a version Leo sent me to test for lighting, is that the same version? If it is I think the only access is via 'bridge' - you could try deleting and re-making the 'bridge' path in case that is the problem.

    I'd have thought if you rotated the core three files and not the pathfinding then you'd definitely end up in a mess. In the version where you rotated all the files can you get the .world, breaches/bridges, .world tposed (for collisions) and pathfinding all up in the 2d view at the same time and see if they look like they all line up correctly.

    Unless it is just IWTE doing something odd; the only other thing I can think of is that there isn't a large enough un-merged area in the terrain, so if it ends up sitting on a larger bit of hill in the underlying terrain it gets cut off - can you try it in a flattish battle-map location??


    Quote Originally Posted by leo.civil.uefs View Post
    7819 download of iwte...


    7819...

    Lets say 90% of it was just curious people... there is still 782 people...
    As far as I know, there was beeing just 5 or 6 people messing up with settlements...
    Thats a mistery...
    Yeah, I think one of the times the download section had a glitch the count suddenly jumped by a few thousand

    Every now and again though someone turns up who's apparently been getting on with making settlements without asking anything on here (am always slightly surprised by that)


    Re: lighting - I did in the end find a setting which gets you the overall flickery effect in day-time too. The next (coming shortly) version of IWTE will have the ability to change the default values, but it's definitely an all over thing at the moment. We're trying to understand how it works a bit more, am currently getting some very odd effects trying it on vanilla multi-complex settlements.

    Click image for larger version. 

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    That's a village with the vertex lighting set at CA's normal max value for all the structures - but some complexes are showing up fully lit and other ones seem to have 'switched off' entirely

  2. #2
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    7819 download of iwte...


    7819...

    Lets say 90% of it was just curious people... there is still 782 people...
    As far as I know, there was beeing just 5 or 6 people messing up with settlements...
    Thats a mistery...

  3. #3
    FireFreak111's Avatar Artifex
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    Default Re: IWTE - World editing(Added tutorial)

    @makanyane
    How do I re-add the bridge paths to a specific object. I select the object in the list, press add and it selects an id of -1 for the object...

    Edit: I redid everything, and IT WORKS. No 100% obstructed terrain. But, the heights on the breaches are corrupted (as they always are when you rotate a settlement), so I still need to understand bridge breaches.

    Second Edit: One of the bridge breaches are corrupted, I cant delete it. It says it lacks attribute objno. Its impossible to delete. Pre-rotation and Post-rotation btw. Last bug/complication to final fix. Uploaded the rotated files.

    https://mega.co.nz/#!dhUVkRTJ!M6_3si...OK8-igtAyB1z2A

    It should be linked to Obj. 32.
    Last edited by FireFreak111; July 29, 2013 at 04:04 AM.

  4. #4
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by FireFreak111
    How do I re-add the bridge paths to a specific object. I select the object in the list, press add and it selects an id of -1 for the object...
    Use tab Paths, then Change bridge path. You can't select via an object as it doesn't have an association with an object thats why its object number is set to -1 (this was based on teh world files for the bridges used in river crossings which have multi objects making up the bridge. It didn't have a reference though within the section identifying it as a bridge.

    using the above options it will display all the breach types in the 2D window and you can then select, move it, chnage the blcoked items on the bridge path (click on the block itself and it adds or removes a blocked 'square' by changing the colour.


    Quote Originally Posted by FireFreak111
    Edit: I redid everything, and IT WORKS. No 100% obstructed terrain. But, the heights on the breaches are corrupted (as they always are when you rotate a settlement), so I still need to understand bridge breaches.
    I hadn't noticed that so I'll check if thats an issue for all breaches or specific to the bridge ones.

    Quote Originally Posted by FireFreak111
    Second Edit: One of the bridge breaches are corrupted, I cant delete it. It says it lacks attribute objno. Its impossible to delete. Pre-rotation and Post-rotation btw. Last bug/complication to final fix. Uploaded the rotated files.
    Are you trying to delete via the method mentioned in the first part above. ie via the paths tab and delete bridge path option? I just did a quick add, save and then reopened the new files and deleted and it was Ok. So just checking.

    It might be the bridges aren't getting picked up in the rotation processes due to the lack of 'object connection'. I'll have a look at that later.

    Note : I've done the changes to support the geography correction and the copy process. It's done at a season level and you can select which data to copy (ie corresponding to each of the edit tabs). For vegetation I've also added in the copy for the vegetation groups. Don't know if any more needs to be added in for that. I'll load up a new version soon but just want to check out this rotation issue first.

  5. #5
    FireFreak111's Avatar Artifex
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    Default Re: IWTE - World editing(Added tutorial)

    Yes. I try to select the second bridge path for delete via the 2d view, it works. Then I cant press delete, only cancel. I check the console/log, shows up with a no object id attribute error. I can't edit it either, selected with same method. Can't change the height back to before rotation.

    Yeah, no OK button when I try to change stuff for that one corrupted entry. Just decided to remake the entry, working now. Will test AI somehow. (update, game CTD, not sure why).

    The corrupt heights happens to regular breaches as well (gate, walls). Its an annoying issue. If this is solved, all we need is a pathfinding rotate function (maybe vegetation too) and a settlement can be rotated without issue, without manual work and little experience. Vegetation and pathfinding are extremely easy, its just this breach corruption issue.
    Last edited by FireFreak111; July 29, 2013 at 08:46 AM.

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

    @Firefreak - Thanks for the confirmation I found that bug. It was treating the door width and height in the breach section as an x, y coordinate (not height) and so rotating those around. Just need to see why the bridge wasn't allowing a deletion. Were there two bridges involved in this?

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

    Yes. One is minor, the long one is the one I cant edit/delete. Its unique, as if I make a new one it works fine in IWTE. Any edits to bridges in this specific file (only instance of this happening) causes CTD's for me.

    It's great to know this is fixed. How soon till release? These few changes fix all my problems with IWTE.

  8. #8
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    I've noticed that bridge bug a while ago and posted here.
    In the actual IWTE, if you click change bridge path, it does not show the options it should. First, you must click add new bridge path, then cancel it, then click again on change bridge path, and so it works fine.

  9. #9
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Hi
    I've released the updated version which should address the items raised by FireFreak111.

    Leo - there are so many posts between you and Mak I often don't spot which ones are reporting bugs versus asking for testing by Mak. Sorry about that.

  10. #10
    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 wilddog View Post
    Leo - there are so many posts between you and Mak I often don't spot which ones are reporting bugs versus asking for testing by Mak. Sorry about that.

    Ok no problem about that!
    Sometimes in the past I asked about stupid questions for mak, issues related with my own lack of attention, repetitive errors made by me or even obvious stuff I could not find by myself, and then noticed makanyane getting a little bit upset about this, answering me with some irony... I dont blame her for this...
    But the last time it was about the light thing, and at all we found that IWTE was not really able to do the job...so I was right.

    LOL.
    Last edited by leo.civil.uefs; July 30, 2013 at 04:47 AM.

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

    @Leo.civil.uefs - No criticism on the posts it was just that normally you ask something and Mak says she will answer. If I posted anything then the next post tended to be one of either yours or hers so I wasn't really seeing any 'notifications' to go and check and particularly any bugs (unless Mak told me).

    On the other hand
    But the last time it was about the light thing, and at all we found that IWTE was not really able to do the job...so I was right.
    I responded on that straight away saying that for world lighting the tool had deliberately taken that out as we couldn't figure how it was being set and if you started 'copying' models around we found you were originally copying lighting issues which looked strange (goes back to before we released IWTE).... no one seemed to believe me though

    If I could figure out what/how that was set I might be able to do something but haven't had the time until now.

    Anyway, in the version IWTE_13_07_A I just released thee is a tab in the specials which allows you to set values for the two sets of vertex related values associated with the lighting. Mak asked for that. It will set those values for everything in the world file but it may help to shed some light on what they really do and the meaning of those values.

  12. #12
    HELLEKIN's Avatar Miles
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    Default Re: IWTE - World editing(Added tutorial)

    hello,i´m new in this tool...i have a question...how can i merge 2 strat models?Tried to merge 2 diferent model,just to use the stone towers and make a model mine and it doesn´t worked,it crashed...how can i do this.many thanks in advance


    ps.wilddog,hope you remember me...my castle noob try....thanks for help
    Attached Thumbnails Attached Thumbnails stone keep.jpg  
    Last edited by HELLEKIN; August 01, 2013 at 05:52 PM.
    Homo Homini Lupus

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

    @HELLEKIN
    In Milkshape you need to set up one group for the symbol, - you always need this. Then one for the walls and one for the buildings (as they have different textures).
    The material for the symbol should be unassigned but for the other groups you should assign a TGA. Once thats set up you just need to reload it via the IWTE tool and create the CAS file.

    If the game is crashing and you have done this then check the game logs. Also, always try re-reading the cas file with the IWTE tool to check it reads correct.

  14. #14
    HELLEKIN's Avatar Miles
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    Default Re: IWTE - World editing(Added tutorial)

    Thanks i´ll try that
    Homo Homini Lupus

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

    Finally completed coding the bits to handle adding/deleting/changing .anim file effects.

    Now need to look at changing the .anim models/meshes themselves.

    Edit : Testing of the effects changes seems to work pretty well. Working on a read back of the MS3D file for the other meshes.
    Last edited by wilddog; August 06, 2013 at 10:06 AM.

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

    Large city of HAN ZHI SHANG.









  17. #17
    HZS's Avatar Laetus
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    Default Re: IWTE - World editing(Added tutorial)

    Thanks for wilddog and makanyane,and the tool they edited 'IWTE'.

    More information about this MOD:TWC linkor 1MOD link(chinese).

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

    Quote Originally Posted by HZS
    Thanks for wilddog and makanyane,and the tool they edited 'IWTE'.

    More information about this MOD:TWC linkor 1MOD link(chinese).
    HZS, thanks for the comment.
    That's a lovely looking city you've created.

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

    Finally got reloading of milkshape .anim data to load and run in game

    Still issues on extracting and creating right data for Milkshape in the first place when rotations are involved but for swing doors I can set up a separate process and for rolling damage items its probably just an issue with the extract of original items as I don't convert back to the same 3DS max format as they come from.

    Need to create a process to either create the mesh files or create an MS3d file for creating the mesh from the .anim files. Then we should be in business to support damage animations to settlements other than via the original vanilla ones.

  20. #20
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by AriovistusSuebus
    thank you very much for this amazing tool.
    here is the result of my work:
    http://www.youtube.com/watch?v=SDxHfD9wU7k
    Hi AriovistusSuebus - not sure whats going on with this site at the moment. I didn't even see your post only my previous one. Really nice looking settlement though and great video... wish I could do that

    The animation bits for settlements may come in handy depending on what you are doing with the walls. I'm having soem issues on rotations but geting there with that bit.

    Still wish I could do great videos like yours

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