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generally in those .world related files no there shouldn't be anything you haven't already found... but;
there's the basic relationship with the .world file, it doesn't reference it but it does definitely require the corresponding .worldcollision to have the same name and be in the same folder.
the .anim's have a similar thing they are the only ones referenced in the .world file, but the animations should have .mesh and .evt files in the same folder and with the same name
after that it's only the effects that are dodgy to follow through - they don't generally crash if not there, but you could be missing something if it was meant to have a new effect... as I said before they have to be in one of the files referenced inside descr_effects.txt so you should be able to do text searches to confirm where they are... also the settlement name at the top of the effects section in the .world file (at the bottom of the text file) will tend to reveal what the settlement was based on, if you compare that to the equivalent original file you should be able to tell if there's any differences... apart from additions I don't think anyone tries to change that.
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when you change the animations does the path you're using have the .anim & .mesh and .evt file in the folder, and all using the same name?
- that won't effect the .world file, just starting to wonder if some of your animations not working stage is due to not having all the bits in with the re-textured file
also anything unusual about the path/folders, e.g.spaces in the folder names?
EDIT; scratch that... it works fine with spaces anyway.
Last edited by makanyane; November 03, 2013 at 03:55 AM.
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I'm working on a project that requires taking an existing settlement from one mod and inserting it into another. So I'm not really concerned with modifying buildings (the other mod has done all the hard work in that regard), but rather trying to determine all the paths that lead from the various .world files to the folders containing the textures and animations and other files used in the settlements. Using IWTE, it's very easy to find paths in the .world file (the "World Binary to Text" button generates a text file which can be searched) and the .worldpcgdesc file (there's only one path, and it's visible when you click the "Edit worldpackage" button).
But what about .worldpathfinding, .worldterrain, .worldvegetation, .worldcollision, and .animinstances? Are there paths embedded in these files (and if so, which ones), and how can they be displayed? I've been through the tutorials and umpteen threads on this subject, but all are primarily focused on creating or modifying settlements, not importing/moving existing ones. If there are buttons in IWTE which will print and/or display the file/folder paths for the 5 files noted above, I'd be eternally grateful for tips on how to do so. Thanks in advance!
EBII Council
New version IWTE_13_11_A ready nowbut unfortunatley the server is giving "Error! The upload failed (error type move)" message so waiting for that to be resolved.
with version 13_11_A
1) Changed mainobject handling to support deletion/removal of all 'default' object types. Previous versions did not handle this and caused corruptions.
2) changed breach handling to allow 1st object to be set with a breach option (bug fix)
Leo - I think both these items were what was causing the issues you encountered. I have opted to leave in a 'dummy' 'default mainobject in order to handle this but leave it with no subgroup info (ie no references to objects). This seems to work OK.
EDIT : New version now loaded.
"veg/GeogDB" tab, "edit vegetation.db" (its in the /vegetation folder) "veg Distance table" and for "tall_vegetation" "Veg detail high" "Model Distance" try 1000 or something... IWTE won't let you put infinity in - there can be an awful lot more trees than soldiers on a battle-map, having model full distance is going to be a seriously bad idea... the other veg doesn't even have sprites to infinity!
Click "OK - write files" - go find the revised veg.db and re-name it to replace the existing one.
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Do I need iwte to change the detail of trees? Would be awesome for videos if there wont be any sprite-to-model-changing trees![]()
I think I'm about there with being able to handle the non standard DBM settlements. I need Makanyane to test further as she tends to find things I missed and I had to change the sequence of soem check processes. It does slow the initial load down so I probably need to put a check in against whether it finds that type of non standard setup.Originally Posted by makanyane
Currently it will move all the complexes which have been set at level 1 down to level 2 and should correctly position them in the table 1 hierarchy.
For the complexes set below level 2 it combines them up by using the first complex in the 'group' and then adding the structures from the other complexes in the group. Question is whether I missed resetting anything here. The complexes as a consequence are all renumbered but that shouldn't be an issue. The texture references are also reset as the table uses complex number plus some other internal reference tables that IWTE uses.
Most of the rebuild time is tied to having to recalculate all the complex bounding spheres but even for the huge greek city it was only about 90 seconds. I need to see if it does it even when nothing needs changing but that should be a minor 'if' check.
I may add another button in the specials to 'combine' structures (ie across many complexes in one go) so people can do that if they wish, there is though a button already for combining within a single complex but whworks on a unique structure type (tied to texture usage within the complex so may be a bit tedious) . Basically now I can see whats happening the complexes have a lot of really small structures which could be combined together. On the other hand its quite useful for milkshapeAs its a nice to have that will probably wait.
If testing goes OK I should release that tomorrow or Friday (I'm away for a couple of weeks after that).
IWTE supports generation of new vegetation (including sprites) for the battlemaps. You can change the distance in IWTE of where sprites start to be shown. As Makanyane posted though there is a restriction and the tool doesn't accept infinity (i.e. does not accept only models and no sprites). This is simply because you would overload the graphics with something in the far distance that you wouldn't be able to see the detail of anyway but there may be a very lot of them. If you think the values need to be changed that's very easy for me to do (I only put in what Maknayane and I thought was sensible).Originally Posted by xHolyCrusader
Did it and got weird results. The game then shows models for far away, like it should be, but they dissapear when you move the camera. it is like if instead of changing to sprites it actually dissapear with the trees when the distance is reached. Tried it with several values for the entry you quoted and then did some mess with the low and medium entries but no deal.
What about the bugs on the mainobjects?
try a lower value, I didn't actually try that in game, just that IWTE accepted it... might be that it's already getting overloaded (when I load a vanilla alpine climate battlemap with lots of forest I get it all flashing on and off, due to something exceeding graphics card's ability to cope...)
there's also another section that includes a maximum amount of things for the various veg categories that can appear in zoneA/zoneB, could be something to do with that maybe...
EDIT: just tried 450 as a value for tall veg on high... that seemed to work OK for sparsely forested area, they did switch to sprites, which was visible if you concentrated on the distant ones, but not as obtrusive as it can be with original settings.
Fix on that was released, see somewhere up thread and the revised first post... the only bits we found though were problems with mainobject as object 0 and if everything in the file was at some stage a mainobject (no defaults)What about the bugs on the mainobjects?
try the new version - if you still get in a mess PLEASE send me a copy of the not working file... (but note as WD said above we're away for a bit over the next couple of weeks)
Last edited by makanyane; November 06, 2013 at 12:55 PM.
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see edit above to my post I tried 450 on an area with occasional trees, not forest as such and that worked fine... will look up the area values stuff but I seriously think that the flashing is just a symptom of graphics card not coping!
erm, EDIT; can you also try your above/below 300 values on different battlefields with more/less trees?
Last edited by makanyane; November 06, 2013 at 01:02 PM.
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Not sure why thats an answer to a quote about changing vegetation?What about the bugs on the mainobjects?
Anyway, the mainobjects bug on the first object should now be corrected as it related to the breach settings only .. that was the bug. The ability to handle the removal of all default objects was never programmed as we never expected to put ourselves in that situation (given the tool was originally written for me and Mak). Now you've pointed out that for some reason you decided to do that it should also have been fixed though it always issued warnings on the command window.
Unfortunately I haven't had the time to use the tool directly for a while now though (until part through this year and was undecided how much more I would do other than play with the .anim files). Mak does most of the testing mostly based on her work workload but trying to recreate situations we haven't really encountered (and supplied files don't show) is obviously hard.![]()
did some tests with a different battlemap.
500 is the maximum value before the flickerings.
Its ok for when there is less trees but its still flickering when its a forest with lots of them.
anything more we could do? Or that is all?
what about that "coping" thing from the VGA? I dont even know what that means. Is there any way to deal with this? Forgive my ignorance.
OK, did it. But the result is a bit weird, everything is shinning on my settlement, all the structures.
Its possible to make just some of them to shine? Maybe a specific complex, that would be enough.
Could you please explain me these values? I would like to reduce the frequence of the shinning, and maybe we could also mess it for cool effects like green light (for minas morgul)...
In vanilla settlements, that shining comes from fire effects, while the way we can do with iwte it shines from nothing and enlights all surfaces like if the light comes from everywhere and not realistic like ray lights hitting the surface while the opposit surface keeps shadowed.
re; the area values stuff I was talking about before, just in case you want to try it...
use "write VegDBtxt" to get text file... search that for 'area' you'll see a chunk like
Spoiler Alert, click show to read:
the veg limits stuff at the bottom should refer to the amount of the relevant type of veg (in the same order as the rest of the file - so tall veg should be first) you can try changing them to something a lot higher... save .txt file, use "read vegDB text" which will ask you for the original db file first (not everything ends up in the txt file) and then the txt file, and will then write you a new DB...
however I think that stuff is more likely designed to prevent you getting graphics overload issues, so increasing the values is more likely to make things worse...
Graphics card "coping" would probably depend on the card, maybe the OpenGL level it uses, maybe the DirectX version it uses, and most likely the amount of on-board memory. To help it, anything that normally does.... less models, smaller textures etc... I don't really understand much more about that either.
For making videos, like the rest of it, use the best available computer and do trial and error to work out what the max settings it can take are. For the veggy bits, if you want to, you can probably re-adjust the .db settings to suit the battlemap you're trying to record, i.e. not many trees, shove the sprite distance out... etc.
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Look at the quote, i've marked in red.
So are you refeering to those 2 values?
I've changed it to far higher values, like 60000 and 80000 or even higher, but no results, forests still flick.
So I guess I end up with the 400 value or so (for the other entry we were talking before) and thats all.
Its strange anyway, why do you think it only happens in forests? maybe it is related with the amount of trees.
actually he doesn't, but I'd eat them... never mind was only joking about the bribery aspect!Wilddog seems to like confections.
for second post - yes that was the figures I meant - and yes it not helping was the result I expected, but worth a try...
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If we're both very, very, nice to wilddog it might be possible to get him to add an option to do it just to one structure...
I don't actually understand the values either... only thing I definitely know is that the illumination section seems to need to go
low value - high value - low value - high value to get the flickery effect (when an 'effect' light source is present)
texture brightness doesn't do so much that can't be achieved by actually altering the textures (lighter, but still grey, looking stuff would probably help for your underground stuff)
This doesn't actually work so badly on your settlements, but it does horrible stuff on settlements with multiple complexes... e.g.
that's it applied to everything in stone fort C - and one chunk has, erm, come up distinctly different! Which was about the point I gave up on trying to work out how to use it.
For background... the vanilla files had very variable numbers in those 'brightness'/'illumination' sections that helps their lighting effects look like they're working... it's not actually that the lights fade after a certain point... it's that the settings for the building vertexes changed to show more/less. There's two problems with duplicating that. 1. we don't understand it... 2. even if we did there's nowhere obvious in milkshape to store/set it, for changed models.
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