Page 79 of 156 FirstFirst ... 2954697071727374757677787980818283848586878889104129 ... LastLast
Results 1,561 to 1,580 of 3342

Thread: IWTE - World editing - (General Discussion)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

    Default Re: IWTE - World editing(Added tutorial)

    Ok, anything new you discover about the vegetation issue please tell me.

  2. #2
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

    Default Re: IWTE - World editing(Added tutorial)

    back to my settlement.

    Tried placing the gates in different new complexes. Nothing.
    Tried deleting the second gate and leaving the settlement with just 2 gates. Nothing.

    The files are the same I sent. I have absolutelly no idea what is happening.

  3. #3
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by leo.civil.uefs View Post
    back to my settlement.

    Tried placing the gates in different new complexes. Nothing.
    Tried deleting the second gate and leaving the settlement with just 2 gates. Nothing.

    The files are the same I sent. I have absolutelly no idea what is happening.
    nor have I when I made your 3 gates objects in the files you sent into gates they worked perfectly... THAT'S WHY I NEED YOU TO SEND THE FILES WITH THE GATES YOU'VE ADDED

    Yes I am shouting....

    To repeat; we know you had, at some stage, a problem when you only had gates/walls and no default objects - can see that from the error message screenie you posted.

    However! the files you sent didn't show any sign of being messed up as a result of that, or anything else, and in fact didn't show any problems when your 3x 3group objects that looked like gates, were added as "Gate" mainobjects and pick/assigned anims from vanilla south european large town. I tried that with both old and new IWTE and with the complex removed/re-added etc.etc.etc..

    I can't get it to not work (except as first/only object with old IWTE) ---- therefore I need you to send me files, where YOU HAVE ADDED THE GATES and it's not working in game. Otherwise it's exceeding my psychic powers to figure out what's happened.....

  4. #4
    wilddog's Avatar Paintedwolves run free
    Join Date
    Jan 2005
    Location
    UK
    Posts
    2,337

    Default Re: IWTE - World editing(Added tutorial)

    Still testing and trying to load and amend the DBM files. Unfortunately I just spotted that they seem to of exceeded the max complex limit which was a byproduct of introducing too many levels in the .world table one. Consequently, IWTE is showing funny values when it tries to stick the 401 complex numbers in one of the DBM files into a single byte figure used by .world table 2! I've seen DBM just goes round the clock and so reuses a complex number but IWTE doesn't really expect that (and as the value can't exceed 64 I had it as a signed byte)... not sure how many other items like this may be causing problems.

  5. #5

    Default Re: IWTE - World editing(Added tutorial)

    Thank you for your help!!I uploaded the resized file perfectly!!
    I only on the beginning of modding and i want to smooth some areas, make a cave and add a waterfall. I have only some doubts:

    1-The original settlement of Henneth Annun has a cave which is built with stone walls. Can i make a cave with the terrain in milkshape or there are engine limitations in MTW2?

    2-On the forum i found the EarthSculptor tool which modify only file map. Is there a away to use with world file?I tried to load the world tga as Heigth map but it doesn't work fine..

    3-How can i load the settlement in battle editor for make some tests and small changes?

  6. #6
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by gosho View Post
    1-The original settlement of Henneth Annun has a cave which is built with stone walls. Can i make a cave with the terrain in milkshape or there are engine limitations in MTW2?

    2-On the forum i found the EarthSculptor tool which modify only file map. Is there a away to use with world file?I tried to load the world tga as Heigth map but it doesn't work fine..

    3-How can i load the settlement in battle editor for make some tests and small changes?
    1- Hennet Annun has no stone walls, there is a wooden palisade near the cave place.
    2- Not sure what are you talking about.
    3- With IWTE, open the 3 main files in mods/Third age.../data/settlements/south_european/huge city (it actually can be any settlement but remember that each one has a size for siege towers and walls so keep in mind that you must choose one that fits the size of your settlement's walls).
    In IWTE, "worldfiles" tab, click "update reference paths". Copy the text lines on the boxes (paste them on a notepad file or such). Click cancel.
    Copy the name of the files in this folder (southern_european_huge_city or such, do not copy the extension of the file, just its name). also paste it in some notepad file.
    Delete all these files inside this southern european huge city folder., EXCEPT THE PKG ONE.
    Copy the files from your custom settlement folder EXCEPT THE PKG ONE and paste them in this southern european huge city folder.
    Change the name of all these files you pasted to the name you just got from the previous vanilla ones, wich is southern_european_huge_city.
    Repeat step 3 but now for the new files you just changed the name. In IWTE "worldfiles" tab, click "update reference paths", change the lines to the ones you previously copied into a notepad file as I said. CLICK OK. Go into the folder and delete the old files, rename the new ones that emerged to match its names (the new ones will probably be generated with a "-1" on the end of its name, just rename it to look exactly like the old ones you just deleted, so replacing them, if no new file emerged then it already replaced the current ones, dont do anything with them, its already ready).
    4- Open TATW (the game itself), go into custom battles, select any place with no symbol on the front of the name (that symbol with crosses swords). Select, DWARVES and HUGE CITY (or the size you had choose previously). load the battle. It will not show the correct masks on the ground (farms and path etc...) but that makes absolutelly no difference for testing your settlement.
    Last edited by leo.civil.uefs; November 07, 2013 at 10:53 AM.

  7. #7
    wilddog's Avatar Paintedwolves run free
    Join Date
    Jan 2005
    Location
    UK
    Posts
    2,337

    Default Re: IWTE - World editing(Added tutorial)

    Hi, I have just up-loaded version IWTE_13_11_B

    with version 13_11_B
    1) Change to check for non standard table1 set up in .world file and automatically converts to correct format including re-combining of complexes. The non standard setup seems to be associated with the DBm Mods settlements which were not created via IWTE. Please note the initial load increases load time by 1-2 minutes for the huge cities due to the number of recalculations involved. Please don't forget to save the new binaries afterwards.


    This should allow people wanting to use the settlements from the DBM Mod. As far as we have tested it all seems to be OK. People should note though that in part of the testing we spotted issues on lighting and placement of collisions (which shows in their animations). Those are simply issues with the existing models and not tied to IWTE or the conversion process as they don't get amended in the conversion. We will be away for a couple of weeks so if any issues come up then please let us know but we won't be responding till we're back.

    @gosho -
    1) You can't make caves in world terrain as its a flat sheet with just heights set as regular intervals.
    2) no - IWTE uses TGAs and/or milkshape
    3) Never use it - create a single player battle with an appropriate settlement and replace the settlement (by renaming with the files you want - obviously keeping the originals somewhere safe as a backup).

  8. #8
    wilddog's Avatar Paintedwolves run free
    Join Date
    Jan 2005
    Location
    UK
    Posts
    2,337

    Default Re: IWTE - World editing(Added tutorial)

    @Leo - Mak told me she had received new files with the problem in from you and that she tried it and it failed to pick up the animation. Unfortunately she passed the files to me and I've had two attempts and can't get it fail.
    I need to see if she can recreate exactly what she did. I did notice that using the first wall (object 91) it caused an overlap of breaches which I doubt is a good thing in the game but isn't the problem.
    Anyway if she can show me how she re-created the issue I will have a chance to track down the issue but only today.

  9. #9
    makanyane's Avatar Praeses
    Content Emeritus

    Join Date
    Feb 2006
    Posts
    9,093
    Blog Entries
    1

    Default Re: IWTE - World editing(Added tutorial)

    @leo 2 - difference might be the file you're picking up from - my attempt that didn't work was from the vanilla NE castle. wilddog had it working picking up from Stone Fort C (from the britannia mod of kingdoms) which uses same NE wall anim - I've just tried that and it worked for me too.

    will keep trying to figure out...

  10. #10

    Default Re: IWTE - World editing(Added tutorial)

    @Leo
    Thanks!!
    1)The cover of the cave is added like a stone wall or something else, when i opened the terrain world with milkshape it disapired.
    2)It's this program:http://www.twcenter.net/forums/showt...-%28Mapping%29. it has a tool to set height map in tga with 3d vision, i load the tga but i don't know how to set parameters for having a good visual.

    @Wilddog
    Thank you!!
    1)It's not properly a cave it's something like this:http://www.deviantart.com/?offset=48...%3ADa-Lego-Man. Maybe i can add Cyliders and planes and i can shape them.
    -How can i combine added mesh with the terrain so that it will fit in the right way and it will be a natural part of the terrain?I tryed to merge the vertex but i don't know if this could make problems in MTw2 engine, Are there other methods?

    2)I don't understand how to change the henneth_a_wtbase.tga with gimp because it shows only a deep part of the terrain:

  11. #11
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by gosho View Post
    @Leo
    Thanks!!
    1)The cover of the cave is added like a stone wall or something else, when i opened the terrain world with milkshape it disapired.
    2)It's this program:http://www.twcenter.net/forums/showt...-%28Mapping%29. it has a tool to set height map in tga with 3d vision, i load the tga but i don't know how to set parameters for having a good visual.

    @Wilddog
    Thank you!!
    1)It's not properly a cave it's something like this:http://www.deviantart.com/?offset=48...%3ADa-Lego-Man. Maybe i can add Cyliders and planes and i can shape them.
    -How can i combine added mesh with the terrain so that it will fit in the right way and it will be a natural part of the terrain?I tryed to merge the vertex but i don't know if this could make problems in MTw2 engine, Are there other methods?

    2)I don't understand how to change the henneth_a_wtbase.tga with gimp because it shows only a deep part of the terrain:
    1)the cover of the cave is a 3d obeject added via IWTE like any other structure, you must shape it by yourself in any 3d program and then save it as a .ms3d file, look at my azanulimbar dum, the mounatin you see is actually a huge 3d model covering all the settlement.
    2)I have no idea about this program. Why dont you simple load your terrain in milkshape and then shape a cave cover on it like I said? Then delete the terrain model and you will be left with your cave cover 3d model ready to be implemented on your settlement. You need to use your imagination for how to do such things, this is more about tricks than technical knowledge.

    1) You could add cylinders, but look at the internal roof of my erebor. The model for it was actually a terrain model, I did the edition on it by using greyscale on photoshop and then reverted vertex order so to texture shows on the inferior surface, that is why it is so smooth, milkshape itself will not help you in making something so smooth. After I did it on greyscale, I've just replaced a terrain with this new greyscale image and then created a 3d model form this terrain, quite simple. You dont need to be intelligent for doing such, just be smart like me. LOL.
    Now, for combining the terrain with the cave cover, do like I said before on THE PREVIOUS item 2).

    2) Read the tutorial about editing terrains on the first page of this thread. We are already on page 91 of this thread and the masters still need to answer the same questions repeatedly for newcomers like you. They must spare their time for fixing bugs and improving the tool now, thats why there is a serie of tutorials already written for using IWTE. And their patience has a limit and I really think that is reaching the end, specially makanyane... I've exhausted almost it all with my countless posts here... beware, she is angry now, try not asking anything stupid or she will cut your head off.

  12. #12
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    @Leo - Mak told me she had received new files with the problem in from you and that she tried it and it failed to pick up the animation. Unfortunately she passed the files to me and I've had two attempts and can't get it fail.
    I need to see if she can recreate exactly what she did. I did notice that using the first wall (object 91) it caused an overlap of breaches which I doubt is a good thing in the game but isn't the problem.
    Anyway if she can show me how she re-created the issue I will have a chance to track down the issue but only today.
    take the files the way I sent. set the last 4 walls as perimeter 1 and the 2 first ones as perimeter 2. Name them all to mainobject wall. Start assigining the anmimations. This is the way i just did and I got the issue again.
    Last edited by leo.civil.uefs; November 08, 2013 at 05:50 AM.

  13. #13
    wilddog's Avatar Paintedwolves run free
    Join Date
    Jan 2005
    Location
    UK
    Posts
    2,337

    Default Re: IWTE - World editing(Added tutorial)

    OK IWTE_13_11_C has now been released. This should address the final issue that Leo discovered.

    with version 13_11_C
    1) Bug fix when picking animations (from another file). If the selected animation from the other file had an existing reference number to one already in the existing set of files then it was being named as the existing one but with the animations of the new one. This meant the string list assumed it existed so nothing added but the animation itself did not tie to the assigned name. Thanks to Leo for spotting this as it took a bit to recreate. It was due to me running the same routine as assigning an animation after performing the correct update (it has the effect of wiping out the correct connections).


    Leo, thanks. Once Makanyane explained which file she had used to pick from I could compare why I wasn't having the same issue. Basically I copied in a routing and should of replaced one line of code but added the new one in and didn't delete the problem line (which was treating it as an assign rather than a pick and so had completely the wrong reference. If you picked a reference grater than anything used already in the file you were updating it was fine. If you used one that existed than the new string didn't get added (as that was the purpose of the reference) and meant the reference to the string values was incorrect and didn't match to the actual animation which had been added into the .animinstances file. Not surprised that was hard to explain and recreate so sorry about that.

    @gosho - world Terrain should be thought of like a cloth or like the heights file used in the strategic map. Its just a pattern of triangles (you can see the pattern in the 2D view) and all you can do is change the height of the points. You need to use objects in the .world to create anything which covers an area. Leo is the expert at that.

    PS Makanyane isn't angry she is just panicking about packing before we go on holiday and wanted me to get the fix done.
    Last edited by wilddog; November 08, 2013 at 07:22 AM.

  14. #14
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

    Default Re: IWTE - World editing(Added tutorial)

    Good. Im glad to help.

    So I've found 2 bugs in a row, I hope mak now will not think Im stupid next time I say something. hahahahahahahah just kidding.

    Quote Originally Posted by wilddog View Post
    Not surprised that was hard to explain and recreate so sorry about that.
    EXACTLY, thats the problem about finding the issues in coding, you can do the same thing by different ways and each one will lead you to a different result. I was totally confused about it as I tried it lots of times with different procedures. But mak started shouting with me and made me to cry.


    Anyway, all is nice now.
    My suggestions for when you're back.

    Fixing the "set default worldanimlinghting", it is not working, not even if done like mak explained me, the changes are not stored and always get set to the default values again.
    Please also add the option for assigning the light effect to a single structure (or the ones you choose), that would make my dwarven settlements simple epic. (Think twice before saying Im doing something wrong mak! LOL)

    If some of you guys could find a solution for the tree sprites wich would transced all the other things that me and mak tried, it would be awesome as this is a big big issue in med2 engine and would help all the community.

    Good holidays for you guys.
    Last edited by leo.civil.uefs; November 08, 2013 at 07:46 AM.

  15. #15

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by leo.civil.uefs View Post

    Good holidays for you guys.
    Hear, hear! Awesome work - you guys have earned some down time - enjoy!!
    EBII Council

  16. #16
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

    Default Re: IWTE - World editing(Added tutorial)

    mak please...

    last question from me in the thread.

  17. #17

    Default Re: IWTE - World editing(Added tutorial)

    I've been using the new "C" version, and successfully converted 5 DBM settlements over to EB2, so it definitely does work! Still having a few issues, but that's undoubtedly all on me (the depths of my ignorance here make the Marianas Trench look like a dimple). Nice work, and I do appreciate you guys busting your butts to get this done before going on vacation. Would have been very easy to say, "it'll wait 'til we get back".....but then that's counter to the entire ethos evident in this thread and in this tool. Many thanks.
    EBII Council

  18. #18
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

    Default Re: IWTE - World editing(Added tutorial)

    1 - Getting a strange bug with animations. look the image, it is from the animation for the first damage level on castle walls.
    Im having something similar with the gate of dains halls for when it closes.

    Tried replacing the .anim and .mseh files in case they were corrupted but no results, its just the animations that looks weird, it actually works fine.



    2 - it is possible to change the stats of walls and towers but beeing a faction specific change?

    I belive the desc_walls is the ones where I could change the "health" of walls,but I actually dont think changing it would be a good idea as the engine calculates the siege ballance for an attacking army, ballancing the amount of siege weapons they have beeing necessary to destroy the walls, So my changes would cause issues with this.

    The one I really want is change the tower "health" and "damage", so I could make the dwarven towers more resistant and its attack would cause more harm, not just more damage but also arrows beeing fired faster. Guess it is also descr_walls but possible the change it for only one faction or culture?

    King knong has made siege engines unique for each culture, but he used the entry that was already in descr_engines wich was:

    Code:
    type                huge_bombard
    culture                all
    class                huge_bombard
    pathfinding_data        none
    He just made it "culture specific" and created sections for all cultures.
    This entry is not in descr_walls, but could be added and work the same way?
    Last edited by leo.civil.uefs; November 20, 2013 at 11:07 PM.

  19. #19
    wilddog's Avatar Paintedwolves run free
    Join Date
    Jan 2005
    Location
    UK
    Posts
    2,337

    Default Re: IWTE - World editing(Added tutorial)

    Hi Leo
    Can you send me or Mak the 3 world files used which give the animation you've shown in the picture i.e. *.world, *.animinstance, *collision. Can you also send the .anim file that the wall is using and the corresponding .mesh file. I can then use IWTE to check them to see where the mismatch is.

    Regarding the lighting issue I doubt I will do anything further on that in terms of setting defaults by world, complex or structure as that was just to allow experimentation. I am starting to look at that though and have a few ideas I want to try.

    Mak tired to make the walls culture specific but couldn't get it to work.

  20. #20
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
    Join Date
    Sep 2010
    Location
    Brazil
    Posts
    3,119

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    Hi Leo
    Can you send me or Mak the 3 world files used which give the animation you've shown in the picture i.e. *.world, *.animinstance, *collision. Can you also send the .anim file that the wall is using and the corresponding .mesh file. I can then use IWTE to check them to see where the mismatch is.

    Regarding the lighting issue I doubt I will do anything further on that in terms of setting defaults by world, complex or structure as that was just to allow experimentation. I am starting to look at that though and have a few ideas I want to try.

    Mak tired to make the walls culture specific but couldn't get it to work.
    The settlement is question is a vanilla one. My PKG leads to a southern_european vanilla castle. Im sending you the 3 main files just in case but they are not made by me, they are just the vanilla ones I took in the med2 vanilla data folder.

    The settlement has different textures but I did no changes in the mesh because I actually changed all the vanilla se_... textures in photoshop to look like that, and not created new ones so no need to point the meshes to anything different.

    Now, in my blockset animations ... walls... castle... bla blah blah.... I have .meshes that were not made by me but by KingKong,t hey were already in vanilla TATW and I have no idea why. There is also my new .evt files for disabling the camera shakes, but the .anim itself is the vanilla one so there is none on my mod, the engine reads the vanilla ones on vanilla data folder and this .anim leads to the .evt and the .mesh that are in my mod folder.

    Ive also included the .anim ones but rememebr they are nothing but the vanilla ones inside the data folder.

    Here is the files: https://mega.co.nz/#!pscnTTqA!NKZOmC...P9h1OKCsP2XH4Y

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •