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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)

    Quote Originally Posted by wilddog View Post
    Mak tired to make the walls culture specific but couldn't get it to work.
    What exactly did you try? Would be cool to be able to make it culture specific.

    Im not a expert but I guess the engine look for the right words on the text files. I added a line like "culture southern_european" before the first gate on this file, the error log pointed something like "error in line 18, where is expected "gate" there is "faction"".

    Any chance we can achieve this?

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

    Hi Leo, I tried similar to you. Attempting to add a
    culture eastern_european
    type line before the start of sections

    I was trying to change an entire wall { } section to work for a different culture so the siege_tower_size could be changed, to get round that problem with wall heights...

    I couldn't get it to accept 'culture' in there in any format I could think of - had similar error messages about what it expected.

    I suppose I should try again - the stuff about plan_set's and variants above shows new things can still be discovered!

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

    just tried these; have pasted the log error message after each
    Spoiler Alert, click show to read: 

    ATTEMPTS TO ADD SECTION AT END OF FILE;

    settlement_eastern_level_1
    wall
    {
    level 4

    Script Error in mods/DragonDawn_Complete/data/descr_walls.txt, at line 498, column 1
    Expected wall, found settlement_eastern_level_1



    culture eastern_european
    wall
    {
    level 4

    Script Error in mods/DragonDawn_Complete/data/descr_walls.txt, at line 498, column 1
    Expected wall, found culture



    wall
    culture eastern_european
    {
    level 4

    Script Error in mods/DragonDawn_Complete/data/descr_walls.txt, at line 500, column 1
    Expected {, found culture



    wall
    { culture eastern_european
    {
    level 4

    Script Error in mods/DragonDawn_Complete/data/descr_walls.txt, at line 500, column 9
    Expected empty line after '{'

    ********************************************

    ATTEMPTS TO CHANGE GATE SECTION

    culture eastern_european
    {
    gates
    {
    gate short_wooden

    Script Error in mods/DragonDawn_Complete/data/descr_walls.txt, at line 14, column 1
    Expected gates, found culture




    gates
    {
    culture eastern_european

    Script Error in mods/DragonDawn_Complete/data/descr_walls.txt, at line 17, column 1
    Expected gate, found culture



    gates
    {
    gate short_wooden
    culture eastern_european
    {

    Error in mods/DragonDawn_Complete/data/descr_walls.txt, at line 18, column 9
    Expected {, found culture



    gates
    {
    gate short_wooden
    {
    culture eastern_european
    full_health 200

    Script Error in mods/DragonDawn_Complete/data/descr_walls.txt, at line 19, column 17
    Expected full_health, found culture


    gates
    {
    gate short_wooden
    { culture eastern_european
    Script Error in mods/DragonDawn_Complete/data/descr_walls.txt, at line 18, column 13
    Expected empty line after '{'

    unfortunately it's being very specific about what it "expected"
    if it would accept anything else the error message should presumeably allow for both like
    Expected 'gates' or 'settlement' etc (?)


    did get game to load with this;
    Code:
    	gate  short_wooden requires factions { eastern_european, }
    	{       
    		full_health 200
    		height 10.0		; TODO -
    		pursuit_lockout_radius	80.0
    		blocked_lockout_radius	70.0
    	}
    
    	gate  short_wooden requires factions { southern_european, northern_european, mesoamerican, greek, middle_eastern, nativeindian, }
    	{       
    		full_health 20000
    		height 10.0		; TODO -
    		pursuit_lockout_radius	80.0
    		blocked_lockout_radius	70.0
    	}
    but it crashed custom battle for town where that gate type should get used (so I guess it's reading the short_wooden requires... as a gate name and not finding "short_wooden" - no error log message for that one


    any other ideas?

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

    Hi Leo
    The problem is the mesh file is the Norther European wall_large_castle_straight_animation_a.mesh it is not the southern European one. Both mesh files have exactly the same number of vertices but the joint assignment is different. I haven't checked for the lower level animations.

    On the Animations tab if you use the create ms3d from mesh and then open in milkshape and tick the draw vertices with bone colors and then look at the front of the wall you will see this is different to what you see if you open the Norther European version of the mesh file.

    If you then use the option Animations - write ms3d from.anim on your .anim file it will generate an ms3d for the animation and also one called wall_large_castle_straight_animation_a_animstart.ms3d. This is equivalent to the mesh file. If you open it and do the same thing in MS3d you will see this shows the assignment is the same as the true Vanilla Southern European mesh. I'd advise you to check the other mesh files (ie a,b,c,d and e) to check they are correct but I suspect they are all based on Northern European (they may not actually be different to the southern European though as it depends on whether CA decided to change some of the animation or not).

  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 wilddog View Post
    I'd advise you to check the other mesh files (ie a,b,c,d and e) to check they are correct but I suspect they are all based on Northern European (they may not actually be different to the southern European though as it depends on whether CA decided to change some of the animation or not).
    the only bugged animation is for the first damage level, so I guess I only have to change the "a" one.

    EDIT: Just to confirm the my frase right above, yes I was right. Its fixed now.
    Last edited by leo.civil.uefs; November 21, 2013 at 12:02 PM.

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

    Quote Originally Posted by leo.civil.uefs
    the only bugged animation is for the first damage level, so I guess I only have to change the "a" one.

    EDIT: Just to confirm the my frase right above, yes I was right. Its fixed now.
    Yes that's what we thought but just in case we missed anything we thought best you check. If you had similar issues with a gate it may be the same thing.

    We've been looking at the light issue today. I will likely remove the options to set/amend constant values for the world. Its not really set at that level and the values wouldn't make any sense to be set as constants for complex or structure either as they are vertex specific. I'm going to have a go at working out a solution as we think we understand the 8 values associated much better now. May take a little while though as they are a little complicated.

  7. #7

    Default Re: IWTE - World editing(Added tutorial)

    I spent the last week converting a large number of settlements over from DBM to EB2, and the C version handled most of them very nicely. The exceptions primarily involved the Roman City level settlements (L3 and above). City, Large City, and Huge City all throw an error while trying to open the .wordterrain file:


    Large City has an additional error when writing the .world binary file to text:


    For my use - performing text changes in order to move settlements from one mod to another - the tool performs superbly. There is one area where a "fix" would be useful. Specifically, the tool does not allow you to view and edit .worldterrain files in sequence. Here's how things work when you select the first file:
    - Select the "Terrain1" tab
    - Click the "Read WorldTerrainfile" button
    - This opens an explorer type window, which should already be in the correct folder (if necessary, navigate to the folder containing the file).
    - Select the "culture_name_village_A_worldterrain" file (which populates the "File name" box) and click the "Open" button.
    - The program will run VERY quickly - you'll barely see a "processing" message and a green progress bar at the bottom of the tool - and the message will change to "completed"
    - Click the "Amend WT Mask TGA paths" button
    - Again this opens an explorer type window, which should already be in the correct folder.
    - Select the "culture_name_village_A_worldterrain" file (which populates the "File name" box) and click the "Save" button.
    - When the "Confirm Save As" box appears, click "Yes"
    - IWTE now displays the "TGA Table" in the working area of the program.

    To see the problem, close that view and select a second file:
    - Select the "Terrain1" tab
    - Click the "Read WorldTerrainfile" button
    - This opens an explorer type window, which should already be in the correct folder (if necessary, navigate to the folder containing the file).
    - Select the "culture_name_village_A_worldterrain" file (which populates the "File name" box) and click the "Open" button.
    - The program will run VERY quickly - you'll barely see a "processing" message and a green progress bar at the bottom of the tool - and the message will change to "completed"
    - Click the "Amend WT Mask TGA paths" button
    <Save option does NOT appear!>
    - IWTE now displays the "TGA Table" in the working area of the program.
    EBII Council

  8. #8

    Default Re: IWTE - World editing(Added tutorial)

    Here's a link to the seven settlement files associated with the Roman Large City:

    https://www.dropbox.com/s/vwhq62owpy..._large_city.7z
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  9. #9

    Default Porting Settlements from one mod to another

    And in the spirit of sharing (which is what this tool is all about), here's my tutorial on performing text-based porting of settlement files from one mod to another. This does NOT address the how-to of changing the settlement graphic, other tutorials have that covered!

    *****************************************************
    These are the instructions for copying an EXISTING settlement set from one mod over to another, and renaming the files, folders, and changing the file path structures to match your mod's new culture names.

    Part 1 - Baseline Assumptions:

    - The first assumption is that you have already come up with your new Culture Names and know which factions they belong to.
    - You have already created the new_culture_name sub-folders in the your_mod/data/settlements folder, to include a second-level "settlements" subfolder inside each new_culture_name folder, which in turn has 6 sub-folders (village, town, large_town, city, large_city, huge_city).
    - You have access to the settlement folders from the donor mod (donor_mod/data/settlements folder).
    - You know how to navigate through file structures using an explorer-like interface

    Part 2 - Getting files ready for editing:

    - Copy the seven required settlement files from donor_mod/data/settlements/old_culture_name/settlements/village folder into your new_culture_name equivalent folder ("your_mod/data/settlements/new_culture_name/settlements/village" folder)
    - Next step is to rename all seven of the copied files.

    From:
    old_culture_name_village_A.worldpkgdesc
    old_culture_name_village_A.world
    old_culture_name_village_A.animinstances
    old_culture_name_village_A.worldcollision
    old_culture_name_village_A.worldpathfinding
    old_culture_name_village_A.worldterrain
    old_culture_name_village_A.worldvegetation


    To:
    new_culture_name_village_A.worldpkgdesc
    new_culture_name_village_A.world
    new_culture_name_village_A.animinstances
    new_culture_name_village_A.worldcollision
    new_culture_name_village_A.worldpathfinding
    new_culture_name_village_A.worldterrain
    new_culture_name_village_A.worldvegetation


    NOTE 1: My file examples below are from the village folder (f/e: (old_culture_name_village_A.world) but you'll see basically the same files in the /town, /city, and all the other settlement folders.

    Part 3 - Modify the .worldpkgdesc using IWTE:

    - Start the IWTE program.
    - Go to the "World Files" tab and then click the "Edit worldpackage" button.
    (This opens an explorer type window - navigate to the folder containing the file you want to change).
    - Change the "Name" to include the new_culture name (from "old_culture_name_village_A" to "new_culture_name_village_A").
    - Change the "Pckg Path" to reflect the new names and file structure for this settlement level (Ex: "settlements/new_culture_name/settlements/village/new_culture_name_village_A.world").
    - Change the "Culture" to the "new_culture_name".
    - If "Faction" has a faction name in the box, change it to "any" (for this example, we are not making faction specific settlements, although it's easy to do).
    - All the other boxes in this window are *probably* OK (at least, I haven't had to change them).
    - Click "OK" (we aren't quite done yet - the remaining changes will be described in Part 8).

    Part 4 - Modify the .world file using IWTE:

    - While still at the "World Files" tab, click the "World Binary to Text" button.
    - This opens an explorer type window (if you haven't closed the IWTE tool, it will automatically be in the correct folder)
    - Select the "new_culture_name_village_A.world" file (if necessary, navigate to the folder containing the file), and click the "Open" button.
    - The program will run for a bit - you'll see a "processing" message and a green progress bar at the bottom of the tool - and the message will change to "completed" when it's done. Alternatively you can follow progress by watching the actions in the command window (The tool runs with two windows open, the graphical interface and a dos box showing what's been processed - if there are any errors during the processing, you will see them highlighted in the dos box. (This is unlikely since you are presumably converting existing, error-free files!)

    Part 5 - Modify the world.txt file using a text editor:

    - Using explorer, examine the "new_culture_name/settlements/village" folder and you'll see a very large text file with a name like this: "new_culture_name_village_A_world.txt"
    - Open the file with a text editor.
    - NOTE 2: Some of these text files are extremely large - especially when you are working with city or higher settlement files - so, you'll need a robust text editor since Notepad won't be able to handle them (I recommend the freeware program called "NoteTab", but there are other options)
    - Four of the settlement files are referenced in this document, and you will need to use "Search-Replace" commands to change their file names and paths.
    - The first three are grouped and will show a structure like this:
    settlements/old_culture_name/Settlements/village/old_culture_name_village_A.worldTerrain
    settlements/old_culture_name/Settlements/village/old_culture_name_village_A.worldPathfinding
    settlements/old_culture_name/Settlements/village/old_culture_name_village_A.worldVegetation
    - The fourth is in a different section of the file and will show a structure like this:
    settlements/old_culture_name/Settlements/village/old_culture_name_village_A.animinstances
    - NOTE 3: The path for the .collision file is not referenced in this or any other file. However it must have the same prefix name (Ex: "new_culture_name_village_A") and be in the same folder as the .world file.
    - Use "Search-Replace" commands to change their file names and paths. Potentially that is three different "search-replace" commands as the "donor_mod" might have two different "old_culture_names" in the path, and sometimes the settlement level might be customized as well (so for example, instead of "village", they might use "jungle_village").
    - Do NOT use a global search-replace, because there are other path references in this file (in particular those in the data/blockset/textures folder) which may use vanilla culture names and files - changing those will cause big problems unless you are planning to move the indicated files over to a "your_mod/data/blockset/textures" folder which is not needed unless the files in question have been modified by the "donor_mod".
    - After all the changes are made, save the file and close the edit program.
    - NOTE 4: Comments from makanyane: "The only thing that may not be obvious from a text search of the .world file is if they added any new effects. The list of effects is at the bottom of the file, and just gives names not paths. They can be anywhere in any of the files referred to in descr_effects.txt. It's probably easiest to look in the other mod's data folder and see if they have amended versions of anything like descr_burning_building.txt." If so, you'll need to copy any modified effects files from the "donor_mod" folders to the equivalent locations in "your_mod".

    Part 6 - Create a new .world file using IWTE:

    - Presumably IWTE is still open and the "World Files" tab is selected - if not, do so now.
    - Click the "World Text to Binary" button.
    - Again this opens an explorer type window, which should already be in the correct folder (if necessary, navigate to the folder containing the file).
    - Select the "new_culture_name_village_A_world.txt" file and click the "Open" button.
    - Once again the program will run for a bit - you'll see a "processing" message and a green progress bar at the bottom of the tool - and the message will change to "completed"

    Part 7 - Edit the .worldterrain file using IWTE:

    - Presumably IWTE is still open and the "World Files" tab is selected - if not, do so now.
    - Select the "Terrain1" tab
    - Click the "Read WorldTerrainfile" button
    - This opens an explorer type window, which should already be in the correct folder (if necessary, navigate to the folder containing the file).
    - Select the "new_culture_name_village_A_worldterrain" file (which populates the "File name" box) and click the "Open" button.
    - The program will run VERY quickly - you'll barely see a "processing" message and a green progress bar at the bottom of the tool - and the message will change to "completed"
    - Click the "Amend WT Mask TGA paths" button
    - Again this opens an explorer type window, which should already be in the correct folder (if necessary, navigate to the folder containing the file).
    - Select the "new_culture_name_village_A_worldterrain" file (which populates the "File name" box) and click the "Save" button.
    - When the "Confirm Save As" box appears, click "Yes"
    - IWTE now displays the "TGA Table" in the working area of the program. Typically the table contains 12 rows containing paths-to-files. Unless the "donor_mod" has made major changes in this area (and you should be able to tell by looking at the culture names and paths), you will only need to change the paths for four files with path names like this:
    settlements/old_culture_name/Settlements/village/maps/overlays/file_name.tga
    (The other 8 paths typically point back to M2TW vanilla folders and files, and won't need to be modified)
    - Doubleclick the row you want to change, and the entire row will be highlighted.
    - Change "old_culture_name" to "new_culture_name".
    - Do this for all four rows.
    - When you are finished, click "OK".
    - The table will disappear and the message at the bottom of the screen will change to "Action completed".
    - NOTE 5: These 4 paths might point back to M2TW vanilla folders since the files themselves are usually not modified. However, ideally the mask textures should be in a /maps/overlays folder in the same folder path that contains your .worldterrain file. Not all mods do this, but having the files in a different path actually stops some bits working (FE: cliff effects, if there's steep ground). So if the "donor_mod" hasn't setup their file structure like this, you will have to do so yourself - if not, don't edit this file!
    - NOTE 6: There is one oddity to be aware of with file names listed in the .worldterrain table visible in IWTE. All are listed as ".tga" files, but the real suffix is .texture. That's just a peculiarity of M2TW and can be ignored.

    Part 8 - File clean up:

    - Go into Explorer and access the "settlements/new_culture_name/settlements/village" folder.
    - Delete the "new_culture_name_village_A.worldpkgdesc" file.
    - Find the "new_culture_name_village_A_wd.worldpkgdesc" file and edit the file name by deleting the "_wd" portion (this makes it the replacement .worldpkgdesc file).
    - Delete the "new_culture_name_village_A.world" file.
    - Find the "new_culture_name_village_A_world_test.world" file and edit the file name by deleting the "_world_test" portion (this makes it the replacement .world file).
    - Confirm that "new_culture_name_village_A_worldterrain" file has a current date & time (meaning that your changes were saved)
    - The process of editing and changing files in IWTE creates a large number of text and backup files, so delete all files that are not the required seven (see the list in "Part 2" above"
    - Done!

    Part 9 - Related activity:

    - The "donor_mod" has almost certainly created or changed a number of the building texture files, and you'll need these in order for your borrowed settlements to work.
    - Look in the M2TW_name/mods/donor_mod/data/Blockset folder). Presumably everything in here is something they have added or changed for their settlements.
    - Rather than follow a very time-consuming process of confirming every file name (you could do this by searching through all the .world files), the easiest method is just to copy all the files and folders in the donor-mod /Blockset folder over to yours ("M2TW_name/mods/your_mod/data/Blockset/").
    - If you haven't done so previously, confirm and/or copy over any of the required effects files as per "NOTE 4" at the bottom of Part 5 (only if necessary - and usually not)
    - Don't forget to create the folder/file structure required by the "NOTE 5" at the end of Part 7.

    Happy Porting! - Kull

    *****************************************************
    Last edited by Kull; January 08, 2014 at 10:14 PM.
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  10. #10
    makanyane's Avatar Praeses
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    Default Re: Porting Settlements from one mod to another

    - Using explorer, examine the "new_culture_name/settlements/village" folder and you'll see a very large text file with a name like this: "new_culture_name_village_A_world.txt"
    - Open the file with a text editor.
    - NOTE 2: Some of these text files are extremely large - especially when you are working with city or higher settlement files - so, you'll need a robust text editor since Notepad won't be able to handle them (I recommend the freeware program called "NoteTab", but there are other options)
    - Four of the settlement files are referenced in this document, and you will need to use "Search-Replace" commands to change their file names and paths.
    - The first three are grouped and will show a structure like this:
    settlements/old_culture_name/Settlements/village/old_culture_name_village_A.worldTerrain
    settlements/old_culture_name/Settlements/village/old_culture_name_village_A.worldPathfinding
    settlements/old_culture_name/Settlements/village/old_culture_name_village_A.worldVegetation
    - The fourth is in a different section of the file and will show a structure like this:
    settlements/old_culture_name/Settlements/village/old_culture_name_village_A.animinstances
    - NOTE 3: The path for the .collision file is not referenced in this or any other file. However it must have the same prefix name (Ex: "new_culture_name_village_A") and be in the same folder as the .world file.
    - Use "Search-Replace" commands to change their file names and paths. Potentially that is three different "search-replace" commands as the "donor_mod" might have two different "old_culture_names" in the path, and sometimes the settlement level might be customized as well (so for example, instead of "village", they might use "jungle_village").
    - Do NOT use a global search-replace, because there are other path references in this file (in particular those in the data/blockset/textures folder) which may use vanilla culture names and files - changing those will cause big problems unless you are planning to move the indicated files over to a "your_mod/data/blockset/textures" folder which is not needed unless the files in question have been modified by the "donor_mod".
    - After all the changes are made, save the file and close the edit program.
    - NOTE 4: Comments from makanyane: "The only thing that may not be obvious from a text search of the .world file is if they added any new effects. The list of effects is at the bottom of the file, and just gives names not paths. They can be anywhere in any of the files referred to in descr_effects.txt. It's probably easiest to look in the other mod's data folder and see if they have amended versions of anything like descr_burning_building.txt." If so, you'll need to copy any modified effects files from the "donor_mod" folders to the equivalent locations in "your_mod"
    OK that bit is getting a bit confused.... if the original file is compatible with IWTE which the DBM versions now should be, then you don't need to do that. If it isn't compatible then the >text and back version won't work anyway...

    for non-compatible files converting to text was a way of viewing some of the other stuff like the texture refs... but it's not the easiest way to change things.

    for compatible files load in IWTE via read 3 binary files and use "update reference paths" then save 3 binary files


    some of the rest of the above posts seems to suggest you've having some unanticipated problems so we'll have a look

  11. #11

    Default Re: Porting Settlements from one mod to another

    Quote Originally Posted by makanyane View Post
    OK that bit is getting a bit confused.... if the original file is compatible with IWTE which the DBM versions now should be, then you don't need to do that. If it isn't compatible then the >text and back version won't work anyway...

    for non-compatible files converting to text was a way of viewing some of the other stuff like the texture refs... but it's not the easiest way to change things.

    for compatible files load in IWTE via read 3 binary files and use "update reference paths" then save 3 binary files
    Changing the .world file to text, manually making changes, and rebuilding the .world file accordingly, well it's time consuming but it definitely works. I'm glad to hear there's an easier way involving the buttons you mention, but I have pushed those and never got any indication that something was happening. Perhaps I need to put particular files in particular places first, but it's not clear from any of the existing documentation what that would be. Remember, all the existing tutorials are focused on creating new things, not porting existing materials from one mod to another. If you can shed some light on the exact process of using the tool to set those paths at the push of a button, well, that would be awesome!
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  12. #12
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    refresher post, because I generally can't get anyone to remember this stuff...


    any .worldpkgdesc that is inside the folder/s specified in;
    packagedb.txt
    will be read - unless you've altered your packagedb.txt that'll be anything in your mod/data/settlements (and also m2tw/data/settlements... and the packed versions)

    it doesn't matter at all what you call the .worldpkgdesc's or what folder they're in, if they are inside those indexed folders the game will attempt to use them.

    so
    - Delete the "new_culture_name_village_A.worldpkgdesc" file.
    - Find the "new_culture_name_village_A_wd.worldpkgdesc" file and edit the file name by deleting the "_wd" portion (this makes it the replacement .worldpkgdesc file).
    isn't completely correct... if you leave both files in they'll both be read if they say different things then you'll get random results according to which one gets read first... and it doesn't matter in the slightest what the name is - the _wd bit just got added as a precaution to prevent people accidentally loosing vanilla files.

    you need to delete any .worldpkgdesc that doesn't have the content you want in it, or you'll get in a mess. To use new ones you just need your own system of working out the file names/folders... so you could have;
    data/settlements/kulls_pkgs/cul1_town.worldpkgdesc
    that refers off to wherever your cul1 town .world is

    I've tended to use that sort of system of putting all the pkg's in one place so I don't get accidental overlaps and cap specify descriptive names of what they're meant to look up (so you can do cul1_town_uses_DMBvillage.worldpkgdesc etc to keep track of things if you're using conversions off to another file)

  13. #13

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    Hi Kull
    I'll have a look at the weekend on this (no time tomorrow).
    Great, very much appreciated!

    Quote Originally Posted by makanyane View Post
    refresher post, because I generally can't get anyone to remember this stuff...


    any .worldpkgdesc that is inside the folder/s specified in;
    packagedb.txt
    will be read - unless you've altered your packagedb.txt that'll be anything in your mod/data/settlements (and also m2tw/data/settlements... and the packed versions)

    it doesn't matter at all what you call the .worldpkgdesc's or what folder they're in, if they are inside those indexed folders the game will attempt to use them.
    I wasn't aware of the details, but yes, I've seen enough odd behaviour with settlements that I'm ruthless about pruning unneeded .worldpkgdesc files (i.e. those that remain behind after an editing session or any copied in from the old mod as templates)

    so

    isn't completely correct... if you leave both files in they'll both be read if they say different things then you'll get random results according to which one gets read first... and it doesn't matter in the slightest what the name is - the _wd bit just got added as a precaution to prevent people accidentally loosing vanilla files.

    you need to delete any .worldpkgdesc that doesn't have the content you want in it, or you'll get in a mess. To use new ones you just need your own system of working out the file names/folders... so you could have;
    data/settlements/kulls_pkgs/cul1_town.worldpkgdesc
    that refers off to wherever your cul1 town .world is

    I've tended to use that sort of system of putting all the pkg's in one place so I don't get accidental overlaps and cap specify descriptive names of what they're meant to look up (so you can do cul1_town_uses_DMBvillage.worldpkgdesc etc to keep track of things if you're using conversions off to another file)
    Sorry if my "tutorial" wasn't clear on this, but Part 8 is all about deleting old worldpkgdesc files and keeping the edited ones. So while it's helpful to know that just deleting the old files and keeping those with the _wd designators would work, it gets messy when you are doing a lot of editing (i.e. it's easier for newbies like me when all the files "look" the same, even if the game doesn't directly require that). The takeaway from Part 8 is (or at least was intended to be) "look, you only need seven files in each culture/settlement level folder, so here's how to rename a few and delete the rest".
    Last edited by Kull; November 28, 2013 at 11:00 PM.
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  14. #14
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Hi Kull
    I'll have a look at the weekend on this (no time tomorrow).

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

    I spent the last week converting a large number of settlements over from DBM to EB2, and the C version handled most of them very nicely. The exceptions primarily involved the Roman City level settlements (L3 and above). City, Large City, and Huge City all throw an error while trying to open the .wordterrain file:
    Hi Kull, this error is another issue within the DBM models. not sure why they got it right sometimes and wrong on others. Basically the file should of ended with 2*4 bytes for the rows and columns in the merge matrix. In the cases where it is crashing there is no merge matrix and so it should of ended with 8 bytes of zero. Unfortunately they only added 4 so the solution is to add another 4 bytes of zeros to the end. If you look at any of the ambients or techtrees which also don't have any merge matrix then they did actually get it right in those cases.

    Normally it is only the techtrees and ambients which don't have this merge table so not really sure why they decided to omit it. Its the one that I refer to in this http://www.twcenter.net/forums/showt...les-%28IWTE%29 as the The Landscape merge mask

    Note in next version I've stopped the read of the file prior to attempting to read those two values if there is no merge matrix data (as they should be just zeros anyway).

    There is one area where a "fix" would be useful. Specifically, the tool does not allow you to view and edit .worldterrain files in sequence.
    I've amended a flag reset whenever you read a new world terrain file so it should always ask for a new name following a new read.

    Large City has an additional error when writing the .world binary file to text:
    Unfortunately the error is within the DBM models paths section. It looks completely screwed up. IWTE expects the correct sequences for the related groups of records and the correct identifiers for those records. Unfortunately this looks really badly messed up. It looks like they've managed to create door records which say they are connected to both deployment records and breach records which is an impossibility.
    Last edited by wilddog; November 30, 2013 at 08:05 AM. Reason: updating with fixes progress

  16. #16

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    Note in next version I've stopped the read of the file prior to attempting to read those two values if there is no merge matrix data (as they should be just zeros anyway).
    Excellent!

    I've amended a flag reset whenever you read a new world terrain file so it should always ask for a new name following a new read.
    Thanks - I frequently review these files in sequence, so that will be a lot easier going forward.

    Unfortunately the error is within the DBM models paths section. It looks completely screwed up. IWTE expects the correct sequences for the related groups of records and the correct identifiers for those records. Unfortunately this looks really badly messed up. It looks like they've managed to create door records which say they are connected to both deployment records and breach records which is an impossibility.
    That triggered a memory. From the DBM v1.1 Patch log:

    Quote Originally Posted by Rhaymo View Post
    We're working on patch 1.1. This is what we're doing <snip>

    Settlement On BattleMap

    Fixed (will be in v1.1 patch):
    Undestroyable and/or uncrossable wall/gate for Roman City (there's still the problem for eastern large city)
    So they were aware of the issue and apparently have fixed the problem, although the v1.1 patch hasn't been released. In the meantime, I'll work around it.
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  17. #17
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    So they were aware of the issue and apparently have fixed the problem, although the v1.1 patch hasn't been released. In the meantime, I'll work around it.
    They actually have multiple issues. Not only is the paths section fairly messed up. The table 2 entries can't handle going around the clock which is also an issue.

    I'll see if I can reconstruct the paths section mostly ignoring the doors bit as its that section which is really badly hit. The going round the clock issue should re-correct automatically in IWTE.

    Part of their problem may be coming from complexes which also goes around the clock. ie you can only have 64 as a max and they blew that by a long way which was the major correction we did at the beginning of November.

    I'll see how quickly I can release. I probably need to block a button tied to the lighting corrections Leo was after as I'm using that to experiment with.

    I'm just struggling trying to figure out external v internal angles for buildings so I can write a shader process. My experimentation is both not working and very slow hence the need to disable.

  18. #18

    Default Re: IWTE - World editing(Added tutorial)

    Variant as an use : Look Here. You can use it to have completely custom settlement with that.

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

    Quote Originally Posted by Arandir Tur-Anion View Post
    Variant as an use : Look Here. You can use it to have completely custom settlement with that.
    Aaarrgghhhhhh........

    Well that,s kind of good news, except for spending a lot of the last three years designing things on the basis that that wasn't possible!

  20. #20

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    Aaarrgghhhhhh........

    Well that,s kind of good news, except for spending a lot of the last three years designing things on the basis that that wasn't possible!
    I've had some luck about it, and a RTW friend who told me about the settlement plans. The fact there was still a lign into Med2 descr_strat was quite strange for me

    I will look onto med2 walls tomorrow I think, it may interest me a lot

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