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Thread: IWTE - World editing - (General Discussion)

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  1. #1

    Default Re: IWTE - World editing(Added tutorial)

    Thanks for the detailed explanations, and your continued efforts to improve the tool. I've been operating purely in the text world (my copy of IWTE doesn't even have milkshape), but I can feel the tug of desire, urging me to move a lot deeper into this area. "Settlements, my precious, prettier settlements!"
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  2. #2
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Hi Kull
    current version is IWTE_13_12_A from Dec 5th 2013.

    with version 13_12_A
    1) Amended to handle corrupted (DBM mod) world terrain files which have no landscape merge mask and omit part of the file.
    2) Fix to ensure new terrain save files requested if you read a new terrain file and amend it.

    I changed and disabled the shading key in specials for the moment. I have a version of that finally shading what I want but now need to refine it and see if I can speed it up.... a lot... it takes about 8-9 mins to run through castle C so would take hours for anything big. It also still needs to have some refinements but its looking promising. Its something you would only need to do once on a model or tied to loading a new structure so time may not be too important.

  3. #3

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    Hi Kull
    current version is IWTE_13_12_A from Dec 5th 2013.

    with version 13_12_A
    1) Amended to handle corrupted (DBM mod) world terrain files which have no landscape merge mask and omit part of the file.
    2) Fix to ensure new terrain save files requested if you read a new terrain file and amend it.

    I changed and disabled the shading key in specials for the moment. I have a version of that finally shading what I want but now need to refine it and see if I can speed it up.... a lot... it takes about 8-9 mins to run through castle C so would take hours for anything big. It also still needs to have some refinements but its looking promising. Its something you would only need to do once on a model or tied to loading a new structure so time may not be too important.
    Excellent! Many thanks!
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  4. #4
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Hi Kull - no problem thought it best to get that version out so you can continue.

    One thing to note I believe that version carries through the original shading as I didn't go back to alter some testing I was doing. As its all defaulted that's not an issue but mikshape doesn't carry it through yet.

    I'm basically working on trying to speed up the basic process for shading as I want to add a smoothing process (and then refine the shading) but its simply too slow at the moment.. particularly for settlements which didn't use multiple complexes (the one thing where DBM models is actually likely to speed things up ironically) and unfortunately for you Leo (sorry).

    Anyway planning to move on to working out routines for the effects next as that's somewhat easier (in a simplified form) but is likely to also be a slow process. Good news this time for Leo is it should solve his darkness problem with underground settlements... though you still need to watch out for number of effects versus the limit by complex.

  5. #5

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    Hi Kull - no problem thought it best to get that version out so you can continue.
    As of yesterday, all 69 planned settlement groups are tested and working in EB2 - there isn't a medieval castle/town anywhere to be seen. That's mind boggling because when I took on this task 6 weeks ago, EB2 had 8 working models and I could barely even spell "settlements". Huge, huge props of course to @Rhaymo and DBM for their liberal sharing policy, but otherwise the majority of the credit lies here in this thread. @Makanyane's patient explanations and @wilddog's incredible IWTE tool far exceeded all expectations. You guys completely rule - many, MANY thanks! Best Regards, Kull
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  6. #6

    Icon8 Re: IWTE - World editing(Added tutorial)



    I had a old problem and forget how to fix it ,
    the models are much darker than I see in MILKSHAPE
    all models seems have no sunshine on it , so hurry , can anyone tell me how to fix it?

  7. #7

    Default Re: IWTE - World editing(Added tutorial)


    It looks like this in 3D view all dark

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

    Quote Originally Posted by evenmov
    I had a old problem and forget how to fix it ,
    the models are much darker than I see in MILKSHAPE
    all models seems have no sunshine on it , so hurry , can anyone tell me how to fix it?
    Is this with the version 13_12_A? If so please confirm. If it is then use the prior version.
    I changed some items to support testing of shading and I think that its defaulting to the minimum value for all new loaded models as I switched out the process to do the updates as it was taking too long. The 3D view is also defaulting if no textures to show the shading. Its an area which will be updated soon.

  9. #9

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by wilddog View Post
    Is this with the version 13_12_A? If so please confirm. If it is then use the prior version.
    I changed some items to support testing of shading and I think that its defaulting to the minimum value for all new loaded models as I switched out the process to do the updates as it was taking too long. The 3D view is also defaulting if no textures to show the shading. Its an area which will be updated soon.
    yes ,it is 13_12_A , using IWTE_v13_01_A , works ok now

  10. #10
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    yes ,it is 13_12_A , using IWTE_v13_01_A , works ok now
    13_01_A is quite an old version. If you have a later one than that I would use that (eg 13_11_C). You can still use version 13_12_A as the bytes which are causing the issue will be updated when I've completed the changes I'm working on.

  11. #11

    Default Re: IWTE - World editing(Added tutorial)




    I made a wall in 3dmax then export to obj ,but the obj have dark itself .. so it looks like this ,how to delete the dark in ms3d

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

    Hiya, if that's just happening in game/IWTE then it's probably still the issue wilddog described above & you need to use an older IWTE version.

    If it actually looks black in milkshape too, then I don't think you can fix it, you need to re-export from Max to obj with different settings.

    Click image for larger version. 

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    were the settings I found worked on a old version of 3DS the main thing was to have Faces: as "Triangles" and UNTICK the "Force black ambient" box, having that ticked did give a black looking model that I couldn't find a way of fixing...


    The whole Max to obj to milkshape thing isn't ideal, the conversion tends to break stuff and milkshape is better suited to the way IWTE wants things...

  13. #13

    Default Re: IWTE - World editing(Added tutorial)

    Hi, what is the best way to import/export a terrain model from another program to milkshape and after to IWTE?
    I tried with blender and i had some problem to export added mesh to milkshape.
    Do you have some advice or do you know where can i find a guide on this?
    Thank you very much for your support and hard work!!

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

    Quote Originally Posted by gosho View Post
    Hi, what is the best way to import/export a terrain model from another program to milkshape and after to IWTE?
    I tried with blender and i had some problem to export added mesh to milkshape.
    Do you have some advice or do you know where can i find a guide on this?
    Thank you very much for your support and hard work!!
    Hi gosho,

    unfortunately that's very unlikely to work... the terrain isn't really a model in the same way as the buildings and things are

    what's in the worldterrain game file is a size (number of rows and columns) then a series of heights for each intersection point, in order

    IWTE does write that to milkshape (if it's within ms3d possible file size), but to adjust it and put it back in it needs absolutely everything except the vertex heights to be the same - the vertex numbering system is what tells the program which intersection point is which... and that's not something you'd be able to manipulate manually, and is very unlikely to be correct if you've imported from another program.


    If you're determined to try and copy something from a separate map / terrain source, the more practical way would be to try and convert whatever that is to a greyscale image with white representing the highest point and black the lowest and then use that via the 'replace with tga' option and experimenting with the settings.

  15. #15

    Default Re: IWTE - World editing(Added tutorial)

    thank u
    makanyane
    I use 3ds to i/e now , and works ok

  16. #16

    Default Re: IWTE - World editing(Added tutorial)

    Hi,
    I'm trying to do something like a cave adding a separate mesh as a cover on the terrain:

    -I added a mesh and i modelled it like the shape of the terrain.


    -I exported the modelled terrain successfully


    -also the modelled mesh


    I used blender because it's more friendly to use than milkshape and and it has options for sculpting objects.
    Can i use milkshape or iwte to add this mesh as a cover for the cave?I don't make strange things i only put a mesh on the terrain.
    I tried to MERGE terrain and the mesh but i get this problem for the mesh:


    Can it be possible with this method or i must try only with milkshape?How can i use the grey scale to reach the same purpose?

  17. #17
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by gosho
    Hi,
    I'm trying to do something like a cave adding a separate mesh as a cover on the terrain:
    The terrain is a very specific set of x*y points. The triangles joining each of the 4 points of the rectangle that that grid makes are preset as is the size of each rectangle. That is how the game works.
    If you want to amend the terrain you need to set the terrain to the right rectangle size and then use either milkshape to amend it by exporting to milkshape or the tga method which sets the heights similar to the heights tga used for the strategic map. ie the terrain itself is like a sheet of graph paper and all you can do is move the points up or down.

    I'm not sure you are really trying to follow those rules. If you are trying to make a 'cover' for a terrain to achieve a cave ( ie some sort of dome shape) then thats an object within the .world file and nothing to do with the terrain file.

    Note - if the last image is just a result of your merge within milkshape I guess the merge involved over 65535 vertexes which is the milkshape limit.
    Last edited by wilddog; December 11, 2013 at 02:20 AM. Reason: added last point

  18. #18

    Default Re: IWTE - World editing(Added tutorial)

    Hi,
    yes i'm tring to do something as you said:
    If you are trying to make a 'cover' for a terrain to achieve a cave ( ie some sort of dome shape) then thats an object within the .world file and nothing to do with the terrain file.
    and also Leo said:
    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
    i beleved that i could adding Ms3d model on the terrain only with Milkshape, i found only explanation to add buildings from MTW2 to IWTE. How can i add this mesh to the terrain with IWTE without using Milkshape?

    Note - if the last image is just a result of your merge within milkshape I guess the merge involved over 65535 vertexes which is the milkshape limit.
    Does IWTE has an higher limit than MS?

    Thank you Makanyane and Wildog for your time and patience

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

    @gosho
    I don't think you are understanding the explanations very well.

    Firstly regarding the milkshape limit. That is a limit in milkshape and not in IWTE or the game. Anything loaded via milkshape thoguh must comply with the milkshape limits and the IWTE tool only handles milkshape models.

    Specifically for terrain and I repeat again that a terrain model is only a set of vertexes in a rectangle with height values and 'merge values' to merge with a the surrounding terrain (You need to look at the tutorial I did on that). If the terrain model would exceed the milkshape limit you have to use the TGA process to amend it or the 2D window within IWTE (which allows you to set the individual vertex heights and merge values). There are only those 3 processes available in IWTE. If your basic model for terrain already has too many vertexes milkshape won''t accept it and there isn't anything you can do. Its also quite likely the triangles making up the model don't comply to the layout required by the game anyway.

    For the 'cave cover' you are trying to add, it is nothing to do with the terrain it is actually just another building model and so can only be added to the .world file which is why all the tutorials only talk about adding buildings.

  20. #20
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    hey mak.

    do you think it would be possible to create a reflective surface that would be actually a normal structure?
    for some like, adding a tile ground inside dwarven settlements, that would reflect the enviroment arround, exactly like water but not moving and with no blue tone.

    Just guessing.

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