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Thread: IWTE - World editing - (General Discussion)

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

    Quote Originally Posted by leo.civil.uefs View Post
    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.
    No - reflective planes are 'water' in the games mind, there isn't another way of making a texture reflective. You can change the 'water' so it stops moving and isn't blue...

    you'd do that in descr_water.txt at the moment everything uses the default settings - you can change it per climate - the bits that affect the reflective planes are the 'package' settings so where it says

    Code:
    package temperate_coniferous_forest summer
    {
    	parent	package default
    }
    
    package temperate_coniferous_forest winter
    {
    	parent	package default
    }
    instead of using the 'parent' you can copy and paste in the settings from package default and amend them... scroll_speed 0 will stop things moving, and 'colour' changes the colour tint


    it'd apply for every settlement with a reflective plane in that climate though

    (and you'd need to have the reflective plane only slightly above the terrain level - as troops will stand on the terrain or deployment block, not the plane...)

  2. #2

    Default Re: IWTE - World editing(Added tutorial)

    I've a strange problem. I just change the worldpkgdesc files to change the settlement si custom battles, but the change did not apply, so that I still have the old settlement. (I'm using DaC beta) I've already done this, delete (in fact just change the extension) the precedent worldpkgdesc file, but it has no consequence on the mod.

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

    the worldpkgdesc thing doesn't always work for custom battles if you're using vanilla culture names (it tends to read the pkg's in m2tw/data or /packs instead, so you'll still get whatever that says is NE city etc)

    if you make a faction specific .worldpkgdesc for EVERY faction in the culture, that should over-rule the data level stuff and get you the settlement you want in custom battles.



    (& watch out for left over .worldpkgdesc's that might be in another folder etc. if you change the extension of all the ones that aren't used you should be OK, but if you've got any spare copies around they can mess things up!)

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

    hey mak just for the sake of "I must ask, trying will not hirt me".

    Did you saw the Dale settlement on my preview? I see I've just placed the erebor main porticulis on the mounatin so when you attack dale you will see erebor entrance...

    Do you think it is possible to do the oppisite way? I mean, when attacking Erebor we would see dale.

    I know it would be impossible to extract every structure ffrom the city model and then place it as it would be a brutal work to break some structures who have a vertex limit reached. and at all it would be so much work that would take me months.



    I've thought about placing just the line of walls and some buildings back on it but as the mountain is near, the camera could easly go up and people would see the fake city...

    So can you imahine any unusual creative solution for this?

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

    possibly...

    you could have a techtree slot in the Erebor settlement that's centered about where Dale should appear, and then do a .worldpkgdesc that gives the path to the Dale .world for that techtree type and with 'slotfiller' so it doesn't need to be built in EDB

    you'd probably still have to make some adjustments to the 'Dale' file though... there's some things that techtree's can't have or trying to load them crashes game - unfortunately can't remember what at the moment... could be the game objects, or deployment blocks... I probably wrote about it somewhere in here but search isn't working!

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

    OK that general principle definitely works
    Click image for larger version. 

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    that's Stone Fort C (used in town slot) with the NE village loaded as a 'techtree slot'
    the village loaded without any alteration so it obviously doesn't mind it having a plaza and deployment area - although they won't have any effect, but you don't need to delete them

    the world terrain for the village is too large and it's overwritten the hill the fort is meant to sit on - you'll probably have similar problem so will need to customise the terrain file
    you'll need a copy of the dale files in a different folder so you can adjust them.


    Click image for larger version. 

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    is how I added the slot

    Click image for larger version. 

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    is what the pkg looked like - note it needs to be 'slot_filler' as the Type, 'techtree' as the Pkg Group, and the size and category have to match what you put in when you added the slot.


    looks like it might actually work on a full city type settlement too - I think I just accidentally loaded your Erebor as a techtree (my settlement files are a bit of a mess)
    if it crashes trying to load a city type settlement first thing I'd try is to delete any techtrees in the city as it's probably not going to like a techtree within a techtree!

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

    ok Im going to test. Does the size of the texhtree slot must match the size of the settlement or something like that?

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

    the size of the slot, and the size listed in the pkg have to match or it won't load...

    that doesn't have to represent the actual size in meters of the settlement/techtree thingy you're trying to get to turn up - if it's a different size it'll still appear, just centered on the center of the slot. But if you know roughly what size it is, and can use those dimensions, it'll help you place it, as IWTE shows the slot space as the size in meters so you can avoid it overlapping...

    you may have some problems with this as you're trying to add a fairly large settlement to the outside of a custom settlement that is already quite large... if the buildings or terrain of the settlement added via the techtree end up going outside the modifiable battle area it's quite likely to go SPLAT! in a large way...

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

    I did everything like you said, and the techtree simply does not load.

    Nothing happens.

    Erebor itself is in: data\settlements\Unique_Settlements\Erebor
    I've created a new folder inside the quoted Erebor folder, like data\settlements\Unique_Settlements\Erebor\dale_for_erebor

    I've just copied and pasted the files from my Dale custom settlement inside this new folder called dale_for_erebor.
    Their names are now dalet_a.animinstances, dalet_a.world etc...

    The .pkg inside this new dale_for_erebor folder, is then called dalet_a.worldpkgdesc and it looks like this:



    The Erebor settlement itself, wich is the one where Im trying to add the techtree, has then this new techtree slot looking like this:






    EDIT: NEVERMIND, IT WORKS NOW. ITS JUST THAT EREBOR IS A SETTLEMENT FROM MOORS (DWARVES) AND DWARVES ARE SOUTHERN EUROPEAN IN TATW. SO I'VE JUST CHANGED THE CULTURE ON THE PKG.

    Now, time to suffer with some terrain adjustment.
    Last edited by leo.civil.uefs; December 13, 2013 at 12:57 PM.

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    Default Re: IWTE - World editing(Added tutorial)

    something interesting.

    my units can enter dale! I mean, the settlement im playing is erebor with the dale tech tree, but my units can enter dale, the pathfinding bockage is ok but they can enter it using the gate! However, no animations for the gate, and Im actually the attacker so that means everyone can use the gate no matter if the defender owns it.


    That brigns me thoughs... its possible to put animations for techtree gates? maybe walls/ ad make them work like settlements?


    PS: I can confirm that bridge paths from the techtree settlement will also work in the settlement wich sotres the techtree. Resuming, the bridge paths from dale are working in erebor battles.

    --------------------------------------------------------------------------------------------------------------------------------------------------------

    It is possible to know the exactly coordinate of a techtree and than set other ones in this exactly coordinate?

    I want to add a techtree for osgiliath but osgiliath has 4 versions! I dont want the techtree showing up in a different position in each version.

    --------------------------------------------------------------------------------------------------------------------------------------------------------

    After I added the Dale techtree on Erebor, Erebor now is full of stones! The ambient stones that loads in fields are now loading in Erebor, even inside the cave! It only happened after I added the techtree.

    I can confirm it is something related with the techtree because I disappears when I delete te techtree.
    Last edited by leo.civil.uefs; December 13, 2013 at 06:34 PM.

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

    Quote Originally Posted by leo.civil.uefs View Post
    something interesting.

    my units can enter dale! I mean, the settlement im playing is erebor with the dale tech tree, but my units can enter dale, the pathfinding bockage is ok but they can enter it using the gate! However, no animations for the gate, and Im actually the attacker so that means everyone can use the gate no matter if the defender owns it.


    That brigns me thoughs... its possible to put animations for techtree gates? maybe walls/ ad make them work like settlements?


    PS: I can confirm that bridge paths from the techtree settlement will also work in the settlement wich sotres the techtree. Resuming, the bridge paths from dale are working in erebor battles.
    That's coming up the same as when you add a settlement as an 'ambient' via the battle editor... It's what I'd expect it to do and don't think you can change that. To stop it looking silly you could either change the gate model so it looks broken or open and let troops go through it. Or remove the gate breach and leave the pathfinding blocked which should stop anyone going into the city (if you do that you might need to block the whole interior of the city pathfinding too, to stop anyone deploying in there and getting stuck)

    It is possible to know the exactly coordinate of a techtree and than set other ones in this exactly coordinate?
    I want to add a techtree for osgiliath but osgiliath has 4 versions! I dont want the techtree showing up in a different position in each version.
    If you write the .world to txt you should see the centre co-ordinates of the techtree, and you should be able to alter them and write back


    After I added the Dale techtree on Erebor, Erebor now is full of stones! The ambient stones that loads in fields are now loading in Erebor, even inside the cave! It only happened after I added the techtree.

    I can confirm it is something related with the techtree because I disappears when I delete te techtree.
    It's probably the .worldvegetation file from the techtree, if you didn't re-size that and the .worldterrain down

    the stones are probably 'trees' for that climate, either reduce the size of those files or make sure the techtree veg tga's are all black on that side.

  12. #12
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    It's probably the .worldvegetation file from the techtree, if you didn't re-size that and the .worldterrain down

    the stones are probably 'trees' for that climate, either reduce the size of those files or make sure the techtree veg tga's are all black on that side.
    Reducing the size of the files its not a solution for me.
    The point is that the dale techtree is almost totally out of the battlemap, but fortunatelly its terrain affects the area around it no matter what, So far from distance, even out of the battlemap borders, you still can see the actual dale terrain, like in the dale settlement itself. So it is quite the eway I like right now.


    I did changes on the techtree veg tga but things still the same. Im actually a little bit confused about this because what I have here is actually 2 settlements merging with each other and the out of border battlemap containing them two.

    Ill make some more tests.
    Last edited by leo.civil.uefs; December 14, 2013 at 09:55 AM.

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    Default Re: IWTE - World editing(Added tutorial)

    My apologies for posting this here but it seams no one ever reads task advertisments and we need despertly some expert of this tool to hel us.
    What TGC mod asks from IWTE tool experts that would like to help.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


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    Default Re: IWTE - World editing(Added tutorial)

    hey mak its just me or as a techtree the settlemets cannot load the texture masks for the terrain?

    And oh, no deal, no matter if both erebor's and techtree's veg groups 3 e 4 are all black, there are still rocks and grass. And yes, the referenced paths for the main files are correctly pointing to the new dale techtree ones. Its a mistery...
    Last edited by leo.civil.uefs; December 14, 2013 at 11:11 AM.

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by leo.civil.uefs View Post
    hey mak its just me or as a techtree the settlemets cannot load the texture masks for the terrain?

    And oh, no deal, no matter if both erebor's and techtree's veg groups 3 e 4 are all black, there are still rocks and grass. And yes, the referenced paths for the main files are correctly pointing to the new dale techtree ones. Its a mistery...
    that bold bit was the bit I was just going to ask about... I know you know, it's just easily forgotten!

    normal techtree terrains only have one mask path (normally used for the mud mask/texture)

    normal techtree terrains also don't have the 3rd tga thing - the landscape merge mask bit explained here;
    http://www.twcenter.net/forums/showt...1#post11133666
    that's the one you alter via "replace battle merge TGA"

    try making that all black and replace

    if that doesn't work (because there isn't a way to remove masks / battle merge section in IWTE);
    take a copy of any vanilla techtree worldterrain, re-size it up to the size of your 'dale' version, and replace it's terrain base and terrain merge tga's with the dale ones and amend the one mask tga path.

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    that bold bit was the bit I was just going to ask about... I know you know, it's just easily forgotten!

    normal techtree terrains only have one mask path (normally used for the mud mask/texture)

    normal techtree terrains also don't have the 3rd tga thing - the landscape merge mask bit explained here;
    http://www.twcenter.net/forums/showt...1#post11133666
    that's the one you alter via "replace battle merge TGA"

    try making that all black and replace

    if that doesn't work (because there isn't a way to remove masks / battle merge section in IWTE);
    take a copy of any vanilla techtree worldterrain, re-size it up to the size of your 'dale' version, and replace it's terrain base and terrain merge tga's with the dale ones and amend the one mask tga path.

    tried everything like you said mak. no deal.
    I cant load the mud mask and the rocks are still... Jesus...

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

    OK just try reducing the techtree versions .worldterrain, and .worldveg down in size to something like 17 x 17 rows/columns.
    I know that won't work to maintain the right height under the techtree settlement's walls and won't do what you want in the distance but it'd prove whether or not that is what is causing the problem or not.


    My only other suggestion is delete the 'dale' techtree slot and add a normal 'generic' '64x32' one so it loads a vanilla barracks etc somewhere in there... if that causes same problem again it would give more info about what the problem might be.

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    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 makanyane View Post
    OK just try reducing the techtree versions .worldterrain, and .worldveg down in size to something like 17 x 17 rows/columns.
    I know that won't work to maintain the right height under the techtree settlement's walls and won't do what you want in the distance but it'd prove whether or not that is what is causing the problem or not.
    Did it. no change, there is still the damn rocks inside erebor, no distance change from the techtree!

    Quote Originally Posted by makanyane View Post
    My only other suggestion is delete the 'dale' techtree slot and add a normal 'generic' '64x32' one so it loads a vanilla barracks etc somewhere in there... if that causes same problem again it would give more info about what the problem might be.
    I did it and the problem is gone.

    The rocks are still in the out of border part of battlemap, like it should be.
    Maybe it is that the techtree also consider its own out of border part, wich is in this case merging with the settlement in border part.
    Well, just guessing.

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

    Quote Originally Posted by leo.civil.uefs View Post
    I did it and the problem is gone.

    The rocks are still in the out of border part of battlemap, like it should be.
    Maybe it is that the techtree also consider its own out of border part, wich is in this case merging with the settlement in border part.
    Well, just guessing.
    OK so the problem is something to do with 'dale' as a techtree versus normal techtree buildings...

    the other thing that'll be different, is that normal techtree's don't have their own .worldpathfinding, though I've tested before with ones that do have them without problem... maybe size of the .worldpathfinding? try reducing 'dale's' down in size - again do an extreme version like 17 x 17

    otherwise it could be something else about the stuff that comes with the settlement like it's deployment area / plaza / perimeters, that although not causing crash might be causing the border effect. Normal techtrees don't do anything that effects stuff beyond their size (except for masks that extend to the edge of the area, project the mud texture off beyond their perimeter, that doesn't sound anything like your problem though)

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    the other thing that'll be different, is that normal techtree's don't have their own .worldpathfinding, though I've tested before with ones that do have them without problem... maybe size of the .worldpathfinding? try reducing 'dale's' down in size - again do an extreme version like 17 x 17


    Quote Originally Posted by makanyane View Post
    otherwise it could be something else about the stuff that comes with the settlement like it's deployment area / plaza / perimeters, that although not causing crash might be causing the border effect. Normal techtrees don't do anything that effects stuff beyond their size (except for masks that extend to the edge of the area, project the mud texture off beyond their perimeter, that doesn't sound anything like your problem though)


    Hey, I belive Erebor stands in a coordinate that is in a area from the strapmap that is in a custom climate made by KingKong.
    Do you think that it might be something from this custom climate causing this?

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