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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, 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?
    I didn't think you could load a battlemap that was truly on a custom climate.

    The climate for the whole of the battlemap is controlled by the climate at the odd,odd pixel ie.. 237,135 not 236,135, type pixel in map_climates.tga that is at the center of the map. You'll only ever get the vegetation and textures for that central climate spread across the whole battlemap, even though the battlemap might be affected by the heights/geography of other climates on adjacent map_climates pixels.


    could you send me enough info/files for me to test this - I basically need to know if I can do it on a released version of TATW, and if so what patches etc I might need, then plus your current erebor and 'dale' techtree - have run out of ideas otherwise.

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

    from the version of TATW I have Erebor seems to be on the yellow blob here;

    Click image for larger version. 

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    that's unused2 climate - which isn't really that weird - I've used adjusted versions of that elsewhere without ill effects, his version probably does have rocky stuff set for some ground types, but that doesn't explain why the techtree is making them turn up where they didn't previously...


    ? do the mask paths for your Erebor settlement still look like they're working? I thought masked areas on the settlement terrain also partly helped stop default climate/ground_type stuff turn up in the middle of things...

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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
    ? do the mask paths for your Erebor settlement still look like they're working? I thought masked areas on the settlement terrain also partly helped stop default climate/ground_type stuff turn up in the middle of things...

    yep. the rocks are showing up inside the cave including on my tile ground!

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    Default Re: IWTE - World editing(Added tutorial)

    OK, now out of ideas... so can you explain in very simple terms which bits of TATW, and which bits of yours I need to download to test this (with links), and email me the remainder unreleased stuff, like your current versions of Erebor and the techtree Dale, please.

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    OK, now out of ideas... so can you explain in very simple terms which bits of TATW, and which bits of yours I need to download to test this (with links), and email me the remainder unreleased stuff, like your current versions of Erebor and the techtree Dale, please.
    All you need is to have TATW 3.2 (current version) installed, and the erebor Im sending here

  6. #6

    Default Re: IWTE - World editing(Added tutorial)

    hi,
    i resized the world terrain from 251x251 to 181x181 i modified it.
    Now i'm trying to resizing it on the original size but i got this problem on the border:

    I use the option"MERGE DISTANCE" but it didn't have effect the terrain, i see there is another method where i can change the world TGA merge. I opened the TGA file with GIMP but it's completly white and i don't understand how i can modify it in the right way. Can you explaining it please?

    I want do something like a cover of a cave with blender and adding it like an object on the terrain with IWTE. My dream is also add a waterfall but does the engine of MTW2 allow to put water on a object like rocks or it must be in contact with the terrain?
    Can a map of MTW2 be formed from more the one world terrain file?

  7. #7
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by gosho View Post
    hi,
    i resized the world terrain from 251x251 to 181x181 i modified it.
    Now i'm trying to resizing it on the original size but i got this problem on the border:

    I use the option"MERGE DISTANCE" but it didn't have effect the terrain, i see there is another method where i can change the world TGA merge.
    OK - you'll never see the result of 'merge distance' or changes to the merge tga in the 3d view or in milkshape, there isn't anyway of representing it there. It doesn't change the heights of the terrain, it just affects the % of them that is applied to the battlemap terrain.

    Try looking at this post
    http://www.twcenter.net/forums/showt...1#post12468066

    The enlarge terrain option will always give you a result a bit like your image, as it just takes the last height value at the old edge and then carries that on to the outside of the extended bit.


    I opened the TGA file with GIMP but it's completly white and i don't understand how i can modify it in the right way. Can you explaining it please?
    if it's completely white then it'll all get applied at 100% - so you'll get cliff edge where the terrain stops - to get it to blend into the battlemap terrain you need the merge.tga to be black at the outside and then blend through grey to the white under the areas you want to appear exactly as the .worldterrain file with no influence from the battlemap.

    I want do something like a cover of a cave with blender and adding it like an object on the terrain with IWTE.
    we don't really recommend blender, although milkshape is a bit more limited, so is the game... and milkshape tends to produce things that convert well... anyway so long as you can keep things small enough to convert via milkshape you can do it. You can divide your model up into smaller sections and add them as separate ms3d files/structures.

    Do make sure you start testing stuff in game before you get too carried away with the modelling!

    My dream is also add a waterfall but does the engine of MTW2 allow to put water on a object like rocks or it must be in contact with the terrain?
    you can do a 'waterfall' it wouldn't be anything to do with water, it'd be an effect like the oil/smoke/fire effects, various people have done it successfully, you need a small* building object in the .world file, give it a collision and then assign your 'waterfall' effect

    *don't give collisions to huge objects or the game will grind to a halt... ideally make things like your cave top as a lot of small objects, that way they can have collisions if they need them, to stop the camera going through bits you want blocked etc. (I don't think anyone else has had the patience to actually do it that way yet though!)

    Can a map of MTW2 be formed from more the one world terrain file?
    erm, not really, but it depends what you're trying to do. each settlement, techtree & ambient has only one .worldterrain - but if you load a settlement, then it'll also load any relevant linked techtrees - see the conversation above with Leo... ambients generally only appear randomly. But if you want to do a custom tile which can be used anywhere that isn't a settlement... then you can add multiple ambient thingies placed via the battle editor. (I suspect you actually need a settlement though)

  8. #8

    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by makanyane View Post
    you can do a 'waterfall' it wouldn't be anything to do with water, it'd be an effect like the oil/smoke/fire effects, various people have done it successfully, you need a small* building object in the .world file, give it a collision and then assign your 'waterfall' effect
    How do I assign such effects?

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

    Gosho, I'll reply to you later when I've digested that...


    @Leo
    https://www.dropbox.com/s/x7rji1zaxk...et%20stuff.zip


    I think I understand what is going on with the stones. When a settlement is on the battlemap, it's worldvegetation file overrules the natural terrain vegetation for all the areas where the .worldterrain applies and it's not merged out (e.g. under the white areas on the merge tga). Where the .worldterrain doesn't apply (outside the edges or where it's merged) then the natural veg rocks or trees come back through.

    Where your Dale techtree has a large terrain file and that battlemerge base thingy, but the merge tga's are black it's still exerting an influence and over-ruling your erebor worldveg', but because it's not applying its own veg' the natural underlying climate veg' stuff is coming through! Something like that anyway...

    best I could do is the attached; there's a version of the full sized terrain with just the battlemerge section removed. then to stop the terrain influencing inside Erebor, I re-sized the terrain and veg file to 141x311, which means you do lose the far distance stuff, but keep the valleys at the sides. (I also tried 151 and 161 depths but the stones came back with those sizes) The attached .worldterrain requires the masks to be inside /dale_for_erebor/maps/overlays - I thought that might help get the masks to show, as they normally work better under the same folder, that didn't fix the mask problem though.


    When I tested loading a village as a techtree to stone_fort_c it loaded all it's masks including the farm stuff. However making the pkg load the same village in your erebor/dale slot the masks didn't show up... Unless you can find anything else I assume the problem is it won't display them that far outside the battlemap boundary

  10. #10
    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
    Gosho, I'll reply to you later when I've digested that...


    @Leo
    https://www.dropbox.com/s/x7rji1zaxk...et%20stuff.zip


    I think I understand what is going on with the stones. When a settlement is on the battlemap, it's worldvegetation file overrules the natural terrain vegetation for all the areas where the .worldterrain applies and it's not merged out (e.g. under the white areas on the merge tga). Where the .worldterrain doesn't apply (outside the edges or where it's merged) then the natural veg rocks or trees come back through.

    Where your Dale techtree has a large terrain file and that battlemerge base thingy, but the merge tga's are black it's still exerting an influence and over-ruling your erebor worldveg', but because it's not applying its own veg' the natural underlying climate veg' stuff is coming through! Something like that anyway...

    best I could do is the attached; there's a version of the full sized terrain with just the battlemerge section removed. then to stop the terrain influencing inside Erebor, I re-sized the terrain and veg file to 141x311, which means you do lose the far distance stuff, but keep the valleys at the sides. (I also tried 151 and 161 depths but the stones came back with those sizes) The attached .worldterrain requires the masks to be inside /dale_for_erebor/maps/overlays - I thought that might help get the masks to show, as they normally work better under the same folder, that didn't fix the mask problem though.


    When I tested loading a village as a techtree to stone_fort_c it loaded all it's masks including the farm stuff. However making the pkg load the same village in your erebor/dale slot the masks didn't show up... Unless you can find anything else I assume the problem is it won't display them that far outside the battlemap boundary
    What with that version with the battemerge section removed?
    You sent me two terrains, one is resized, and the another one has no battlemerge.

    I dont get it.
    Last edited by leo.civil.uefs; December 15, 2013 at 10:57 AM.

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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
    What with that version with the battemerge section removed?
    You sent me two terrains, one is resized, and the another one has no battlemerge.

    I dont get it.
    the battlemerge removed one is the original 311x311 size just with that done - there isn't an easy way of doing that, I did it by deleting changing stuff with a hex editor...
    I've included it in case you want to try re-sizing to a different size than the ones I supplied.

    the other terrain and veg are sized at 141x311

    have you tried them?


    & can you remember where the stuff about how to do new effects like the waterfall was posted (for gosho)

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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
    I've included it in case you want to try re-sizing to a different size than the ones I supplied.
    Thats what i was asking. Ok thanks.

    Quote Originally Posted by makanyane View Post
    & can you remember where the stuff about how to do new effects like the waterfall was posted (for gosho)
    Oh my... no way mak... he will need to go back on this thread for some like erhm... some months ago... or make a search for "waterfall effect" or something like that, through the searh engine is not working well... sorry.

  13. #13

    Default Re: IWTE - World editing(Added tutorial)

    Thanks Makanyane

    I wanted understand the possibilities that i have because the TATW team didn't add waterfall in this map, they added only a buildings shaped like a cave. They were more expert than me maybe it's impossible or it can take years of works to do something like that.
    I use blender because it's more easy and it has more options, but i always import and export with MS3d format. If i don't use MS which has a vertex limit of 65535 i can have more possibility to model. Does things over this number works bad in the MTW2 engine?

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by gosho View Post
    Thanks Makanyane

    I wanted understand the possibilities that i have because the TATW team didn't add waterfall in this map, they added only a buildings shaped like a cave. They were more expert than me maybe it's impossible or it can take years of works to do something like that.
    I use blender because it's more easy and it has more options, but i always import and export with MS3d format. If i don't use MS which has a vertex limit of 65535 i can have more possibility to model. Does things over this number works bad in the MTW2 engine?
    re the structure size, that in itself isn't a problem. Vanilla settlements have lots of structures largerbthsn that.

    Problem is more that you shouldn't have huge objects if you neen to assign collisions to them.

    And other problem with blender is it assumes the texture is infinitdly tileable, its not in game, if you displace uv coordinates morebthan 2x texture size you get nasty stretchy stuff at the crossing point.


    You need to load an early version of your settlement in game to make sure it looks as you hope

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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)

    mak its possible to make some climate to not have snow or rain?

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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by leo.civil.uefs View Post
    mak its possible to make some climate to not have snow or rain?
    yeah - that's just "weather_db.xml" nothing to do with IWTE, could you post a question about that in the general forum and I'll go and talk to you about it tomorrow if no-one else has...

    Wilddog is possibly about to shoot me/you/various other people, for discussing non IWTE tool related stuff in here, as it makes it more difficult to follow the tool related bugs/releases etc.

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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)

    Just came here to confirm that the 13_12_A version is making textures darker.

  18. #18
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by leo.civil.uefs
    Just came here to confirm that the 13_12_A version is making textures darker.
    Its the issue identified in post #1863. Use earlier versions till I post a new version. Just taking some time to try and speed up some of the lighting processes as they are too slow due to them being set on a vertex level.

  19. #19
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    mak, it is possible to steal the vanilla med2 tree models and load them in ms3d?
    If so, where they are located? And where are their textures?

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

    Quote Originally Posted by leo.civil.uefs
    mak, it is possible to steal the vanilla med2 tree models and load them in ms3d?
    If so, where they are located? And where are their textures?
    Yes its possible.
    In IWTE you use the tab option Veg/GeogDB and the vegmodel option key 'From Vegmodel to ms3d'
    The vegetation DB gives the model names per climate

    The cunningly hidden CA path containing these models is data/vegetation/models
    the textures are equally well hidden in folder data/vegetation/models/textures

    ... who would of guessed?

    You may want to have a look at : vegetation editing
    Last edited by wilddog; December 18, 2013 at 07:41 AM. Reason: adding a link

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