so after adding the effects normally to objects all I need to do is click Reset World Shading? Its just this?
@Leo, no the shading one is just adding additional shading to the texture, that is completely unrelated to effects, I'll try and explain more about that one later. The one you want is on the Collisions tab - called "Reset Complex Effects" (load the files first, press that button, wait..................... if it's anything large, go make a cup of coffee, come back, it should have saved files with new effects lighting, it will keep those settings on re-load now, and if you write a complex to milkshape 1.8.5 it'll store them in the model and read them back in for any vertexes that are the same on re-load... if you move structures or effects around you'll need to run it again though, or you'll end up with odd results - you should get a warning when you do anything that might affect it, but you're not forced to run the procedure each time, as it takes so long!)
@ AnthoniusII - I can't actually spot any Orthodox church models in the 'techtree' slot folders -
http://www.twcenter.net/forums/showt...=1#post6676241 was the only bit where I remember anyone talking about it... can you find the link to any more info?
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@Mak, http://www.twcenter.net/forums/showt...odified/page24 is the neighborhood Google points to concerning Orthodox churches but I don't see it. It's the only reference I remember.
Thanks - that google seems to be from Wolfslayer asking about using the hybrid building created here
http://www.twcenter.net/forums/showt...=1#post3977638
for an Orthodox church - I still can't spot anything about any vanilla ones existing...
I think the flaw is more that the vanilla game has orthodox church "buildings" in EDB text file but not actually models for them
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Your link looks like we could build one, though. The way CA has the Greek culture spread out through the other cultures, not something for the fainthearted.
Hi guys, first thanks for this amazing tool.
Sorry to bother you but I need help, three doubts.
Is it possible to change the deployment zone for the attacker?
Is there a way to set at the same height already done/imported models which are in different heights (maybe in milkshape)?
Can't figure out why trees appear here:
Spoiler Alert, click show to read:
Ι strongly believe that this had to be the issue back then...Years have past and only that remains in mind is that there was something missing for these buildings.
It would be quite interesting to see such a patch that would include Orthodox churches.
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.
There was a thread in the Tech forum about Russia missing church buildings on the battle map. I did the same search for them you have and came up empty. This is why I believe someone would have to do it for us. Would they show ingame? This would be the only way to find out.
no sorry - but changing the deployment for the defender should make it adjust itself
yes, write them to milkshape, change in milkshape and 'replace structure' - you'll need to re-assign or remake the collisions thoughIs there a way to set at the same height already done/imported models which are in different heights (maybe in milkshape)?
if you want to change the height of the entire settlement you can use the vector change button on the specials tab...
the other veg.tga, the little one without the blue tree spots, will generate 'forest' in areas where it isn't completely black, have you checked that? Otherwise it's probably areas where your .worldterrain is slightly merged - so the underlying trees/terrain is coming through. Check the .tga versions for that.Can't figure out why trees appear here:
Spoiler Alert, click show to read:
before getting anyone to make anything, just make a .worldpkgdesc and see if you can get an existing model to load in the slot... any existing techtree model would do...Originally Posted by Irishron
(path = path to the .world file, category and size to match whatever the slot says in the settlement .world, type to match the EDB name for the church like "small_church_o", culture to suit the mod, but use NE for EE and SE for greek)
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Damn ...this thread makes me angree...
Few deticated modders try to find solutions for all of us in a matter CA had the "obligation" to provide a tool for these!!!
I am angree because the same old story about the generus CA/SEGA that some insist that gives us what we need to create mods still is believed by many and fanaticaly defended.
This work here is the greatest proof of CA noncense and lies...
No matter if i have not the abillity to work this tool or not , the truth is that this tool transforms this old chap M2TW to a game better than Rome 2!!!!!
And even today CA calls "modders" to talk about the future of modding...Hypocrites!!!
Guys thank you for your dedication in this tool...You are some of the few that realy prove that modding has future...
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.
After adding a small object with a new effect, this is what IWTE shows when I click the new "reset..." function
I've bypassed this issue by doing exactly thje same thing I've beeing doing fo all these years when IWTE says that "out of range" thing.
Just opened my 3d model (the object I quoted), duplicated it, deleted the original one, and moved it slightly. Now it works.
This is a issue I've been dealing with since I started working with IWTE, it also happens when trying to add new structures, it seems a random bug related witht he ms3d model.
I foudn a bug in the new IWTE version. I tried adding a new structure into erebor and it does well, but twhen I load the settlement ingame is gives me a ctd when loading.
I added the same structure via the previous version of IWTE and its ok, no problem.
Leo, darling, it would have been nice if you'd mentioned that earlier...!
Am not quite sure from the crash message, but I'd suspect if you've been having this problem all along, its possibly a naming thing. When you export an existing structure to ms3d it has all the "Eo1_g0" type names for each of the groups, if you read it back with those same group names in place before any of the changed stuff then it recognises those objects & groups as the same object and group set up it started with and doesn't delete all the collision, effects and "I'm a Wall" type info it started with, this is designed to allow you to make minor alterations like texture mapping changes without starting from scratch... If you try and replace an existing structure with an ms3d file that has Eo.... type name references for the first groups and those don't match what it started with, e.g. if the first file had Eo13_g0 as first group, and Eo13_g1 as second group, that tells it that the first thing it's trying to replace is it's original object 13 which has 2 groups... and you try and send it back an ms3d with still Eo13_g0 as first group and 'regroup_2' as second group, then it will crash with that sort of 'index out of range' message, which in that case is basically saying you're trying to do something it doesn't allow (retaining existing object info but changing number of groups in the object)
if you've been duplicating stuff to 'fix' that, then it's probably working because the duplicate group no longer has the EoXX_gX type name that tells IWTE it's an existing object
though for the new stuff it could still be a new bug
please look back at what you were trying and see if that makes sense, if not, send files...![]()
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OK if same file is behaving differently that is more interesting (missed that from the edit)... I did try adding some of my older ms3d's while testing the WIP versions of new release and didn't have an issue, so still might need yours to check what the difference is... will double check the final version with exactly that procedure first. Thanks...
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Im going to write this because Im starting to get really afraid of makanyane turns mad with me...
Ok mak... that conversation was in 2010, and it still the same dilemma.
Im going to be very honest now, I ONLY UNDERSTAND LIKE 10% OF YOUR EXPLANATIONS IN POSTS OR PMs.
Im not complaining, just saying I dont know anything from the "technical" nature of what Im doing, I just know how to click buttons and use my creativity/imagination to deal with things. (And to be honest, I've beeing in a university for 5 years and thats enough for me,)
Dont be mean with me, the same would happen if you asked me about some structural characteristic of a building and I start talking about structural cauculus and materials mechanics.
Thats why I always explain everything in a acessible way for my clients/supervisors.
So please be cool with poor leo and try to understand my limitations. Try avoiding technical therms.. just do it like... like if you're explainign something to a 5 years old boy.
So lets go...
Me dumb guy, me dont understand why light effect does not affects the ground texture inside erebor, actually, it does, but all the ground is black, no texture, probably not related with the light stuff itself but with how the ground textures acts while there is no direct "ray laight" (from the ambient, not from light effects) hitting it.
Also, you said the light effect was not properly working inside erebor because the textures were too dark, I've sucessfully made the light effect work in it, as I cans ee from the torches outside the mountain, the structures are hit by the light, but nothing is happenign with the structures inside it, really nothing, not even a spark of light.
Remember... be cool with this one...
...
she gonna kill me...![]()
Wilddog never understands me either
this one first; will get back to other bits - might not be till tonight though, am out today, and be gentle with Wilddog if he emerges, he's got a bad cold...
posting this for his info too;
OK I have managed to confirm the bug... it doesn't happen if you just add a new structure, and then press the "reset..." button. It did happen to me too after adding a one group structure, giving the new object a collision and giving that collision an effect line (which gives same text as your log), then pressing the "reset..." button.New version's actual bug seems to be about either the adding of the collision or the new collision effect line, it's doing something wrong on one of those, and if you save files after adding the structure, collision and effect line, and try and read back you get;Actually it does have a problem with adding the new structure - just doesn't show up til you either do the add collision and effect bit, OR try to reload the saved binaries.
Code:Request World file Request worldcollision file Request animinstances file Request save file name it will be used for all files Traceback (most recent call last): File "<string>", line 13689, in Clickedreadworldbutton File "IWTE_v13_12_B\build\pyi.win32\IWTE_v13_12_B\outPYZ1.pyz/WorldwdObject", line 300, in fromfileall File "IWTE_v13_12_B\build\pyi.win32\IWTE_v13_12_B\outPYZ1.pyz/WDWorldLibrary", line 17381, in fromfileall File "IWTE_v13_12_B\build\pyi.win32\IWTE_v13_12_B\outPYZ1.pyz/WDWorldLibrary", line 17184, in fromfile File "IWTE_v13_12_B\build\pyi.win32\IWTE_v13_12_B\outPYZ1.pyz/WDWorldLibrary", line 6291, in fromfile File "IWTE_v13_12_B\build\pyi.win32\IWTE_v13_12_B\outPYZ1.pyz/WDWorldLibrary", line 3699, in fromfile File "IWTE_v13_12_B\build\pyi.win32\IWTE_v13_12_B\outPYZ1.pyz/WDWorldLibrary", line 3078, in fromfile ValueError: total size of new array must be unchanged
As a work around - yes adding the structure and the collision and effect with old version, then just doing the Reset with new version should work for now.
Last edited by makanyane; January 02, 2014 at 02:13 AM.
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with version 14_01_A
1) Bug fix - incorrect count of quad values written back if milkshape file contains no joint info and IWTE derives a new 'unique' total.
Thats often tied to me asking Mak a question and her answering the one she thought I meant to ask rather than the one I asked!Originally Posted by makanyane
The black may be a missing texture as the file was not read back correctly due to the error . On one of the attempts to try and recreate this bug the command window showed the message '****** error - unrecognised texture type *****'. This was due to the layout of the file being out of sync.Originally Posted by leo.civil.uefs
It depends how many torches are present and how close they are to the vertexes which may be lit.Originally Posted by leo.civil.uefs
No, it loads ok during daylight, that black only happens at night. That has nothing to do with the new light function, as I said, it seems that the terrain get totally black under the shadow, that is also happening to cliffs wih terrain textures generated by the engine, maybe it is something from TATW and how KingKong has edited the weather/climates.
my current test is with GIANT light effect I edited in the text files, enlarging it radius.