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Thread: IWTE - World editing - (General Discussion)

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  1. #1
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    @ Jox25
    I know the feeling. I can't find anything either. Only thing I can think of is if you amended your world terrain so the model is below the level of the terrain or you have the wrong world file etc showing. If you can't suss it out we will need the files to look at it.

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    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: IWTE - World editing(Added tutorial)

    Thanks wildog, i'm already found my bad(see above)
    btw guys, When i'm on battlemap with my settlement and i shoot from catapult to walls there are no animation, bullet just fly throught. Is it angle mistake or what? btw how to find out what angle should i place?
    Last edited by Mr.Jox; January 08, 2014 at 02:38 AM.

  3. #3
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    @Jox25
    You need to call the wall a "wall" via the mainobjects tab and set the collision and animation. Make sure you assign the correct animation otherwise you will hit the types of issues that Leo had when he was assigning slightly wrong animations (ie from different culture types NE v SE). The animation is very dependent on picking the exact one you are really 'copying'.

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    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: IWTE - World editing(Added tutorial)

    Okay, i used KK's Minas Tirith walls. I used animation from there as well. But this thing occurs to me anytime. All mainobjects already been called.

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

    Jox25 try checking the collisions are correct - easiest way is to expand the 2d view window, and "view world - 2d" then press "view Col World tposed"
    if collisions are in the right place everything should still look the same, just turn orange coloured (the orange shows where the collisions have been applied)

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    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: IWTE - World editing(Added tutorial)


    Red lined walls i shoot. Same things, bullet just fly throught.

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

    OK well the bits round the sides are obviously wrong... you need to try and use the pointer to point in approx direction front face of wall faces... when you assign anim/collisions

    but the section you marked looks close enough that some things should be hitting it! Can you post the files somewhere and give me a download link please, and I'll have a look.

  8. #8
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: IWTE - World editing(Added tutorial)

    Sure, as you wish: https://mega.co.nz/#!mFcDyLaa!B02qMB...wt2FEptwg8NfCE
    I didn't work with walls from sides so they have that look.
    Settlement have "hornburg" name now 'coz i used it as temporary base to check this in game.
    There are some troubles with units deployment as well but i didn't work with deployment yet so this deployment from original Hornburg settlement.

  9. #9
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by Jox25 View Post
    Sure, as you wish: https://mega.co.nz/#!mFcDyLaa!B02qMB...wt2FEptwg8NfCE
    I didn't work with walls from sides so they have that look.
    Settlement have "hornburg" name now 'coz i used it as temporary base to check this in game.
    There are some troubles with units deployment as well but i didn't work with deployment yet so this deployment from original Hornburg settlement.
    I don't think you're firing at the bit you think you're firing at... if you look at the pathfinding file overlayed on the world view, you can't be standing there....

    Click image for larger version. 

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    anyway the bit you circled in red actually has the collisions pointed the wrong way (180 degrees out) though artillery should still be hitting something...

    try re-assigning the collisions/animations you need to view the object in the 2d window and then point the Indicator angle towards the front face like pic;

    Click image for larger version. 

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    when it's done, view the object again and the object tposed view to check the orange version matches up... you'll need to Create Collissions for the little infill sections and towers as well. All of those bits forming the outer walls, and the gate, gatehouse / arrowtowers should be assigned to 'perimeter one' to get the ai and gate to work.

    The deployment blocks you need to add the groups of objects that touch each other together in one deployment block (not make one block per object) so you should make a block that spans between towers and then give it 'doors' at each end which connect to ground level 'doors' with link ladder paths. You're going to have bit of a problem working out where to begin and end blocks with your set-up as the towers don't completely divide the wall lengths...

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

    @Leo - Deletion of the bridges is bugged. It is deleting the breach pathfinding bit but not the doors which is why it has the index error. Not sure its ever worked but may have been OK until I redid the whole of those routines which were really all around objects changing but the bridge doesn't have an object assigned.

    Anyway fix will be in next release.

  11. #11
    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
    @Leo - Deletion of the bridges is bugged. It is deleting the breach pathfinding bit but not the doors which is why it has the index error. Not sure its ever worked but may have been OK until I redid the whole of those routines which were really all around objects changing but the bridge doesn't have an object assigned.

    Anyway fix will be in next release.

    There is another bug related to bridges, I noticed it some time ago (well, some years ago or so), mak tested it and found no problem (she never belives me ) but Im quite sure it is there, I've experienced that yesterday with esgaroth. Here we go:

    Some times when you click "change bridge path" IWTE does not show all the options it should, like moving doors etc. It only shows the first option (wich I dont remember what is right now), the solution I found for this is clicking "add new bridge", like pretending I would do such, cancel it and then entering the "change bridge..." button again, and then it shows all options correctly.


    ...

  12. #12
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    There is another bug related to bridges, I noticed it some time ago (well, some years ago or so), mak tested it and found no problem (she never belives me ) but Im quite sure it is there, I've experienced that yesterday with esgaroth. Here we go:

    Some times when you click "change bridge path" IWTE does not show all the options it should, like moving doors etc. It only shows the first option (wich I dont remember what is right now), the solution I found for this is clicking "add new bridge", like pretending I would do such, cancel it and then entering the "change bridge..." button again, and then it shows all options correctly.
    Hi Leo spotted that. The command window at least on the version I just tested with shows that going straight in on the change option, selecting a bridge and pressing the confirm selection button gave an error message saying no attribute 'objno' as that wasn't being set. By using the add first it preset a dummy value so was OK.

  13. #13
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    Latest Version

    with version 14_01_B 14_01_C
    1) Bug fix - Deleting a bridge previously didn't delete the bridge 'doors' causing an index error.
    2) Bug Fix - selecting change bridge path gave an error as no object no was assigned.
    3) Process improvement - Assigning terrain triangles data speeded up so editing in 2D and showing change in 3D is much faster.
    4) Assigning effects to complex vertexes speeded up (still relatively slow but now takes approx 55 seconds for huge city).
    5) Exe rebuilt with upgraded component software.

    Sorry about that I had commented out the updating of the complex vertexes in the B version as I was starting to test something else.
    Last edited by wilddog; January 08, 2014 at 09:41 AM.

  14. #14
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: IWTE - World editing(Added tutorial)

    leo the bug hunter...

  15. #15
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    WD says ooops... lighting is broken in that version (was mid-experiment when he started doing bug-fixes), new version with bug fixes and lighting back will be along shortly...

  16. #16
    wilddog's Avatar Paintedwolves run free
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    Default Re: IWTE - World editing(Added tutorial)

    sorry about that. version C is the correct version. version B calculated the vertexes but didn't write them back as I commented that out whilst testing something. Its likely other versions will be released to try and improve on the effects items possibly giving some parameters to allow you to amend it to fit the model better.

  17. #17
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: IWTE - World editing(Added tutorial)

    A question, guys: Before my settlement got disappearing my attackers spawned at central door outside the city, but after i fixed that they're spawning inside the city and have not too much space for moving.

  18. #18
    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 Jox25 View Post
    A question, guys: Before my settlement got disappearing my attackers spawned at central door outside the city, but after i fixed that they're spawning inside the city and have not too much space for moving.

    there is a bug in IWTE, sometimes the deployment area for the defenders, if edited via IWTE, gets bugged and becomes a 3 vertex triangle, no matter how you made it, you save it and then it bugs. try checking the deployment area.

    By the way, yes, this is another IWTE bug.

  19. #19
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: IWTE - World editing(Added tutorial)

    One thing: I don't think it was IWTE bug 'coz i didn't work with paths and others. Sections i worked with: Terrain1, WorldFiles, Views, Animations, Collisions, Structures, Textures, Mainobjects, and i've tried a bit work with deployment block but it didn't change nothing and mak said i was wrong in doing this. Also i was trying to find how to look pathfinding in 2d window and i didn't find nothing. But there are settlement i'm working on so it must be somewhere?!

  20. #20
    makanyane's Avatar Praeses
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    Default Re: IWTE - World editing(Added tutorial)

    Quote Originally Posted by Jox25 View Post
    One thing: I don't think it was IWTE bug 'coz i didn't work with paths and others. Sections i worked with: Terrain1, WorldFiles, Views, Animations, Collisions, Structures, Textures, Mainobjects, and i've tried a bit work with deployment block but it didn't change nothing and mak said i was wrong in doing this. Also i was trying to find how to look pathfinding in 2d window and i didn't find nothing. But there are settlement i'm working on so it must be somewhere?!
    To view the Pathfinding in 2D - go to Terrain2 tab and select the View (or Amend) Pathfinding in 2d button, it'll ask you for the name of the .worldpathfinding file and a save-name... you need to change that file but the best way of doing it is the "create pathfinding TGA2" method, using "View" tab, and "create world TGA - PF size" with the settings from the "terrain base size" listed in the log from the pathfinding file, & use that as a layer to adjust where you want the blocked areas ............... trouble is your .world's reflective plane is bigger than your pathfinding file, so IWTE won't print the world TGA to that size - you need a smaller reflective plane, or a larger .worldpathfing!



    The "deployment area" Leo is on about isn't the same as the "deployment blocks" (the blocks are the on wall bits for the defenders)

    you view the defenders deployment area by using "gameobjects" tab and "view deployment" under "Deployment Outline Changes" and adjust it in with the "Deployment Outline Changes" button etc... yours currently is a weird keyhole type shape that doesn't bear any relation to the city area...

    Click image for larger version. 

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    the attackers deployment area isn't controlled by the file, it's just set a certain distance from the defenders in available open area...

    and you really need to sort out that pathfinding file! That's the biggest problem for where the attackers are turning up.

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