here is one more tutorial made by me.
I think it would be a good addition to post it on the first post of this thread, like we did with the other ones.
here is one more tutorial made by me.
I think it would be a good addition to post it on the first post of this thread, like we did with the other ones.
Hey guys, nice to disscuss with you again!
What does message 'WARNING - Complex effects may need resetting again!'?
see this tutorial for the new lighting function (which replicates the flickering glowy stuff seen in vanilla settlements around lights)
http://www.twcenter.net/forums/showt...ffect-lighting
basically the warning is triggered every time you change a collision effect, or change a structure... as the lighting is a relationship between effect and nearby vertexes, so if either change it'll need a reset eventually. You don't actually have to do it till you finish other changes / need to see lighting effects. When you do, go to "collisions" tab and "reset complex effects"
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Im geting this when trying to delete any structure or even adding new ones i a custom settlement, the same structure can be added on other settlements so it seems that is the settlement itself that is bugged.
actually, changes like removing mainobjects (set to default) or removing animations also causes the bug.
Here is the files mak, just replace them.
Yes, same for me, i was moving here to report but leo already did it.
EDIT: Looks like its impossible to add new deployment blocks. I mean if i push add deployment block then i choose 1st object - its added but no more objects i can add..
EDIT2: Somehow it fixed..
Last edited by Mr.Jox; February 28, 2014 at 06:52 AM.
Try using this .world instead
looks like that was created with an earlier (before summer last year) version of IWTE where the deployment blocks/door assignments could get buggy under certain circumstances. It's managed to assign the breach door numbers to the deployment blocks - newer correct version of IWTE is falling over when it tries to do anything that involves updating the doors/breaches as it's now recognizing that the file is wrong...
I think I've fixed it by correcting a .txt version and converting back - please check it in game and check you can get troops onto the walls!
Wilddog is looking at latest version to see if it can be persuaded to auto-fix stuff like that, not sure if it will or not... meantime if you find any other old files with similar problems send to me
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How it happen and how to fix it?!
EDIT:
Also what is it:
![]()
Last edited by Mr.Jox; February 28, 2014 at 07:53 AM.
Hi
New version IWTE_v14_02_B posted
with version 14_02_B
1) Bug fix for for older corrupted settlements - added check that doors assigned to blocks were of the right type and removed any incorret ones from the blocks.
2) bug fix - incorrect reference to object number in table blocks check (caused a crash in IWTE).
First item should address the issue we found and that Mak manually edited. It basically just does a check on the table blocks and then checks each door reference to check the door is the right type (i.e. normal door or breach). Only likely to be an issue on settlements made prior to middle last year when the corruption was first identified for fixing. Second item was a bug in the same section which we noticed as it caused a crash if not assigned.
Looks like the collision is a reflection along X axis of the wall (it would normally point down with the battlements lowest) or its the wall which has been reflected and its copying an existing collision. When creating the collision there is a flag for doing the reflection. You need to make sure the collision is correct if you are using animations otherwise the animation will turn up looking reflected versus the wall and so the battlements will be out of sync with the wall.Originally Posted by Jox25
For the crash its because the deployment block for the damaged level didn't generate correctly. Can you send the files saying which wall it was? Its a problem that the IWTE tool tries to work out the paths of the damaged blocks and they have lots of tiny triangles. There's some parameter settings I keep adjusting but setting for one thing sometimes causes an issue on others. Thought I'd resolved that in the 14_01_F version (as it was that problem that was causing me to delay releasing the lighting item for Leo). Last time it was a triangle which was very very thin and on its side.
Walls use same collision and no walls or collisions were reflected. From 360* to ~90* collision works well but between 90* and 0* i'm getting bug.
here: https://mega.co.nz/#!uYElUBRa!bozmN-...OtfZSnAiaU_qgI
Dont take care about buildings, only walls are im working on now. Im just reposed my terrain to the center(before it was on top).
Last edited by Mr.Jox; February 28, 2014 at 08:14 AM. Reason: download link
OK that one wasn't actually a bug... both me and WD looked at it and didn't notice till just now, (I blame being tired!) You did actually mirror / reflect instead of rotating that section of your wall.
If you click one of the wall sections and in collisions tab "view object collision at 0,0" you'll see the actual collision looks like;
(and so do most of your walls)
But if you look at that chunk from 0 - 90 degrees you'll see that the diagonal lines go the opposite way, i.e. your walls there are actually a mirrored version of the one the collision is made for.
So to get that collision to match you do need to use the "reflect Y Axis" button. BUT if you do it that way, do check that the animation works! I'm not sure if the game will attempt to mirror the animation or not... you need to try it in a battle with some artillery shooting the wall. If the anim doesn't work I'm afraid you'd need to re-do the wall with things back in the same orientation as the collision.
@Leo - I tried being an architect - wouldn't recommend it, you spend too much time as go-between in arguments between; planners v client, builders v client, v lawyers etc.![]()
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Hi Jox, for now if you set those collisions between 0-90 with 'Reflect Y' axis ticked it looks like it comes out right - do check in game though that the animation is the right way around...
WD will look at fixing properly... and the deployment block problem
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Hi guys. I'm deleting some structures in vanilla northern european city, large city and huge city. But it takes at least 30 seconds to delete just one. Never been so slow..
This is because there are very many structures and complexes, i guess. My large_castle has 44 mb and it makes tool rly slow with my old PC.
As I thought. Nevermind, I'll try to be patient then.
Hello wilddog! I have to say that this happens only with those settlements, which seem to be very large.
Edit: I tested another one (Osgiliath from TA) and speed is a bit increased than before. Again this is a pretty large settlement, maybe it's just me?
But all other settlements are ok..
Last edited by Arkay; February 28, 2014 at 03:45 PM.
Im trying do add a techtree into a settlement like I did in Erebor while adding the city of dale in its front.
everything works fine, except that, the minimum techtree block size I can use is 200x200, otherwise it wont show up ingame.
the terrain of the techtree settlement is 179x179.
the problem is, it seems that this techtree block size (200x200) overlaps everything under it including the settlement terrain itself, ok we know it works like that in med2 engine.
but the point is that 200x200 seems to be far bigger than the techtree terrain size (179x179) so I actually dont need such a big block (200x200), as I use this techtree settlement 2 times, in each side of the settlement itself, I cannot use it in a distance that allow me to still see my settlement, because from the two sides there is these techtrees that totally overlaps the settlement itself so it actually dissapears and all I can see is the two techtree settles with a flat terrain in between them, where it should be my settlement.
I tried making the proper settlement also a techtree but the other ones arround it are still overlapping, so as I see techtrees cannot cohexist near each other, they cannot touch, one will overlap the other.
Any way to reduce the area of influence of a techtree? I mean, its overlapping area.
I don't actually understand that bit... the 200x200 or whatever is a nominal size and just has to match what the .worldpkgdesc says - not sure why you can't get it to work at a smaller size (assuming you change the pkg and the slot) - anyway apart from helping IWTE display it in the right place I don't think the slot size has any effect.
if that's 179 rows by 179 columns that's actually 178 x 8m = 1424m whereas the 200 shown for the techtree slot is just a straight 200m.the terrain of the techtree settlement is 179x179.
I suspect the problem might be - if the techtree terrain is from a settlement (like with Erebor/Dale) then it's probably still got that extra 3rd bit of file - the Battlemap merge bit that only settlements have. If they are getting used that's probably flattening more area than you want and might be causing problems with the overlap.the problem is, it seems that this techtree block size (200x200) overlaps everything under it including the settlement terrain itself, ok we know it works like that in med2 engine.
but the point is that 200x200 seems to be far bigger than the techtree terrain size (179x179) so I actually dont need such a big block (200x200), as I use this techtree settlement 2 times, in each side of the settlement itself, I cannot use it in a distance that allow me to still see my settlement, because from the two sides there is these techtrees that totally overlaps the settlement itself so it actually dissapears and all I can see is the two techtree settles with a flat terrain in between them, where it should be my settlement.
I tried making the proper settlement also a techtree but the other ones arround it are still overlapping, so as I see techtrees cannot cohexist near each other, they cannot touch, one will overlap the other.
Any way to reduce the area of influence of a techtree? I mean, its overlapping area.
Try using a terrain file from a vanilla techtree or ambient. Re-size it up to 179 and copy the info over by making tga's from the settlement techtree and loading them into the re-sized file. Also 179 is probably larger than you need anyway, so you might do better by reducing the terrain and veg files of the techtree down to something just big enough to suit the walls.
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IWTE functions for RR - Unit models in RR
ok Mak. fixed it, yes it was the terrain thing, I just used a vanilla techtree terrain and got what I want, Thanks.
It seems IWTE is still bugged. You have my patch installed, try loading THE ARGONATH unique settlement in IWTE, it gives the index error thing.