View Poll Results: what is the most used editor for modding?

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  • MilkShape 3D

    36 56.25%
  • 3dstudio Max

    27 42.19%
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    2 3.13%
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Thread: World - 3dstudio max's scripts

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  1. #1

    Default World - 3dstudio max's scripts

    The tool is designed to work directly with *.world, *.worldcollision, *.worldterrain , *.worldvegetation , etc... files in 3dstudio max.
    Is a work in progress so there are some bug in the file structure and some funtions aren't completed


    Downloads links


    *.MKV VIDEO TUTORIALS Use VLC (free and portable version) and select Ita or Eng subtitles, Windows media player isn't a good programm...
    the step world, worldcollision, animintance are necessary for a first test in game, other file can be a copy of some original building.
    world:
    basic: https://dl.dropbox.com/u/47659776/Tu...28basic%29.rar
    example (Colosseum): https://dl.dropbox.com/u/47659776/Tu..._by_scatch.rar
    worldcollision:
    quick explanation:
    example (Colosseum):
    animinstance:
    example :
    worldterrain & vegetation:
    example : https://dl.dropbox.com/u/47659776/Tu...ation_xvid.mkv
    pathfinding:


    Add a nice script with tutorial for 010 Editor, now you can use this professional hex editor to find very quickly bugs and other.
    Last edited by johnwhile; September 25, 2012 at 09:51 AM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  2. #2

    Icon4 //////////////// TEXTURE PROBLEM ////////////////

    In the attachments i put the issue immage of texture string at the end of complex:
    In some case there aren't a texture definition because the game utilize some texture already writed, the only information are the "counters number".
    thery are a lot of type of "counters numbers" but this counter at texture string definition are a little complex.
    This is the result woth my script, i put in white the not found texture, to test the found texture utilize the material editor and load the .dds file

    This is the KnightErrant.textrep exported file, you can see my problem:


    The problem is simple, "counters number" of not found texture exemple:
    complex 20
    5 structure in complex so 5 texture definition
    :1044-1045 --> not found, which are linked the "counters number" ?? To complex 18 there i find 1044-1045-1044 ??
    :1290-1291 --> not found
    :1818-1819-1818 --> found so cont+1
    :1820-1821-1820 --> found so cont+1
    :1822-1823-1822 --> found so cont+1

    so the questions is: why some identical texture have a "new definition" and others are "not found" or "void" definition ? If i put not-found texture for all identical textures with the same "counters number" exemple for all BlockSet/Textures/ambient_limestone.texture so all 1044-1045;1044-1045;1044-1045;... the game crash ??

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

    RESOLVED
    Last edited by johnwhile; July 22, 2012 at 04:43 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  3. #3
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    so the questions is: why some identical texture have a "new definition" and others are "not found" or "void" definition ? If i put not-found texture for all identical textures with the same "counters number" exemple for all BlockSet/Textures/ambient_limestone.texture so all 1044-1045;1044-1045;1044-1045;... the game crash ??
    I suspect you didn't reset ALL the counters to correct them once you've done that otherwise you're entire counter usage would be out of sequence and so you would get a crash?

    Missing textures are just previously used textures and instead of adding the exact same usage of the texture it refers back to the control number associated with them. Not sure why it doesn't do this in all cases I think its just tied to the tool CA used to combine things up but may be wrong (I've never really tried reducing them all to reference them just once).
    Last edited by wilddog; May 17, 2010 at 02:34 PM.

  4. #4

    Default Re: MaxScript version for World and WorldCollision files

    ok, thanks, in the script i put "<not-found>" texture string, the modder that want build from scratch a new file or want save the original building he must retype the corret texture string in "<not-found>" string , so the script will write the usual sequence.
    I think is a simple solution without understand at 100% the real sequence :-)
    So the work must go on !
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  5. #5
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    decided to post these as they are generic questions :-

    need two clarification please.
    1. The "table 2" have two version, i call them med2 and kingdoms version, is right or don't depend by version of program ? (i extract only complex number, object number, damage number, variable table number, other number are always the same)
    The table 2 has two different setups for Kingdoms v medival II I believe you can see this if you look at KE's python scripts. I didn't really alter this as it was functioning fine.

    need two clarification please.
    1. The "table 2" have two version, i call them med2 and kingdoms version, is right or don't depend by version of program ? (i extract only complex number, object number, damage number, variable table number, other number are always the same)
    I never really tested much on the standard Medieval only on Kingdoms but the difference here is tied to some changes CA did (I believe) when they introduced some new features. The header number (rather than the continuous control number) is dependent on what was used before that count. So texture header numbers change as a first example dependent on use and position of the reflective plane. Same happens later dependent on 'presence' of certain tables. Some are used but the combinations don't cover all possibilities I wrote this earlier in a read me to the IWTE (at least I though I had). Its probably the trickiest bit as some bits seem hard coded (mostly tied to reflective planes) and some seem truly connected. but its trial and error and I keep amending that bit.

  6. #6

    Default Re: MaxScript version for World and WorldCollision files

    Now i'm beginnig to build the text exported format compatible with tool of Wilddog (it's necessary to compare the exact extracted data from original world file and the re-arranged data builded with maxscript).

    @Wilddog : the "Structure Effects" data i think has too many comments, i create a simple alternative also to see better the matrix, i delete the on/off byte (1/0) because is superfluous. I think it's better to write comments in a readMe than into the exported file
    -------------------

    I finally completed the script but i can't test file now because i'm very busy for two week , there is a remote possibility that it works but attention: i build the script only for simple building in the TechTree folder like ne_town_guard.world or ne_church.world, the settlements file are the last of my problems :-P
    Last edited by johnwhile; July 22, 2012 at 04:44 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  7. #7
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    @Wilddog : the "Structure Effects" data i think has too many comments, i create a simple alternative also to see better the matrix, i delete the on/off byte (1/0) because is superfluous. I think it's better to write comments in a readMe than into the exported file
    Hi
    The comments following a value are irrelevant to the read back. Only the values prior to the comments are relevant. I find them useful to remind me what the various values are. If you send me an example of the text file you generate I'll look to bring them in line later.

  8. #8

    Default Re: MaxScript version for World and WorldCollision files

    Ok , thanks, in the previous attachment i put your and my version of text file.
    I can't test the world file because i'm not at home and for two week i'll very busy but in the download section i put the new_ne_town_guard.world.
    I test the file re-importing it and i think the structure of binary data is correct, i hope the file don't crash the game because i make this semplificaion and modification:
    1.The not-found texture have previous conter number so, in certain case is wrong, i hope don't crach.
    2.The Last integer Array in complex is put to 0 because i don't know how it works (in some case are already put to zero but i think not crash)
    3.the 1th,2th,3th,4th quad data are put to zero or 255 or 127... because i don't know, the 5th quads are the uv texture and i put [0, u, 0, v], is not my priority at the moment
    4.The vertex and faces arrays are different from original version, you can look them in my text format, this difference because i think the Game don't store the identical vertex (equal 3D's and UVW's coordinates) but i hope this alghorithm don't crash, else i delete this function and the vertex array will be more big.
    5.The "Argantonio Sum" at last complex information aren't always corret, in some case the faces or triangle are wrong calculated, especially if there are 2 structure in the complex, exemple the original numbers are 200 100 but the calculated numbers are 150 150 : in this exemple 50 triangle aren't in the structure 1 but are traslated in structure 2...boh, in some case are corret.
    6.In Structural Effect: in some case the first 3 number are exemple: 2,0,1 so 0-typeA and 1-typeB and i some case are 1,1 so 1-type B or A, i don't know why there are this structure, i put alway 2 type so, if there aren't type A i put 2,0,1 and not 1,1.
    Look "Entry number...2 " in ne_town_guard.world with your text i see 1,2 , but i put in my script 2,0,2

    7. in table 2 there are two o tre -16, i put to -1...
    Last edited by johnwhile; July 22, 2012 at 04:43 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  9. #9

    Default Re: MaxScript version for World and WorldCollision files

    Ok. Thanks, i thinks is impossible know all byte, i hope that some semplification will work anyways...
    Now i decide to create the export text data in your IWTE format because is much better then Knight Errant, especially for the "variable table"
    Last edited by johnwhile; May 19, 2010 at 04:36 AM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  10. #10

    Default Re: MaxScript version for World and WorldCollision files

    No, nothing... crash !
    With KE tool importer i found a bug in "Variable-Table", so i change my last data (from game Object to end) with original file, and the tool open correctly the file, so i convert in text, change the "six float table" because the conters numbers are different, i create a binary file with KE's tool but, nothigh.
    The sintax are correct but the file crash !!!
    Last edited by johnwhile; July 22, 2012 at 04:45 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  11. #11

    Default Re: MaxScript version for World and WorldCollision files

    Good news, for a very simple building the script work well:

    But in some case don't work and the game crash... but now a can test a lot of function, exemple now i test the vertex compression and work !!!
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  12. #12

    Default Re: MaxScript version for World and WorldCollision files

    ..and now i rebuil WorldCollision Editor, now it work very well but hte tutorial is in italian because i not found time to traslate...
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  13. #13

    Default WORLD TERRAIN FILES

    Hi all now i'm create a script for worlterrain file, this is the result from: north_european_large_city_a.worldterrain.
    The Rainbow color rappresent the correction factor in worldterrain files with this structure:
    t = 0.0 RGB = 0 0 255 (red)
    t = 0.25 RGB = 0 255 255 (red-green)
    t = 0.5 RGB = 0 255 0 (green)
    t = 0.75 RGB = 255 255 (green-blue)
    t = 1.0 RGB = 255 0 0 (blue)



    Turorial in italian, if someone want traslate in english i put a +rep !
    www.megaupload.com/?d=UX29R5UD
    Last edited by johnwhile; June 25, 2010 at 01:43 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  14. #14

    Default Re: MaxScript version for World and WorldCollision files

    Now the script work well, i have corrected the uv (texture) problem but i prefer make some other bug fix after reupload the new version.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  15. #15
    Nesimī's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    Cant you have someone translate your tutorial? Its kinda hard to understand with google...
    shum

  16. #16
    Rhaymo's Avatar Artifex
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    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by MemduhG View Post
    Cant you have someone translate your tutorial? Its kinda hard to understand with google...
    when john will complete his tool, he will rewrite the tutorial and i'll translate it.
    Team Leader De Bello Mundi

  17. #17

    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by MemduhG View Post
    Cant you have someone translate your tutorial? Its kinda hard to understand with goggle...
    Yes, isn't my last preoccupation at this moment because all isn't completed.
    To Understand now make a new building isn't very hard, all information are stored in the Name and User Properties of each objects, but the difficult is the "theory".
    Now I'm working to open the settlements version of file world but analyze 47MB of file world with maxScript (the smaller file settlements: north_european_village_a.world of 4 MB has 240000 vertices in 16 seconds !) is very expansive , i have optimized to maximum the script and Max memory but a file with more of 500000 vertices like large village are too expansive and too slow, I think we need reduce each object to only one face and after utilize Wilddog tool to substitute each complex's objects into new complex's objects (with Milkshape)
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  18. #18

    Default Re: MaxScript version for World and WorldCollision files

    the problem is what i'm alone to make Script, and i'm a novice in MaxScript so a lot of knowledge of MaxScript i must understand as i go along with the writing
    Last edited by johnwhile; August 11, 2010 at 07:08 AM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  19. #19

    Default Re: MaxScript version for World and WorldCollision files

    Just wanted to drop by and say good luck with your script johnwhile! Using wilddog's tool in max would just be a dream!

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  20. #20
    Nesimī's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    Ive looked at this tool along with IWTE and Argantanios tool and this looks the most comprehensible... +rep as always
    shum

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