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%
  • other

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

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  1. #1
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by johnwhile
    with IWTE the structure is correct but there are some problem with "Argantonio Sum"
    We haven't encountered any such problems with the IWTE tool so its probably just the way you are setting things up.

  2. #2

    Default Re: MaxScript version for World and WorldCollision files

    OK, now i correct the argantonioSum sorry.... with this version of script you can create new Building, all data are stored in the comments of objects, try to import a simple bouilding to understand now i have organized the information.
    To understand more convert the world files with IWTE, the objects in the scene are in sequence the direct representation of data in this txt file:

    A) Table 1 : all box objects with name es: BBox00 or Cpx01_Box

    B) Table 2 : in all comments of objects with name "mesh-0000-cpx-00-str-00-obj-000-1"

    C)
    Complex : all "mesh-...*" Objects
    Complex Texture : in the first Objects of each Structure comments "<text>" and "<ntext>"
    Complex Last Effect Integer : at the start of each cpx in the comments "<light>"

    D)
    "<terrain>" for *.worldTerrain link ; "<path>" for *.worldPathfinding link ; "<vegetation>" for *.worldVegetation link ; "<animInst>" for *.animInstances; are in the comments of "ComplexEnd" objects

    E) Game Objects Section : all "GameObj-*", try for a little settlements

    F) Main Objects Section : all "GameMain-*"

    G) The last "# Number of float lines... " in "GameFloats" objects, but i don't know that is...

    H) Anim Strings Section : all comments in "Damage-*" objects.

    I) Structural Effects ( Variable Integers Table ) : all "Effect-000-type-0-data-0*" points , attention in the comments

    L) Structural Effects ( Six Float Table ) : all "SixFloat-*" points

    M) Bottom Strings : in the comments of "BottomStrings" object

    all Bounding Sphere are automatic recalculated, (10% more big of original but isn't important)
    Last edited by johnwhile; August 22, 2010 at 05:05 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

    Default Re: MaxScript version for World and WorldCollision files

    if there are some one who want help me to find the bug i very appreciate, because i'm at a standstill and i can't continue....
    this is the world file that i can't understand where is the bug...

    http://www.megaupload.com/?d=0MYMMD76

    if someone found the bug i donate my Colosseum as a reward :-)
    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

  4. #4
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    if there are some one who want help me to find the bug i very appreciate, because i'm at a standstill and i can't continue....
    this is the world file that i can't understand where is the bug...

    http://www.megaupload.com/?d=0MYMMD76

    if someone found the bug i donate my Colosseum as a reward :-)
    You wiped out ALL the calls to the effects (variable int table) from table 2 but left them in the variable int and the 6th float tables (i.e. the effects tables). IWTE versions currently released delete object info from both effects and table2 together. Also the IWTE tool notes warn in version 3.6 "If you start from a base which has the float 6 tables info (ie effects) then at least one needs to be active or it will cause crash in game. The coding allows you to deactivate everything rather than remove but I came across this as an issue." You don't have this.

    The current version of the tool I'm trying to finish off (if I had less interruptions ) was addressing this issue. Though it was only addressing it if complexes and structures were amended using the IWTE tool. I think I should be able to add the routines into the text conversion and load routines which should resolve the problem for people using this tool and the IWTE converter for the non 3DSmax items.

    Sorry I only just downloaded the files but it looks pretty clear this is the likely reason for the crash.

  5. #5

    Default Re: MaxScript version for World and WorldCollision files

    No, don't work, i re-copy exact table 2 and Structural effect tables form original txt file into my file, when i try to select the settlements in the list of building in the battle editor menù, the mouse hourglass cursor charge all file and not crash, when i move the mouse into 3d world (now the game put the models in the scene) the game crash...
    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

  6. #6
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    No, don't work, i re-copy exact table 2 and Structural effect tables form original txt file into my file, when i try to select the settlements in the list of building in the battle editor menù, the mouse hourglass cursor charge all file and not crash, when i move the mouse into 3d world (now the game put the models in the scene) the game crash...
    Didn't say it was the only cause. Just one I believed would cause a crash anyway (which as you've now loaded seems to of been the case)... I'll see if I've got time to look at it again later or tomorrow.

  7. #7

    Default Re: MaxScript version for World and WorldCollision files

    this is the problem, all counter, reference to objects , are correct, example the single building like Colosseum is made by scratch, the Structural Effect is recycled from church_32_32 but always extracted with the script... anly settlements crash everytime...
    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

  8. #8
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    this is the problem, all counter, reference to objects , are correct, example the single building like Colosseum is made by scratch, the Structural Effect is recycled from church_32_32 but always extracted with the script... anly settlements crash everytime...
    Unfortunately I never really looked at the smaller tech tree items etc (as I wasn't too bothered for our mod and still haven't). I just assume they are generally simpler but because they are simpler you are now hitting issues with the settlements. Unfortunately I'm not really sure how to help as IWTE starts with at least a basic set of settlement files and then keeps them in line.

  9. #9

    Default Re: MaxScript version for World and WorldCollision files

    the north village or wood castle are the smaller settlements in med2... the only difference of settlements are the Game Objects Section, main Section and other little things , but these data aren't a problem.
    With the Singular bouilding i tested all 99% of world file... so.... i don't understand why crash everyday, everytime, always ecc....
    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
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    With the Singular bouilding i tested all 99% of world file... so.... i don't understand why crash everyday, everytime, always ecc....
    Maybe if you corrected the object count per complex that would help! You don't calculate it correctly when you have complexes that have structures which don't follow continuously (as per the earlier problem you encountered). Look at village complex 6 with the IWTE tool and you can see the sequence interrupt and where your count goes wrong.

  11. #11

    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by wilddog View Post
    Maybe if you corrected the object count per complex that would help! You don't calculate it correctly when you have complexes that have structures which don't follow continuously (as per the earlier problem you encountered). Look at village complex 6 with the IWTE tool and you can see the sequence interrupt and where your count goes wrong.
    Perfect, you are my salvation, in fact i have checked only the firsts complex... .
    Now the file crash only for Structural Effects "Six Float Table" because there are these strange data that i don't understand:
    94 4315 -88.1311111 -4.0071993 -99.5752106 +1.0000000 +1.0000000 +1.0000000 0 0 0 0 1 0 0 128 65 0 0 16 61 1 0 0 0 0 93 4316 94 4315 # Entry no.0
    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
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by johnwhile
    Now the file crash only for Structural Effects "Six Float Table" because there are these strange data that i don't understand:
    94 4315 -88.1311111 -4.0071993 -99.5752106 +1.0000000 +1.0000000 +1.0000000 0 0 0 0 1 0 0 128 65 0 0 16 61 1 0 0 0 0 93 4316 94 4315 # Entry no.0
    as per my earlier post.
    Quote Originally Posted by wilddog
    "If you start from a base which has the float 6 tables info (ie effects) then at least one needs to be active or it will cause crash in game.
    If you don't want the crash then remove them that's what I did in the version of IWTE I'm testing with (Not yet released).

  13. #13
    Nesimî's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    I dont know what the hell you guys are talking about but it sounds like this tool is going to be nice....
    shum

  14. #14

    Default Re: MaxScript version for World and WorldCollision files

    ...this is incredible:
    1: create the world file with the maxScript
    2: CRASH !!!!
    3: convert into txt with IWTE
    4: convert into world with IWTE
    5: NOT-CRASH !!!!
    6: reconvert the correct world file into txt IWTE
    7: with a program i compared the two file and it say ARE IDENTICAL !!!!!

    how is possible, I have a malediction of some magician or the game hates me....
    http://www.megaupload.com/?d=3NXG3I9Q
    i compared in binary with "Edit010", all size data are corret, only some float approximated difference....
    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
    wilddog's Avatar Paintedwolves run free
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    Default Re: MaxScript version for World and WorldCollision files

    Not 100% sure what you are comparing.
    I think you are saying you are creating a binary via your tool which crashes.
    You are then using IWTE to read your binary and create a full text file (File A). When this is read and converted back to binary it all works. So the correction has been applied.
    Then I think you are taking this working Binary and converting it back to a full text file (file B)
    Are you then comparing the two text files (file A and file B) and expecting a difference?

    The problem has likely been corrected as part of the initial read in so that the written text file is correct. I just hadn't set up that process for all possible changes (generally the complex and structure value changes). I'll need to see whether to add some more validation in.

  16. #16
    Nesimî's Avatar Protector Domesticus
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    Default Re: MaxScript version for World and WorldCollision files

    Its Karma, you arent making this for 64-bit
    shum

  17. #17

    Default Re: MaxScript version for World and WorldCollision files

    Quote Originally Posted by MemduhG View Post
    Its Karma, you arent making this for 64-bit
    only: BoxEditor.ms; ComplexEditor.ms ; WCEditor.ms work only in 32 version, all other essential import-export script work also in 64... but at the moment if the game crashes again I destroy everything !!!
    Last edited by johnwhile; August 22, 2010 at 09:56 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

  18. #18

    Default Re: MaxScript version for World and WorldCollision files

    When your tool convert into .txt make it some correction or it generate a exactly data export ?
    Because (3)_north_european_village_a.world work (reconverted in world after conversion in txt) but my (1)_north_european_village_a.world crash...
    I check (by script) that the principal counter are correct (last value are 4691)... i correct the last objects sum in each complex... the counter of texture are different but work anyway (this is the reason of some wrong texture in Game)... the triangle sum match... this is very frustrating for me and for you but there aren't other who know the world files like you...
    Last edited by johnwhile; August 22, 2010 at 10:27 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

    keep up the good work Johnwhile.

    A script for max will speed up and facilitate everything.

    TTW GRANDMASTER

  20. #20

    Default Re: MaxScript version for World and WorldCollision files

    And one question:

    this script is settlement or tech tree related?

    I will try it this evening.

    I could traslate the tutorial, once is finished.

    Bella!

    TTW GRANDMASTER

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