New version : test made with stone_fort_.world for reflective plane
Now I have to test it for roman building's project (DeBelloMundi mod) and improve it with some necessary tools
MilkShape 3D
3dstudio Max
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New version : test made with stone_fort_.world for reflective plane
Now I have to test it for roman building's project (DeBelloMundi mod) and improve it with some necessary tools
Last edited by johnwhile; July 02, 2011 at 11:37 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
OK, for settlements with no wall (first level) and with simple palisade system (second level). With Ryhamo we have done new Barbarian Village and Town settlements. I will put some pictures soon
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
Do I assume this means you resolved your tools errors which you posted on the IWTE thread? You seemed to change your mind on whether the wall issues was because you deleted all walls or 50% of the walls or just had all your door sequences messed up so it was hard to tell.Originally Posted by johnwhile
the message in your tread is only a test made with your tool (but i attached a wrong file because in my folder is very chaotic disorder), also with my tool when i delete all wall's GameMain the result is the same, so my problem is not the format of world's file but only a issue with game.
This update of MAXScript don't has relation to the current problem, I only tested the script for other things that has nothing to do with the above problem (are tested for worldcollision auto-creator, a new octree function to subdivide the settlements, and other things that we need to manage very large settlements).
I know that sometimes i abuse your patience but, as you can see from this thread, there aren't lot of people that understand or have the knowledge about this branch of moddig T_T
Last edited by johnwhile; July 30, 2011 at 01:51 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
You said the issue happened when you deleted 50% of the walls in the IWTE thread. You posted it is the still the same issue on the IWTE thread. Now you are saying its just you don't understand some of the connections. The file posted by you was very corrupt but you didn't post anyway of recreating the problem at 50% of walls moved to default. I just assumed that you realised how badly corrupt the file was and the hints we gave you on resolving it allowed you to progress though they weren't at all related to the IWTE tool.Originally Posted by johnwhile
If you would refrain from posting on the IWTE tool saying there is a problem with the tool when it doesn't exist other than in your mind I'd really appreciate it. Its really annoying in case there is actually a problem.
If the update is simply moving to the right subdivide for the collision file then sorry I misunderstood your post on IWTE and I'm glad the IWTE tool was able to help you sort this bit out.
Hi johnwhile, this is a great tool you have made here although I'm struggling to use it properly, can you help me out a bit?
I want to put a new building into a vanilla settlement (the Aztec village), right now I'm just attempting to add a simple cube as a test but I cannot get it to work. I add the material modifier to it, assign a material (from the multi material) and collapse all, then I select edit from the complex menu and click on "covert selection to world structure". I couldn't follow your tutorial after that, so what do I do next?
Also why do the collision models sometimes face in different directions to the world models? And why is it that I cannot save a worldcollision scene if I have deleted a collision model from it?
Thank you in advance for any help you can give me.![]()
For tutorial you must wait because now i made some new function, in fact i'm using it to build all De Bello Mundi settlements.
The worldcollision have a little bug when i convert the rotation , in some case 3dstudio use a 180°Z rotation, but if you change and adjust the rotation , in the game work always as the original, so isn't a problem for the moment.
In the IWTE the program read and write contemporaneity the world, worldcollision and animistance file because they have a internal structure of Objects what must be match.
In my script i don't want load and work contemporaneity with these 3 file because is more expansive for max load a thousand of mesh and other objects so i made a auto-collision builder and a AnimInstance save button what work with a completed world's scene.
To understand now work i suggest you to import a simple building from techtree folder (isn't a chaotic settlements version) like "ne_small_church.world"
The script generate a folder in the same directory called "ScriptExtracted" where you can find some information and some image.
When you open a world file you can find a lot of mesh called example : "mesh-0758-cpx-12-str5-obj-576-1", this is the principal information of mesh structure, the string mean:
mesh = a sorted order, the script auto recalculate so you can write 0
cpx = is the complex index, match with the BBox-??-cpx-12 what contain all complex 2
str = is the structure, the script convert it into material id so is used only for debug
obj = is the most important index, must be equal to the indexes of worldcollision and animinstance, this is the cause that IWTE import all 3 files simultaneously
-1 = is simple the damage phase
If you open a worldcollision file you can see that "mesh-0758-cpx-12-str5-obj-576-1" mach with "Objects-576-1"
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
but without a tutorial is little complicated understand, if you know well now IWTE work you can find a lot of similarities
you can start some test changing Worldterrain worldvegetation and worldpathfinding because they haven't this problem of Objects structure, all three are independently
If i find some time tomorrow i made a simple video tutorial with youtube to understand quickly some basic
Last edited by johnwhile; August 02, 2011 at 03:36 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
added two video with subtitle, it show the basic functions of script...
now i make the explanation of worldcollision
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
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
+ rep to you john for the big work
Modder of "Bellum Crucis" and "De Bello Mundi"
You can download VLC player. Or you can download and install CCCP (Combined Community Codec Pack) from http://www.mkvcodec.com/ to view these videos on wmp
Thank you Rhymo I will try this
add collision tutorial, now i make the last animinstance tutorial and then you can see the colosseum in the game.
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
Out Of Range issue:
Faces array contain vertices index and it's a unsigned short value, this mean that maximum value is 65535 (like Milkshape) and it's mean that can be assigned maximum 65535 vertex for internal world's file regrouping.
It's the same issue for a .mesh's units.
When importing in max the script uncompress data so you will not realize this issue in fact max use a Long Integer.
When exporting from max the script tell you a "warning", in game some faces will be crazy or invisible (because wrong vertex index or out Bounding Sphere) but game don't crash.
The vanilla file use a vertex compression method when saving, it's applied to the whole structure , i made a quick code for do this in maxscript but it's too slow (On^2 with n number of vertices of one structure). Meanwhile I find a different method than "brutal force algorithm" (example : "reducing vertex cloud or Weld vertex algorithm") i suggest you to split the Structure in two like image.
This procedure doesn't change any internal index/reference/ecc... but remember to switch off "texture optimizer" because it cause a re-attachment of structure:
PS "Str" is a world's file name of internal structure implies "texture" or Material:ID in max.
Last edited by johnwhile; November 11, 2011 at 09:31 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
LZO decompression of animinstace file
in this txt file i write some relation with animinstance header and decompression data :
but there are a problem : animinstance file DON'T CONTAIN ANIMATIONS KEYS !!! Seam only a copy of mesh vertex data.
A uncompressed data extracted with LZO implemented in maxscript (found in the next version of this script) you can find here:
http://dl.dropbox.com/u/47659776/van...compressed.rar
so i think the animation frames will be found with the same method in the .anim files.
Last edited by johnwhile; November 23, 2011 at 08:05 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
GOOD NEW, the decompressed data have sense and match with the mesh's vertex array !!!!
SO Medieval 2 total war use LZOX1 algorithm.
The next step is understand the anim files
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
I have a questions about script, I have some problems with using of it. I add new, the 4th, material in standart multi-material WorldMaterialsID (there are 3 of them for choosed city) and rename it into "building" and Set ID "4". I set "normal" and "diffuse" textures in material and set path to the .texture for them.
But when I try to convert the city changed by me into the ".world", the script write "Unknow property: "materialsIDlist" in buiding:Standart" error. Renaming of my material into the "buildinglod0" doesn't help me. I use 3D Max 2011.
Please, can you tell me about this error??