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  1. #1
    FireFreak111's Avatar Artifex
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    Icon1 descr_geography_new.txt editing

    Fixed: If anyone has a similar issue to this, delete the descr_geography_new.txt file, but keep the descr_geography_new.db file, and make sure any ini tweaks to regen the file once your done editing are disabled. Courtesy of makanyane for this fix.

    There is almost no information on this file, besides the ini tweak to let it regenerate. Editing it is a royal pain, either CTDing, flashing loading screens on the campaign map when you hit end turn, or generating retarted terrain.

    I have come down to a simply issue. I am trying to make the unused2 climate have the temperate_ deciduous_forest summer generation when its winter. This is for Lorien, which is supposed to not snow in Winter. After switching Lorien from the unused1 to the unused2 climate (so it can inherit or 'modify' the deciduous_forest climate) I removed all its old random generation, pasted in the coniferous vegetation distrubtion information and everything works fine. No CTD's, no flashing, nothing. Campaign and battle-map.

    The true problem is whenever I add information to the climate. When I try to turn this:
    Code:
    unused2 modifies temperate_deciduous_forest
    {
    	; describes the base vegetation distribution for this region
    	vegetation_distribution
    	{
    	;	classification		rock	grav	snd_c	sand	snd_b	dirt	mud 	swmp	g_dry	g_shrt	g_long	shrub_s	shrub_d	frst_s	frst_d
    		FOREST				0		0		0		0		0		0		0		0		0		0		0.01	0	    0.02	0.5	0.5
    		MANGROVES			0		0		0		0		0		0		0		0		0		0		0		0		0		0		0
    		CACTII				0		0		0		0		0		0		0		0		0		0		0		0		0		0		0
    		SHRUBS				0		0		0		0		0		0		0		0		0.01	0.02	0.01	0.04	0.15	0		0
    		LONG_GRASS			0		0		0		0		0		0		0		0		0		0		0		0		0		0		0
    		LARGE_ROCKS			0	    0	    0		0		0		0		0		0.008	0	    0.01	0.003	0.005	0.005	0.005	0.005
    		REEDS				0		0		0		0		0		0		0		0		0		0		0		0		0		0		0
    		GRASS				0		0		0		0		0		0		0		0		0.5		0.5		0.5		0.5		0.5		0.5		0.5
    		WATER_COVER			0		0		0		0		0		0		0		0		0		0		0		0		0		0		0
    		SMALL_ROCKS			0		0		0		0		0		0		0		0		0	    0	    0	    0		0		0		0
    		SMALL_SHRUBS		0		0		0		0		0		0		0		0		0		0		0.01	0.04	0.06	0		0
    	}
    }
    into this:

    Code:
    
    unused2 modifies temperate_deciduous_forest
    {
    	season winter
    	{
    		texture		rock			battlefield/temperate_deciduous_forest/summer/deciduous_forest_rock_micro.tga
    		+ z macro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_rock_macro.tga
    		+ x y micro file			battlefield/temperate_deciduous_forest/summer/deciduous_forest_xy_micro.tga
    		+ x y macro file			battlefield/temperate_deciduous_forest/summer/deciduous_forest_rock_xy.tga
    		+ x y micro scale 12
    		+ x y macro scale 80
    		+ z macro scale 100
    		+ z micro scale 12
    
    		texture		gravel			battlefield/temperate_deciduous_forest/summer/deciduous_forest_gravel_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_gravel_micro.tga
    		+ z macro scale 100
    		+ z micro scale 4
    
    		texture		sand_caked		battlefield/temperate_deciduous_forest/summer/deciduous_forest_sand_caked_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_sand_caked_micro.tga
    		+ z macro scale 100
    		+ z micro scale 4
    
    		texture		sand			battlefield/temperate_deciduous_forest/summer/deciduous_forest_sand_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_sand_micro.tga
    		+ z macro scale 100
            + z micro scale 8
    
    		texture		sand_blown		battlefield/temperate_deciduous_forest/summer/deciduous_forest_sand_blown_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_sand_blown_micro.tga
    		+ z macro scale 100
            + z micro scale 8
    
    		texture		dirt			battlefield/temperate_deciduous_forest/summer/deciduous_forest_dirt_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_dirt_micro.tga
    		+ z macro scale 100
    		+ z micro scale 4
    
    		texture		mud			battlefield/temperate_deciduous_forest/summer/deciduous_forest_mud_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_mud_micro.tga
    		+ z macro scale 100
    		+ z micro scale 4
    
    		texture		swamp			battlefield/temperate_deciduous_forest/summer/deciduous_forest_swamp_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_swamp_micro.tga
    		+ z macro scale 100
    		+ z micro scale 4
    
    		texture		grass_dry		battlefield/temperate_deciduous_forest/summer/deciduous_forest_dry_grass_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_dry_grass_micro.tga
    		+ z macro scale 120
    		+ z micro scale 4
    
    		texture		grass_short		battlefield/temperate_deciduous_forest/summer/deciduous_forest_short_grass_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_short_grass_micro.tga
    		+ z macro scale 120
    		+ z micro scale 4
    
    		texture		grass_long		battlefield/temperate_deciduous_forest/summer/deciduous_forest_long_grass_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_long_grass_micro.tga
    		+ z macro scale 240
    		+ z micro scale 4
    
    		texture		shrub_sparse		battlefield/temperate_deciduous_forest/summer/deciduous_forest_shrub_sparse_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_shrub_sparse_micro.tga
    		+ z macro scale 120
    		+ z micro scale 4
    
    		texture		shrub_dense		battlefield/temperate_deciduous_forest/summer/deciduous_forest_shrub_dense_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_shrub_dense_micro.tga
    		+ z macro scale 120
    		+ z micro scale 4
    
    		texture		forest_sparse		battlefield/temperate_deciduous_forest/summer/deciduous_forest_forest_sparse_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_forest_sparse_micro.tga
    		+ z macro scale 80
    		+ z micro scale 4
    
    		texture		forest_dense		battlefield/temperate_deciduous_forest/summer/deciduous_forest_forest_dense_macro.tga
    		+ z micro file				battlefield/temperate_deciduous_forest/summer/deciduous_forest_forest_dense_micro.tga
    		+ z macro scale 80
    		+ z micro scale 4
    
    		water_height_modifier		-0.5		; water height = -0.5m
    
    		; global multiplier for terrain type effects
    		overlay_effect_terrain_multiplier	0.003
    
    		; global multiplier for health effect (positive number or 0)
    		overlay_effect_health_factor			1.0
    
    		; number of hits (damage points) for soldier to get maximum overlay factor for health
    		overlay_effect_max_hits				6
    	}
    
    	; describes the base vegetation distribution for this region
    	vegetation_distribution
    	{
    	;	classification		rock	grav	snd_c	sand	snd_b	dirt	mud 	swmp	g_dry	g_shrt	g_long	shrub_s	shrub_d	frst_s	frst_d
    		FOREST				0		0		0		0		0		0		0		0		0		0		0.01	0	    0.02	0.5	0.5
    		MANGROVES			0		0		0		0		0		0		0		0		0		0		0		0		0		0		0
    		CACTII				0		0		0		0		0		0		0		0		0		0		0		0		0		0		0
    		SHRUBS				0		0		0		0		0		0		0		0		0.01	0.02	0.01	0.04	0.15	0		0
    		LONG_GRASS			0		0		0		0		0		0		0		0		0		0		0		0		0		0		0
    		LARGE_ROCKS			0	    0	    0		0		0		0		0		0.008	0	    0.01	0.003	0.005	0.005	0.005	0.005
    		REEDS				0		0		0		0		0		0		0		0		0		0		0		0		0		0		0
    		GRASS				0		0		0		0		0		0		0		0		0.5		0.5		0.5		0.5		0.5		0.5		0.5
    		WATER_COVER			0		0		0		0		0		0		0		0		0		0		0		0		0		0		0
    		SMALL_ROCKS			0		0		0		0		0		0		0		0		0	    0	    0	    0		0		0		0
    		SMALL_SHRUBS		0		0		0		0		0		0		0		0		0		0		0.01	0.04	0.06	0		0
    	}
    }
    the battle-map will work fine, but the campaign map will flash the loading screen when you hit end turn (extremely annoying and makes no sense) as well as CTDing when you hit Quit (with a error message and all).

    As I said, I cannot find any information in modifying the txt file, so I am nearly lost here. I am trying different techniques, but this simple issue is just bugging the hell out of me. Same thing happens when in unused1 slot. I have the structure correct, the climates in order according to the descr_climates.txt. This is the only modification in the file besides removing all information from unused1 (which I verified is not the cause of this issue).

    The file is regenerating, the DB is working but this issue will not go away unless I undo the edit. Any edit like this will cause this issue.

    Entire TXT file and DB attached.
    Last edited by FireFreak111; February 10, 2013 at 08:21 AM.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: descr_geography_new.txt editing, urgent

    The guys in the ITWE project might have an idea - they are doing all this battle map stuff.










  3. #3
    FireFreak111's Avatar Artifex
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    Default Re: descr_geography_new.txt editing, urgent

    Posted there. I seem to have nailed it down to texture edits, that's what causes the campaign_map to react really badly, but for some reason the battle-map handles it fine, works perfectly and looks awesome, no glitches.

  4. #4
    makanyane's Avatar Praeses
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    Default Re: descr_geography_new.txt editing, urgent

    Quote Originally Posted by FireFreak111 View Post
    I was redirected here for help with the descr_geography_new.txt file (http://www.twcenter.net/forums/showthread.php?t=588991), I am having a serious problem with the file. Any knowledge on it would be an extreme help.

    Altering textures (changing unused2 for example to be the same as coniferous_forest but with summer textures in winter) even in the smallest way causes glitches. In many cases due to user error it is easy to get the game to CTD, such as breaking the structure of the file (1 entry per climate, either having all content and being a parent or inheriting (modifying) an existing climate, using its base info but adding to or changing its content, making sure the climates are in the same order as descr_climates.txt (big spot for error)).

    This isn't the issue though. Changing anything about the way unused2 works causes the campaign map (yes the campaign, not the battle-map) to flash the loading screen whenever end turn is hit and to CTD when you press Quit on the campaign map after any number of turns (1-infinite ). Same error happened when I tried using unused1 for my purposes. In fact, this seems to happen whenever I modify textures in the file. Battle-map generates fine, looks awesome. Even duplicating the temperate_dedicdous_forest climates content into the unused2 climate with the only difference being the climate label causes this issue.

    The file is overly sensitive, causing CTD's with the slightest error or basic change. Why is the campaign_map suffering from a battle-map based file?
    it's not really IWTE related at all as the geography file is alterable just by text editing - but I have been messing about with it so I'm answering here - I was also starting to do a geog/veg tutorial but it hasn't got very far...


    I've never had your sort of symptoms, but did find when I added entries for all the terrain types for all the climates in descr_geog that it blew things completely (generally crash on trying to start the game, though I think it occasionally made it to campaign)

    in the vanilla file where a terrain type isn't used in the distribution table for a climate then it doesn't have a texture entry - I was trying to add the unused terrain types into the tables and add new textures for it, that definitely overloaded things... I did get a working version that had all the terrain types except 'sand caked' and 'sand blown' in use. Experimentation seemed to show it was a problem with the total number of texture entries, I didn't get as far as coming up with a total number that worked, but assume I probably still had more than you if all you did was add winter to unused 2.


    There's another thread around where someone couldn't get unused2 working at all, but I've not had any specific problems with it and have it working in two different unreleased mods, the latest one has 6 texture entries for unused2 summer and 6 for winter... works fine on my computer, am hoping rest of team have checked it, will go ask them to double check!





    btw; there's also an interesting crash that can happen if you have lots of climates with lots of textures/trees etc on campaign map and try to get back to campaign map from siege battlemap. I don't think it unloads the textures from memory properly so that can overload and CTD when it's trying to reload the campaign textures - worth checking that works OK if you've added/changed climates.

  5. #5
    FireFreak111's Avatar Artifex
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    Default Re: descr_geography_new.txt editing, urgent

    This information will be of extreme use, thankyou. Any advice on the tables? Any guides?

    Seriously thankyou for this info, should start leading me down the right track. I still don't get though how if I duplicate an existing vanilla entry (temperate_deciduous_forest) which is a parent, set unused2 to a parent in the same spot in the load order, the flashing load and CTD on quit still happens.

    If you have the spare time, I only have one favor I could ask of you. Could you make a unused2 entry using the same data as temperate_deciduous_forest just with the winter textures the same as summer? The climate is only forest and likely low/medium fertility, but primarily just forest (95%). I have nearly pulled my hair out trying to complete this simple task, if you could do this I would metaphorically thank you on my knees, and you would push my mod (http://www.twcenter.net/forums/showthread.php?t=586107) forward a heap toward release (as well as providing me with a good example on how to do this myself). If you can't do this I fully respect that, and I still thank you for this info.

    1:30 AM for the 14th night in a row, keep pushing myself too hard. Might burn out....

  6. #6
    makanyane's Avatar Praeses
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    Default Re: descr_geography_new.txt editing, urgent

    erm, I tried your geog file in a mod that uses unused2 and didn't get any problems...

    any chance you could send me your map/enough of the mod to get it loading? if I do get problems then I'm happy to have an experiment to see if I can fix it.


    are you still at this stage
    Quote Originally Posted by your mod OP
    Regions, roads, etc are completely random and are there so that the minimum 10 regions allow the game to start properly. Many rivers are missing, so much to be added and refined. Paths through mountains and forests will be done.
    game really doesn't like large regions, so that could be contributing to it's "stress level" in campaign mode

  7. #7
    FireFreak111's Avatar Artifex
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    Default Re: descr_geography_new.txt editing, urgent

    I have many regions in, but anyway, I will upload a usable map, its for Third Age, but I have stripped it down to be functional without it. This should work completely, all that isn't added is the aerial_map_ground_types and sound, otherwise its fully functional.

    You will need to at least have the 'Peasants' unit in the EDU for it to launch, all cities just have the bass wall, nothing else. Campaign script stripped to its core. New trees included for stress testing. I changed all canopy models to the impassable model, so the forests look alot better. Not sure how much stress that could introduce though.

    I don't recommend using the geography files in the rar, I messed around with them, completely divorced from their actual purpose. Use the geog files from the first post.

    Permission only given to makanyane for use of these files (or anyone else that can help with this issue), if anyone else wants to use it they won't find much besides a half-finished WIP, which is why permission is only for helping with this issue.

    Thankyou again for all your help makanyane.
    Last edited by FireFreak111; February 11, 2013 at 05:55 AM.

  8. #8
    makanyane's Avatar Praeses
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    Default Re: descr_geography_new.txt editing, urgent

    am having a look

    your stripped version wasn't quite stripped enough (descr_regions and descr_strat & sounds still had some unique bits) have fixed that and campaign actually looks fine for me with your geography file, so that issue is either dependent on computer or due to combination with something else like aerial_map entries maybe...

    however, winter battles in your unused2 area do crash for me, so I'm trying to work out what's doing that, will try and send back a working stand alone version for you to try campaign mode when/if I've sorted the winter battle problem

  9. #9
    FireFreak111's Avatar Artifex
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    Default Re: descr_geography_new.txt editing, urgent

    Thankyou for this. I really wonder why its causing issues for me, If its still fine I will attach a three-four part terrain pack, with all aerial_map content. This is good news, I will likely have to do a beta run before release and see if this is true with others PCs.

    It might be vegetation, but didnt I include that? If not I will add it. Its wierd though, cant remember winter crashing for me.

  10. #10
    makanyane's Avatar Praeses
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    Default Re: descr_geography_new.txt editing, urgent

    veg was included and doesn't seem to be a problem

    what seemed to be causing the winter crash for me is your 8thFeb geography entry for unused2 winter didn't have this section
    Spoiler Alert, click show to read: 
    Code:
    		overlay						OverlayTextures/blood_01.texture				20	20
    		overlay						OverlayTextures/blood_02.texture				20	60
    		overlay						OverlayTextures/blood_03.texture				20	90
    		overlay						OverlayTextures/dirtnblood_01.texture			30	20
    		overlay						OverlayTextures/dirtnblood_02.texture			50	60
    		overlay						OverlayTextures/dirtnblood_03.texture			80	90
    		overlay						OverlayTextures/dirt_01.texture					30	10
    		overlay						OverlayTextures/dirt_02.texture					50	10
    		overlay						OverlayTextures/dirt_03.texture					80  10
    
    		; last three overlay textures needs to be: flaming, burning and burnt, numbers for them are not used
    		overlay						OverlayTextures/flaming.texture					0 0
    		overlay						OverlayTextures/burning_01.texture				0 0
    		overlay						OverlayTextures/burning_02.texture				0 0
    
    		; effect of each terrain type on overlay modification (can be any positive, negative number or 0)
    		overlay_effect		grass_short		5
    		overlay_effect		grass_long			10
    		overlay_effect		sand				10
    		overlay_effect		rock				0
    		overlay_effect		forest_dense		5
    		overlay_effect		scrub_dense		10
    		overlay_effect		swamp				30
    		overlay_effect		mud					80
    		overlay_effect		mud_road			40
    		overlay_effect		stone_road			0
    		overlay_effect		water				-50
    		overlay_effect		ice					0
    		overlay_effect		snow				0
    		overlay_effect		wood				0
    		overlay_effect		dirt				20

    I added that to the winter section and it now all works for me with no problems on campaign map either.

    Please try the attached as a complete stand alone mod, unzip and put "test_mod" folder in /mods and launch from the .bat inside it

    if you've still got odd symptoms then it's something your computer is doing that mine isn't - if you haven't then you need to start adding other campaign stuff back in till they appear.


    @Gigantus if you're still around could you try this as well - I seem to remember you had unused2 problems previously...


    EDIT: files are just more stripped out version of FireFreak's - still his property and his permissions (for testing/help purposes only) still apply

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: descr_geography_new.txt editing, urgent

    Yup, unused2 wasn't kind to me. I'll check this out, thanks.

    Edit: one thing has always puzzled me - what are the numbers for at the end of the 'strategy' line in descr_climate, eg


    Code:
        strategy    winter    sparse_tree    conifer_a_winter.cas            7
        strategy    winter    dense_tree    conifer_a_impassable_winter.cas        6
        strategy    winter    canopy        conifer_a_impassable_winter.cas        15
    Edit2: works fine with me. Let me see if I am not too thick: this set (descr_climates, 2*geography) would allow me to use custom strat elements like textures and tree.cas - and it would appear in battle as 'temperate_deciduous_forest'?
    Last edited by Gigantus; February 09, 2013 at 05:27 AM.










  12. #12
    makanyane's Avatar Praeses
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    Default Re: descr_geography_new.txt editing, urgent

    no idea on those numbers - changing them doesn't seem to do anything

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: descr_geography_new.txt editing, urgent

    I always wanted to create a 'perma frost' climate, seeing that one can have a climate that is permanently summer like the desert. But it appears that summer is default and winter gets somehow suppressed in the geography file, so I ended up with permanent winter on the strat map (same texture for both seasons) but alternate seasons on the battlefield.

    You wouldn't happen to have an idea how that could be handled?










  14. #14
    makanyane's Avatar Praeses
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    Default Re: descr_geography_new.txt editing, urgent

    you basically need to make it's summer look like winter

    give that climate winter textures in the desc_geography file summer section, and change the vegetation.db to use winter versions of veg models in each of the summer slots (forest, mangroves, shrubs etc) it'll still have summer grass (the sticky up stuff that sways) there's various ways of changing that in the vegetation.db but I think if you just use 0 against all the terrain types in that climate's veg distribution table in the geography file it'll disappear anyway.


    the bits you can't do is to get building textures to use the winter version during summer for one particular climate - nearest you can get is if only certain factions are in the 'winter' zone, then give them winter building textures as a faction variant so their buildings will always have snow! for that reason having the summer version of 'winter' with only light frost appearance and leaving the buildings snowless is probably most practical option


    other thing I don't think you can do is to get grass to appear in actual winter.

  15. #15
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: descr_geography_new.txt editing, urgent

    One thing has been bugging me: all generated DBs will display a black environment a bit further away from the battle field. The only DB that doesn't do it is the original 'vanilla' one. Even if I generate a new DB from the vanilla TXT file the same happens, regardless of climate.










  16. #16
    makanyane's Avatar Praeses
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    Default Re: descr_geography_new.txt editing, urgent

    ah ha you little hero

    I never realised that only happened with the regenerated geog.db's


    can see why now - if you remember RTW and Muizer's how to hex edit the db tutorial / some discussion with me too... the distant views aren't textured they're just painted a flat colour which was encoded in BGR (I think) at the end of the texture path in the .db - I always wondered where that bit had gone in M2

    if you hex compare original db with a generated one you can see it was in the original but the auto-generated one doesn't have it


    how to get it back in there sensibly is going to be a more interesting question!




    anyone tried the unused2 files above?
    (btw should have said on my attachment that it's still FireFreak111's property/WIP and for testing purposes only)

    EDIT: nvm just saw your edit

  17. #17
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: descr_geography_new.txt editing, urgent

    My ignorance would suggest to do it manually? As in 'type in' the new code?

    Edit: There seem to be a huge number of sequences like that....

    More edit: I am pretty much a RTW virgin - but could you generate a properly formatted DB in RTW? As in 'add command to bat'? I mean, the TXT is there in the RTW data folder...
    If so, wouldn't logic suggest to generate the DB in RTW and copying it into M2TW, adding the 'new' suffix?
    Last edited by Gigantus; February 10, 2013 at 05:54 AM.










  18. #18
    makanyane's Avatar Praeses
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    Default Re: descr_geography_new.txt editing, urgent

    Quote Originally Posted by Gigantus View Post
    My ignorance would suggest to do it manually? As in 'type in' the new code?

    Edit: There seem to be a huge number of sequences like that....

    More edit: I am pretty much a RTW virgin - but could you generate a properly formatted DB in RTW? As in 'add command to bat'? I mean, the TXT is there in the RTW data folder...
    If so, wouldn't logic suggest to generate the DB in RTW and copying it into M2TW, adding the 'new' suffix?
    'typing in' really means 'encoding' bytes with hex editor as it's in hex i.e. if you want a value of 200 it's 'C8'

    I can stand the idea of doing that once for a completely finalised version of a .db, but not if it's going to need to be changed via the text file for some other change and it wipes the whole lot out again

    RTW's .db never auto-generated hence the original how to hex edit discussions - Squid made a .exe editor for RTW but that doesn't work on the M2TW file - set up is different in a few ways, most noticeably M2TW has micro and macro textures and RTW didn't


    think this might end up being a IWTE issue after all - wilddog did do a read/write thingy for the vegetation.db (which doesn't autogenerate), and doesn't sound too unhappy about the idea of doing something similar for the geography file

    if we had alternative editing method - you'd delete the .txt file and just have the modified .db in there without the rebuild line in the .cfg


    @FireFreak111 if you do find one (sendable) thing that's the trigger for the flashing, then please post that and I'll see if I can do anything to the .db to fix it from that end...


    interestingly re; the 'parent' thing - the .db file doesn't actually use that - so if you say unused2 has temp forest as the parent and don't include the summer section, all the db does is copy/paste the temp forest section in there, just as if you'd written the full lot out in the text file... so using 'parent' doesn't necessarily help reduce anything in game.


    EDIT: forgot pics - just to prove the point - added some distant colours to regenerated version - it is definitely BGR

  19. #19
    makanyane's Avatar Praeses
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    Default Re: descr_geography_new.txt editing, urgent

    that is pretty weird

    especially after realising this bit;

    Quote Originally Posted by makanyane View Post
    interestingly re; the 'parent' thing - the .db file doesn't actually use that - so if you say unused2 has temp forest as the parent and don't include the summer section, all the db does is copy/paste the temp forest section in there, just as if you'd written the full lot out in the text file... so using 'parent' doesn't necessarily help reduce anything in game.
    so presumably the actual .db ends up with the same number of entries, as it would have copied the winter entries of the parent climate in there

    I'll double check what actually ends up in the .db with/without that section in .txt and also send what I think would be a minimised version of that unused2 entry




    is descr_aerial_map_ground_types.txt
    one of the files that seems to effect it?


    ooh, and the other thing that might have an effect on overall load is
    descr_cultures

    if you have more cultures in use you have more lookups of settlement strat model i.e. { settlement level x culture }

    if you get into faction variants as well then that multiplies by
    { settlement level x culture x faction }
    (which is why I think the PKH strat map keeps breaking when I try adding stuff)

  20. #20
    FireFreak111's Avatar Artifex
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    Default Re: descr_geography_new.txt editing, urgent

    Just downloaded it, no flashing.... works fine. Will now add first ground_types, then models_strat, then the resource models. If it still happens I will add sound, then after that I will have no clue what is causing it if it still happens.

    Update: Strange, I added models_strat, terrain and sound, settlements, battlefield textures, still no flashing. Your geography files in my main install however has the flashing..... what is causing this???
    Last edited by FireFreak111; February 10, 2013 at 05:42 AM.

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