View Poll Results: My Favourite Tool Maker for 2012 is:

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  • Squid

    15 30.00%
  • wilddog

    35 70.00%
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Thread: [M2TW] Favourite Tool Maker

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  1. #1

    Default [M2TW] Favourite Tool Maker




    For the year 2012, there are 2 TW modders nominated as favourite tool makers in the medieval 2 section. Tool makers make mod tools that help extensively in modding this game. Mod tools as we know are the backbone of TW modding and most of them are community made. Vote for the one you like the most:
    Squid


    In 2012 Squid further improved his 2 tools which are AVTVW and TW Script Editor.

    ATVTW: Trait/Ancillary Validator, is a tool that coders can use to find errors in traits and ancillaries, which in turn helps in making the game bug free and stable. Change log for 2012 is shown below:
    Change Log

    Quote Originally Posted by Squid View Post
    Version 2.2.6

    Changes/Fixes from v2.2.4:

    • Conditions that take a variable number of paramters will now report an error if no parameters are supplied
    • Added teutonic to family_tree types for parsing descr_sm_factions.txt (M2TW)
    • Added ability to read optional disband_to_pool and can_build_siege_engine lines for parsing descr_sm_factions.txt (M2TW)
    • Fixed ancillaries/levels not listing empty names as errors/warnings
    • Fixed AdviseFinancialBuild checking an incorrect token
    • Settlement files/checking are now required, uses imperial campaign files or barbarian invasions campaign files
    • Fixed settlement checking names against internal names instead of external ones
    • Added onager/heavy onager to list of siege engine classes
    Quote Originally Posted by Squid View Post
    Version 2.2.7

    Changes/Fixes from v2.2.6:

    • Fixed the program overwriting/creating a data/text/barbrian_invasion_regions_and_settlements_names.txt file

    TW Script Editor: Is a program which can be used to both edit and validate scripts for Rome: Total War, Barbarian Invasions, Alexander: Total War, Medieval II Total War and Kingdoms. The program is a text editor that provides syntax highlighting for scripts as well as the ability to validate the currently loaded script. Change Log for 2012 is shown below:
    Change Log
    Quote Originally Posted by Squid View Post
    Version 0.5.8

    Changes/Fixes from v0.5.7:
    • Fixed a bug in searching in reverse where it wouldn't find a search term if it was at the end of the file
    • Added ability to replace all instances within the selected text
    • Added ability to count instances of a search term
    • Fixed the search term not being selected in the Find/Replace box
    • Find/Replace now notifies if no matches were found
    • Replace All notifies the total number of replacements made
    • Title of the Find/Replace dialog now changes depending on the active tab
    • Fixed the error log not always clearing when a new script started
    • Removed the ability to validate when the editing windows is not active
    • Added default accept/cancel buttons to the Choose Setting and New Setting forms
    • Added hotkeys to all buttons on the Choose Setting form
    • Changed save dialog not pointing to the correct save path
    • Removed end_while from the list of script commands
    • Files that aren't needed to validate scripts are no longer read
    • text/historic_events is now required but isn't yet used
    • settlements names are now checked against external names instead of internal ones
    • settlement related files are now required and not optional
    Quote Originally Posted by Squid View Post
    Version 0.5.9

    Changes/Fixes from v0.5.8:

    • Fixed the program overwriting/creating a data/text/barbrian_invasion_regions_and_settlements_names.txt file



    wilddog


    In 2012 wilddog further improved his IWTE tool.
    Quote Originally Posted by wilddog View Post
    First as a background the IWTE tool started life as an integrated world editor tool to handle amendments to the battlemap settlements and related files. It has then been added to as other features not known to be handled by other tools and not easily editable via standard graphics packages or text editors have been requested. It is supplied as an executable which modders can use as they see fit.

    New Features added in 2012

    1) Ability to create new vegetation Sprites directly from vegetation models and their TGA’s.
    2) Simple file converter for DDS to Texture and back
    3) Ability to amend the world terrain and view the amendment in the tools 3D window
    4) Ability to view 3D structures with their textures (once set up correctly)
    5) New routines for reading/writing TGA files quickly to support the fast 3D viewing.
    6) New routines for correct smoothing of vegetation models (not handled within milkshape)
    7) Numerous bug fixes rather than new features.


    The major item was really the first item as it now finally allowed all the the vegetation features to be editable via IWTE.
    In order to generate the sprite there are three files that need to be generated :
    1) The Sprite itself containing information around name, size, positioning within the texture files.
    2) The Sprites diffuse map. This cannot be generated by hand alone.
    3) The Sprites normal map. This is not the standard type of normalised texture and cannot be generated via the nvidia tools.
    Note the tool generated the TGA’s and the user just needs to convert them to DDS and can either use the IWTE tool convert to a texture or Alpaca’s (I also supplied a fix for alpaca’s for later python versions).

    To explain :
    The diffuse map is really a set of 8 snapshots of the model taken at different rotations and viewed straight on. These snapshots are then added into a larger TGA of 2 rows of 4 showing this sequence of snap shots. The shots themselves are taken with no directional lighting only ambient lighting and so contain no 'shadows' and look 'flat' to the eye. The snapshots themselves are taken by setting up the model with its model TGA's and then capturing the views after each rotation. Overall size of the TGA's and individual positioning of the snapshots are calculated for use with the sprite to ensure when used as a sprite the model looks correct. The TGA also has an alpha channel created to cut out the edges for the sprite.
    The normal map is created in a similar process except this time the model is used with only the alpha channel of its TGA. The normal TGA is built up based on the directions of the normals after each of the rotations i.e. as though there was a single direction of sunlight (the sun).

    In game the sprite uses this normal map to give lighting to the diffuse map based on the direction of the sun v the sprite. Simple really.

    Makanyane put together this tutorial to explain how to use : http://www.twcenter.net/forums/showt...ghlight=sprite
    With this tool custom settlements on battle map have been possible to introduce on medieval 2 engine. Some settlements previews made from IWTE tool:
    Screenshots



    From TATW:





  2. #2

    Default Re: [M2TW] Favourite Tool Maker

    Voted.

  3. #3
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: [M2TW] Favourite Tool Maker

    Voted
    Good luck and thanks to both candidates!

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  4. #4
    paradamed's Avatar Praepositus
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    Default Re: [M2TW] Favourite Tool Maker

    Voted!

  5. #5
    2-D Ron's Avatar Campidoctor
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    Default Re: [M2TW] Favourite Tool Maker

    Their contribution to Medieval 2's modding community has been amongst the most important, unlocking the secrets of custom settlement creation has paved the way to so many AMAZING mods for Medieval 2:Kingdoms.

    Thank you guys, for the amazing contributions!!

  6. #6

    Default Re: [M2TW] Favourite Tool Maker

    Very diffecult. Both earn them. I voted for Wilddog, as his tool and his really friendly altitude are something which I admire. Besides, the tools he made were also used in the custom settlements of TATW 3.0. And, He and Mak are also making a mod I'm looking forward to very much!


  7. #7

    Default Re: [M2TW] Favourite Tool Maker

    Voted

  8. #8

    Default Re: [M2TW] Favourite Tool Maker

    • Winner: wilddog
    • 1st Runner Up: Squid

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