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Difference between revisions of "World File Editing Tools - M2TW"

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(Created page with '==Overview== No modding tools were supplied by CA to access the World files that make up battle map settlements and ambient buildings. Some user developed tools have been made h...')
 
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==Overview==
 
==Overview==
 
No modding tools were supplied by CA to access the World files that make up battle map settlements and ambient buildings.  Some user developed tools have been made however, predominantly by [[KnightErrant]] based on research findings by [http://www.twcenter.net/forums/member.php?u=35169 Argantonio] in the [http://www.twcenter.net/forums/showthread.php?t=166329 World Modified thread].
 
No modding tools were supplied by CA to access the World files that make up battle map settlements and ambient buildings.  Some user developed tools have been made however, predominantly by [[KnightErrant]] based on research findings by [http://www.twcenter.net/forums/member.php?u=35169 Argantonio] in the [http://www.twcenter.net/forums/showthread.php?t=166329 World Modified thread].
 +
 +
All the .world type files can be opened, viewed and edited with a [[Hex Editor]] - unfortunately that is a difficult, and for anything much more than changing an internal file name or folder path, largely impractical solution.
  
 
==System Requirements==
 
==System Requirements==
These user developed tools used the Python free software system.  Like other modding tools (texture to dds, and stringsbin convertors) use of these tools requires you to install Python modules on your computer as well as the tool itself.
+
These user developed tools used the Python free software system.  Like other modding tools (texture to dds, and stringsbin convertors) use of these tools requires you to install Python modules on your computer as well as the tool itself. Pythonxy distribution with PyQt4 is required, a working Mayavi2 installation (which should come with those) will allow you to view 3d versions of the structures without saving to ms3d.
 +
 
 
===Recommended Modules===
 
===Recommended Modules===
 +
  
 
==Current Tools==
 
==Current Tools==
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===.World File===
 
===.World File===
Latest version: [http://www.twcenter.net/forums/downloads.php?do=file&id=2596 WorldEditor_v0_8] by KnightErrant
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Latest editor: [http://www.twcenter.net/forums/downloads.php?do=file&id=2596 WorldEditor_v0_8] by KnightErrant
 
:modified version of previous releases, fixed to work with more of the Kingdoms files.
 
:modified version of previous releases, fixed to work with more of the Kingdoms files.
  
 
===.WorldCollision File===
 
===.WorldCollision File===
Latest version
+
Editor: [http://www.twcenter.net/forums/downloads.php?do=file&id=2250 WCeditor_beta.zip] by KnightErrant
 +
:allows viewing, export and substitution of the 3d models that make up the collision objects, and allows editing of the text elements of the file.  (number of collision objects can not be changed currently)
  
 
===.WorldPathfinding File===
 
===.WorldPathfinding File===
Latest version
+
Editor: [http://www.twcenter.net/forums/downloads.php?do=file&id=2262 WPFeditor_v1_0.zip]  by KnightErrant
 +
:allows blocked or non-blocked areas of the terrain tile to be modified in a graphical interface.
  
 
===.WorldTerrain File===
 
===.WorldTerrain File===
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===.WorldVegetation File===
 
===.WorldVegetation File===
Latest version
+
Converter: [http://www.twcenter.net/forums/downloads.php?do=file&id=2603 Integrated World Terrain Editor] by Wilddog
 
+
:allows conversion of the .worldVegetation file to tga and back.  Also includes components based on the above editors by KE with additional functionality to resize the pathfinding, terrain and vegetation files, work on terrain heights via grayscale tga, and adjust blending of heights where terrain tile meets surrounding map generated heights.
===Other===
 
*[http://www.twcenter.net/forums/downloads.php?do=file&id=2603 Integrated World Terrain Editor] by Wilddog based on above editors but allowing additional ability to resize the pathfinding, terrain and vegetation files, to work on terrain heights via grayscale tga, and to adjust blending of heights where terrain tile meets surrounding map generated heights.
 

Revision as of 03:40, 29 August 2009

Overview

No modding tools were supplied by CA to access the World files that make up battle map settlements and ambient buildings. Some user developed tools have been made however, predominantly by KnightErrant based on research findings by Argantonio in the World Modified thread.

All the .world type files can be opened, viewed and edited with a Hex Editor - unfortunately that is a difficult, and for anything much more than changing an internal file name or folder path, largely impractical solution.

System Requirements

These user developed tools used the Python free software system. Like other modding tools (texture to dds, and stringsbin convertors) use of these tools requires you to install Python modules on your computer as well as the tool itself. Pythonxy distribution with PyQt4 is required, a working Mayavi2 installation (which should come with those) will allow you to view 3d versions of the structures without saving to ms3d.

Recommended Modules

Current Tools

Current tools are as follows:

.World File

Latest editor: WorldEditor_v0_8 by KnightErrant

modified version of previous releases, fixed to work with more of the Kingdoms files.

.WorldCollision File

Editor: WCeditor_beta.zip by KnightErrant

allows viewing, export and substitution of the 3d models that make up the collision objects, and allows editing of the text elements of the file. (number of collision objects can not be changed currently)

.WorldPathfinding File

Editor: WPFeditor_v1_0.zip by KnightErrant

allows blocked or non-blocked areas of the terrain tile to be modified in a graphical interface.

.WorldTerrain File

Converter: WTconverter_v1_0 by KnightErrant

allows information from the .worldterrain file to be converted to form a Milkshape ms3d file of the terrain tile for modification, and converts Milkshape files back to .worldterrain.

Editor: WTeditor_v1_0.zip by KnightErrant

allows the .worldterrain heights to be modified in a graphical interface using colours to represent heights.

.WorldVegetation File

Converter: Integrated World Terrain Editor by Wilddog

allows conversion of the .worldVegetation file to tga and back. Also includes components based on the above editors by KE with additional functionality to resize the pathfinding, terrain and vegetation files, work on terrain heights via grayscale tga, and adjust blending of heights where terrain tile meets surrounding map generated heights.