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本帖最后由 未命名 于 2012-1-28 19:35 编辑
The IWTE Manual by King Kong
This tutorial will mainly show how create a new settlement with wilddog's IWTE and Milkshape 3D. If you understand this tutorial and the IWTE (which look more difficult than they are), it should also be easy to edit existing settlements.
本教程将主要显示如何使用widdog的IWTE软件以及Milkshape 3D 来创建一个新的城市。如果你能理解本教程和IWTE的用法(做起来比看上去要容易啊),那编辑已经造好的城市就应该可以很容易的。
All steps that are explained here are just my personal recommendation from my experience with settlement modding and no strict guideline.
这里所有的解释的步骤都只来自于我改造城市的经验所得出的个人建议并且也没有什么很严密的指引。
Some basic knowledge of Milkshape 3D and Medieval 2 modding (like setting up a certain settlement in the descr_strat file) is prerequisite. Hex-editing or scripting is not required.
你首先需要一些很基本的关于Milkshape 3D和中世纪2全面战争的修改知识(例如能够在descr_strat文件里建立一个确切的城市)。 Hex-editing或者scripting则不太需要。
Sincere thanks go to wilddog(超链接,点击打开)and makanyane(超链接)who have worked over two years to make this breakthrough possible!
在此我要感谢wilddog(超链接,点击打开)和makanyane(超链接)两位,是他们努力了两年才取得了这个突破性进展!
Thanks for all your patience to answer all my questions and your frequent help on this long road to settlement modding. It was really a pleasure to work and communicate with you!
感谢所有人对我所有的问题耐心地回答以及在这条改造聚居地的漫长道路上经常性地给予的帮助。我很高兴能够和你们一起交流研究。
Contents 内容
FirstStep 第一步.....................................................................................5
Creating a Settlement in Milkshape
使用Milkshape创建一个城市...............................................................8
The Terrain 地形.................................................................................8
Editing the Terrain 编辑地形.........................................................9
Resizing the Terrain 重新调整地形...............................................9
Finalizing and Importing the Terrain to the IWTE
使用IWTE最终确定和输入地形..................................................11
The Settlement 城市...........................................................................12
Editing and creating the Settlement
编辑和创建一个城市.......................................................................13
Finalizing .ms3d Files
最终确定 .ms3d 文件.....................................................................31
The IWTE 关于IWTE...........................................................................35
Make a Base Settlement
建立一个基本的城市......... .................................................................43
Importing .ms3d Files
导入 .ms3d 文件..................................................................................45
Textures 纹理或结构.......................................................................47
Set up Attributes for a Settlement 为城市创建属性....................... 48
Object Attributes 物体的属性........................................................48
Global settlement attributes 完整的城市属性..............................56
Roads, Mud & farms 路,领地,农田.............................................64
Making the settlement unique 创建独特的城市...................................65
The .worldpkgdesc File 关于worldpkgdesc文件............................65
The Terrain Information 地域信息...................................................66
Errors & Solutions 错误与解决错误的办法.........................................66
IWTE Errors 关于IWTE 的错误....................................................66
Game Errors 游戏本体的错误...........................................................67
To avoid possible confusions, here is a small legend which explains some phrases that are often used:
为了避免有可能混淆啊,这里做了个小说明来解释了一些经常会用到的惯用语。
Main Objects: these are the 4 really critical and important parts of your settlement (Walls, Gates, Gate Houses and Arrow Towers.)
Main Object: 主要物体,这些是你城市那四个非常关键和重要的部分(城墙,城门,门楼,还有箭塔)
Animated Main Objects: the main objects that use an animation when damaged (Walls, Gates & Arrow Towers)
Animated Main Objects:有摧毁动画的主要物体,当这些主要物体被损坏时会用动画来表现(城墙,城门和箭塔)
Functioning Objects: Not all Walls/Gates/Gate Houses/Arrow Towers must have animations or must be something that is siegable. You can also add a wall or a tower that has pure 'cosmetical' purpose. Therefore, Functioning Objects are only the objects that can be sieged/attacked/
Destroyed.
Functioning Objects:不是所有的城墙/城门/门楼/箭塔都一定要有即时演算或者能够与攻城机械互动。 你也可以添加一个纯粹用来装饰的墙或者塔。 所以呢, 功能性的物体是可以被围攻的(例如云梯的攻击方式)/攻击的/摧毁的。
Default Objects: This can be any object, except one of the Main Objects
Default Objects:默认物体,这些可以是任何物体,除了其中一个主要物体以外
Original Objects: Parts of the original/vanilla Medieval 2 settlements.
Original Objects:原始物体,这些是中世纪2原始物体的一部分
First Steps 第一步
First of all, 3 programs are needed:
首先,你需要三种必备程序:
IWTE(超链接)
Milkshape 3D(超链接)
Photoshop(超链接)or a similar program like GIMP(超链接) Photoshop(超链接)或者类似的程序例如GIMP(超链接)
Optional 属于可选的程序
Start-Up-Kit(超链接,但这个链接我打不开,可能被和谐了,需翻墙)
Before you can start modeling your settlement, note that there is only one 'hardcode' that will restrict you with the decision of your settlement: the height of walls.
在你开始为你的城市建模前,一定要记住只有一个‘hardcode’(固定的编码?)会限定并最终决定你的城市: 城墙的高
There are 4 types of walls with different heights:
有四种不同高度的城墙
- square high (wooden): town, motte_and_bailey
垂直高度(木质墙):town, motte_ 和 _bailey(城镇,motte,城郭)
- squares high (wooden): large_town, wooden_castle
垂直高度(木质墙):large_town, wooden_castle(大型城镇,木堡)
- squares high (stone): city, large_city, castle, large_castle, fortress
垂直高度(石质墙):city, large_city, castle, large_castle, fortress(城市,大型城市,城堡,大型城堡,要塞)
- squares high (stone): huge_city
垂直高度(石质墙):huge_city(巨型城市)
In the reverse conclusion this means that you can also easily 'transform' for example a city into a fortress or a castle into a large_city. The layers of walls are not hardcoded, for example you can have a castle with three layers of walls or a fortress with only one layer.
反过来说,你可以很轻易的‘转换形态’, 例如, 一座城市转变成为一座堡垒又或是一座城堡变成一座large_city(大型城市)。 这些墙的layers(层次,层面)并非hardcore(固定编码)的,比如说你可以弄一座有三层城墙的城堡或者一座只有一层城墙的堡垒。
So, the only decision that you have to make before you choose your base-settlement is how high the walls should be.
所以啊,你只需要在弄好base-settlement(城市的未完成原型?)前做唯一一个决定,那就是决定墙该有多高。
If you want a '4 squares high' wall, it must be a huge_city; a castle must have a 3 squares high wall, etc...
如果你想要一个'4 squares high' (垂直高度4米)的墙,那它就会是一座巨型城市;城堡的墙则会有三米高,以此类推
If you have made your decision, copy any original settlement that has your chosen wall-height and copy all files to a new folder.
如果你已经做好了决定,复制无论哪个(根据你已经决定的城墙高度确定的)原版城市并且复制所有文件到一个新文件夹里。
As an alternative, you can also use the 'Start-up-kit', which can be used as a base for every settlement. It only consists of one of every 4 walls-types (only the 3 squares high wall is activ ated for in-game test) ,
a portcullis gate, a wooden gate, two arrow towers and a few buildings.
作为替代方案, 你也可以利用 "Star-up-kit"(启动套件?)这个可以作为所有城池的一个基础的东西。它仅由所有四种城墙类型的一个组成(只有垂直3米高的城墙游戏测试中是表现不错的),一个升降闸门,
一个木质门,两个箭塔和一些建筑物。
The kit replaces the north_european_large_city, but can be changed into any settlement later, dependingon which wall you will use.
该套件会以north_european_large_city(北欧大城市)替代其他的城市, 但之后还可以被更改为任何城市,取决于你使用怎样的城墙。
Creating a Settlement in Milkshape
使用Milkshape创建一个城市
After you have set-up your base settlement ('base-settlement' can be an original settlement or the 'start-up-kit'),you can start modelling the settlement.
在你已经建立你的基本的城市后('base-settlement'可以是一个原版的城市或者是使用'start-up-kit'建立的城市原型), 你可以开始为城市建模。
For the actual settlement modelling you don't need to know much about the IWTE, only two basic functions will be needed ('Write ms3d file - all' and 'Convert to Terrain .ms3d')
为了真实的城市建模,你并不需要了解太多关于IWTE的知识,只有两个基本功能需要掌握。('写ms3d文件-全部'还有'转变 terrain.ms3d')
The Terrain地形
The terrain is the the ground and base for your settlement, so I would recommend to load the terrain into Milkshape first, so that you can place your new structures into the correct position of the terrain and edit the terrain if necessary.
地形是指你城市的地面和基础, 所以我建议最好先进入Milkshape读取地形,这样你就可以摆放新的建筑物到正确的地形位置和编辑地形(如果有必要)。
Editing the Terrain编辑地形
- To load the terrain into Milkshape, open the IWTE and load your base-settlement,go to "Terrain1" → "Convert to Terrain .ms3d".
-进入Milkshape读取地形, 打开IWTE 以及读取你的城市原型, 接下来"Terrainl" → "Convert to Terrain .ms3d".<估计是Milkshape或IWTE软件里的点击步骤>
- Open the newly created file xxx_WT.ms3d with Milkshape and edit it.
-使用Milkshape打开新建立的文件 xxx_WT.ms3d 后编辑此文件
Important: For some reason you will have to edit your settlement mirror-inverted in Milkshape, that means that you will also have to mirror the terrain (In Milkshape: Go to "Vertex" → "Mirror Left <--> Right") before you start editing it!
重要信息:出于某种原因,你一定要mirror-inverted(镜子倒映,意味着左右相反?)地在Milkshape里编辑你的城池,也就是说你也一定要先倒映地形 (In Milkshape: Go to "Vertex" → "Mirror Left <--> Right"<估计是Milkshape软件里的点击步骤>) 然后再开始编辑!
Resizing the Terrain重新调整地形
The size of the terrain differs depending on the settlement-base that you use.(The 'start-up-kit' has a medium-large terrain size)
地形大小的不同取决于你用哪一个城市原型。( 'start-up-kit'有一个 medium-large<中等-大型> 的地形尺寸)
If you wish to have a bigger or smaller terrain size for your base settlement, you can change it with the IWTE:
- Go to "Terrain1" → "Resize .worldterrain"
如果你想要一个相比于基本的城市更小或者更大的地形尺寸, 你可以使用IWTE来更改:
- 接下来"Terrain1" → "Resize .worldterrain"<估计是IWTE软件里的点击步骤>
(To know the number of the terrain size, open your terrain-ms3d file with Milkshape and go to Tools → Show Model Statistics.)
(想知道地形尺寸的具体大小,可以使用Milkshape打开你的 terrain-ms3d 文件 然后点击Tools → 再点击Show Model Statistics.)
Now look at the number of vertices and extract the root of this number. The result is the Size Value.
现在看看顶点的数目,并提取这个数据的根。 出来的结果就是其大小值。
- Do also resize the .worldpathfinding and the .worldvegetation and enter the same Size Value.
-也要这样调整 .worldpathfinding 和 worldvegetation 并且输入同一个大小值。
Notes: 注意
- Vertexes can only be moved in the y-direction. Moving a vertex in the X or Z direction won't have any
effect in-game.
-顶点只可以在Y轴方向上移动。 在X轴或者Z轴方向上移动在游戏中是不会有任何效果的。
- Terrain can be lowered or elev ated as much as you want.
-地形可以被降低或者升高到你所想要的高度
- Resizing the terrain can be done when you want and also after you have already edited it! The IWTE will just add additional squares to every side of the terrain/pathfinding/vegetation files.
-重新调整地形可以在你想的时候或者在你编辑完之后再做。 IWTE只会添加额外的squares(垂直?正方形?广场?)到每一侧的 terrain/pathfinding/vegetation 文件里。
Finalizing and Importing the Terrain to the IWTE
使用IWTE最终确定和输入地形
- After you are finished with your terrain, mirror it back and save it (Note that you should keep the model comment of the original worldterrain .ms3d file, otherwise the IWTE won't convert the file back).
-在你弄完你的地形之后,把它左右倒转回去再保存(记得你一定要保存原始 worldterrain.ms3d文件模型的comment(注释?意见?评论?), 不然IWTE是不会把文件转换回去的)
- Open the IWTE, go to "Terrain1" → "Replace with Terrain .ms3d"
-打开IWTE,接下来 "Terrainl"→ "Replace with Terrain .ms3d"
- Choose the .worldterrain of your settlment-base
-选中你所决定的城市原型 .worldterrain 文件
- Choose your edited .ms3d file (the name of this file doesn't matter)
-选择你已编辑完毕了的 .ms3d 文件(文件名字无所谓啊)
- Accept it and put the newly created .worldterrain file to your mod-folder.
- 接受它并把新创建的 .worldterrain文件放到你的mod-folder (MOD文件夹?)
That's it. Editing the terrain is really easy, though can be very time-consuming if you want to have a very detailed terrain. You can now test the terrain in-game, it won't crash even if the buildings don't fit the new terrain yet.
这样就可以了啊。编辑地形真的是很容易的, 尽管会消耗很多时间(如果你想要一个非常精细的地形)。你现在就可以在游戏里面测试地形,即使建筑还不适合新的地形也不会使游戏崩溃或者跳出 。
The Settlement城市
Important: Like described in part1, I would recommend to load your terrain file (mirrored) with Milkshape and use this as a base to place your structures on it.
重要信息:就像第一部分所描述的那样,我会建议你用Milkshape载入你的地形文件(已经镜像了的)然后以此为基础来放置你的建筑物。
Remember that you have to model your settlement mirror-inverted in Milkshape, which means that, for example, a gate on the left side in Milkshape (Projection: Front) will be on the right side in the IWTE 2d window and in-game!
记住你是一定要在Milkshape里面左右倒转地为城市建模,也就是说, 例如, 一个门在Milkshape里处于左侧的话(投影:前面) 将会出现在IWTE 2d 窗口(2d window)和游戏的右侧!
If your settlement has only one gate in the outer walls, it doesn't matter if you model your settlement mirror-inverted or not, because in-game the battle will always start in front of the only gate.
如果你的城市在外墙只有一个城门, 那么你是否左右倒转地为你城市建模就无所谓了, 因为游戏里战役总是开始在这个唯一的城门前面。
Editing and creating the Settlement 编辑和创建一个城市
First of all, an overview of the settlement-hierarchy of the IWTE:
首先,概述一下IWTE的城市等级。
I. Complexes (divided into structures) 综合体(划分成结构)
II. Structures (divided into objects) 结构(划分成对象)
III. Objects (divided into Sub-Objects) 对象(分为子对象)
There are 5 types of objects: 这里有5种对象
# Walls: stone walls consists of 6 (g0-g5), wooden walls of 5, palisades of 2 sub-objects.
#墙:石墙由6个子对象组成(g0-g5),木墙由5个子对象组成,栅栏由2个子对象组成
# Gates: always consist of 3 sub-objects (g0-g2)
#城门:总是由3个子对象组成(g0-g2)
# Gate Houses: always consist of 2 sub-objects (g0-g1)
#门楼: 总是有 2个子对象组成(g0-g1)
#Arrow Towers: always consist of 2 sub-objects (g0-g1)
#箭塔:总是有2个次物体组成(g0-g1)
# Default Objects: consist of 1 or 2 sub-object(s) (g0 or g0-g1)
#默认对象:总是由1或者2个子对象组成(g0 or g0-g1)
IV. Sub-Objects: Sub-objects are the different damage levels of every object. g0 is always the undamaged object, g1 is more damaged (or destroyed if there are only two sub-groups), etc...
Ⅳ.子对象: 子对象是每一个物体的不同损坏级别。g0就是未损坏级别的对象, g1是稍微损坏的级别(或者是毁坏,如果只有2个子对象组合), 依此类推...
An object with only one damage level (g0) will always look the same, no matter if it has been hit by artillery.
一个物体只有一个毁坏等级的话(g0)就会导致它看起来一直不变,就算它已经被火炮炮轰
Basically you can model the complete settlement like you want, but be careful with the all important 4 Main Objects (Walls/Gates/Gate Houses/Arrow Towers).
基本可以说你可以随意为已完成的城市建模,但要注意4个重要的主要物体(城墙城/门/门楼/箭塔)
All other buildings are Default Objects.
所有其他的建筑都是默认了的物体
An overview over the 5 object types, how they can look in Milkshape and what you have to consider when you want to use, create or edit them:
一个关于5种对象类型的概述,它们在Milkshape里看起来会怎样以及在你想使用,创建,或者编辑他们的时候什么是必须要考虑的:
Walls城墙
Functioning Walls are the most important parts of your settlement, because they are the parts that can be sieged, destroyed and where you can deploy your troops on (note that troops can also be deployed on other default objects with a flat surface).
功能性城墙是你的城市最重要的部分, 因为他们是可以被围攻,毁坏以及把你的军队放上去的部分。(注意军队也可以被放到其他默认的属于平面的物体)
Before you can work with a functioning wall, I would recommend to load an original wall-part and isolate it, so that you have only one wall-part:
在你开始弄你的功能性城墙前, 我建议你读取一个原版的城墙部分然后把它分离出来, 这样你就可以只有某一城墙部分了(one wall-part的意思感觉翻得不大对,下文也是啊)
- Open your base-settlement with the IWTE and write any structure to ms3d that includes a wall.
-使用IWTE打开你的城市原型然后写入ms3d任意建筑物也包括一堵墙。
- Open the structure with Milkshape and delete everything except one wall part. I would also recommend to keep one "connecting-part", this will show you how much space should be between every wall-part.
使用Milkshape打开建筑物然后删除所有东西除了那个城墙部分。 我还推荐你保留一个“连接-部分”,这会告诉你每一城墙部分之间应该会有多少空间。
If you use the Start-Up-Kit, delete everything except the one wall that you want to use later.
如果你用的是"start-up-kit", 删除所有东西除了那堵你将要用到的墙。
A '3 squares wall' wall in Milkshape: 使用Milkshape显示的一堵' 垂直三米高的城墙':
- IF you want to do some small changes to the different damage-levels of one wall part (for example changing the battlement) do this now.
-如果你想在一个城墙部分的不同级别的损坏做些小的改变(例如说城垛的更改),那现在就要做这个。
- Save the isolated wall-part and connection-part and keep this file as a base for your new walls that you want to create. If you need a duplication of this base-wall, use the "merge" option of Milkshape to import this base-wall-part and do not just duplicate it with the Milkshape option!
-保存已被分离的城墙部分和连接部分,以及留着这个文件作为你想创建的新城墙的基础。如果你需要复制这个基础城墙,可以用Milkshape的"merge"(结合,合并的意思)选项来输入这个基础城墙部分而不要只是复制在Milkshape选项里复制一下。
Notes: 注意事项
- you may wonder why you should merge a wall part with Milkshape and not just duplicate it with Milkshape; this is because when you just duplicate all 6 sub-groups of one wall-part, it will have about 1/3 more
polygons as when you just merge your saved wall-part into your .ms3d file. I'm not sure why this is, but it saves you a lot of polygons.
-你可能会想为什么你应该用Milkshape来合并一个城墙部分而不只是用Milkshape去复制它;这是因为当你复制一个城墙部分的全部六个分组的时候, 它会多产生大约 1/3 的多边形函数, 正如你合并你的已保存的城墙部分到 .ms3d 文件。我不大肯定为何如此, 但这可以让你省下很多多边形函数。
- theoretically, you can also model a wall and all it's 6 g-levels from scratch, but there won't be fitting animations for them and the damage levels are probably very hard to do, therefore I recommend to use an original wall-part and work with this.
-理论上可以这样说,你也可以从头开始为城墙建模和它所有的六个损坏阶级,但不会有针对它们所适合的动画而且损坏等级也可能很难弄,所以我建议用原始城墙部分然后在这个基础上修改。
- I also wouldn't recommend to make big changes to the wall-parts, because the animations aren't exactly fitting or you have to use no animation.
-我也建议你不要对城墙部分做太大改变,因为动画很难完全合适甚至你都不能用上动画效果。
Gates 城门
The model of a Gate should not be changed, because Gates are the only objects that must have an animation, otherwise they won't work. However, you can also use any other Gate from any other settlement, for example you can use a portcullis from a castle for a city. It won't interfere with the siege weapons and IWTE allows you to choose any animation from all original settlement files.
城门的模型是不可以修改的, 因为城门是唯一的一定要有动画的物体,不然的话它们运行不了。然而,你也可以从其他城市借用其他城门,例如你可以为城市从一座城堡里借用一道升降闸门。这个将不会妨碍攻城武器而且IWTE会允许你在原版的城市文件里选择任何动画。
Like with walls, I would recommend to load an original gate and isolate it:
就和城墙一样,我建议你读取一个原版的城门然后把它分离出来:
- Open your base-settlement with the IWTE and write any structure to ms3d that includes a gate.
-使用IWTE打开你的城市原型然后把所有建筑物写进包括一座城门的ms3d文件里
- Open the structure with Milkshape and delete everything except the gate.
-使用IWTE打开建筑物然后删除其他东西除了城门。
A wooden gate in Milkshape:
使用Milkshape显示的一种木质门:
Gate Houses 门楼
Gate houses are relatively uncomplicated, because they use no animations for the damage levels, so you can
use an original one, edit an existing one or create a completely new one.
门楼相对来说是不大复杂的,因为他们的不同损坏程度是不会使用动画来表现的,所以你大可以利用原版的,编辑一个已有的或者去创建一个全新的门楼。
A Gate House in Milkshape:
使用Milkshape显示的一座门楼:
Arrow Towers 箭塔
You can either use any Arrow Tower from any settlement or make a completely new one. If you use an
original tower, load and isolate it like with Walls or Gates.
你既可以选择从任何城市里借用任何箭塔也可以做一个全新的。
如果你用一个原版的箭塔,读取然后把它分离出来就像上文对城墙或城门的操作一样。
If you create a completely new tower, remember that you also have to create a new damage level (g1)!
如果你创建一个全新的塔,一定记得你也要创建一个新的损坏等级(g1)!
Also note that you can't make new animations, which means your new tower won't have an animation when collapsing, but actually this doesn't look very bad.
也要注意你不可以制作新的动画,意味着你的新箭塔当它倒塌的时候不会产生动画, 不过实际上效果不会像看起来这么差。
Notes: 注意事项
- What the game recognizes as Arrow Towers are actually only the tower-tops! The tower-base doesn't belong to the Arrow Towers and is just any Default building, but it can also be a Gate House.
- 游戏辨认是否为箭塔仅在于塔顶! 塔基不仅属于箭塔而只是某种默认建筑,也可以属于门楼。
- Arrow Towers consist of only 2 sub-groups, however, there should be 3 "copies" of every tower in Milkshape!
箭塔仅由两个子组组成,然而,在Milkshape里是每一个塔都应该有三个"副本" !
Those copies will be used for the tower upgrades that can be done in-game (ballista and cannon upgrade).
那些副本将会用作为箭塔的升级选项而可以应用在游戏里(弩箭和大炮的升级)。
The original tower copies look slightly different, but you can also just copy and paste your tower
(with 2 sub-groups), so that you have 3 exact same copies of it.
原版塔的副本看起来稍微有点不同, 但你也可以只是复制黏贴你的塔(以及两个子组),这样你就可以有3个一模一样的这座塔的副本。
An Arrow Tower always has 2 sub-objects (g0-g1) which are duplicated 3 times. In this example, a Gate House (marked red) is the tower-base:
一座箭塔总是有2个子对象(g0-g1), 然而他们是可以被复制3次的。针对这个例子来说,门楼(红色标记)就是塔的基础:
Another example with another tower-base (marked red) and only one Arrow Tower:
另一个属于另一种塔的基础的例子(红色标记)而且只有一座箭塔:
Default objects (all other buildings)
默认对象(所有其他的建筑)
Basically they can be created like you want.
基本上他们可以根据你想怎样就怎样的被创造。
However, you should take a look into the original files, you may reuse some original structures, buildings or objects.
然而,你应该看一下那些原始的文件, 你可以会重新用到一些原始的建筑物,房屋或者物体啊。
Water水
Creating a water-surface is very simple. Just create any flat plane in Milkshape and place it into the position where the water should be (use merged terrain to check position).
创建一个水的表面是非常简单的。只需使用Milkshape创建某一平面然后把他放到一个水应该在的地方就行了。(用被合并的地形来检查位置)
General modeling notes 一般的建模注释
1.Try to model very exactly and if possible error-free. Changing models after you have imported them to the IWTE is possible, of course, but it's easier if you don't have to do that.
1.试着精确地建模还要尽量不要出错。在你把模型输入到IWTE之后还是可以再更改的,当然, 如果你不这样做的话会更容易。
2.Your first .ms3d file should include the main Gate and the main Gate House. Use this structure as an orientation for the rest of the settlement, so choose the position of your Main Gate carefully!
2.你的第一个.ms3d文件应该包括有主城门和主门楼。用这个结构(指主城门和主门楼)作为一个城市其它部分的定位,所以请仔细选择你主城门的位置。
Also try to center your Gate-House around one terrain -tile (see next point about pathfinding) This .ms3d file with your gate will also be the first structure that will be added with the IWTE later.
也可以尝试着把你的门楼集中分布在one terrain -tile(一个地形瓦/平铺/地砖?)的周围。(看关于寻路的下一点)。 这个.ms3d文件跟你的门 也会是第一个等会要加进去IWTE的构造。
3.It's important to know that Pathfinding-tiles and the terrain-tiles are more or less connected.
3.重要的是要知道寻路地砖和地形地砖或多或少是有联系的。
Every tile of the terrain file consists of 16 (4x4) pathfinding-squares. So, if you want to have a very exact pathfinding along certain objects (especially important for the Gate and Gate-House!), try to place them along the lines of the terrain file (i.e you will see that the width and depth of an original Gate House fits well into the tiles of the terrain file, so it can be placed exactly along these lines and you can have a very exact pathfinding for the Gate. You will see this effect later when you start editing the pathfinding (see 3.3.2)
每瓦的地形文件由16(4 × 4)pathfinding-squares(寻路广场?)组成。所以,如果你想有一个非常精确沿特定的对象的寻路(尤其重要的是门和门楼!),尝试把它们沿地形文件的路线放置(即你会看到与原版的门楼的宽度和深度适合的地形文件的地砖,所以它可以完全沿着这些路线,你就可以有一个非常精确的对大门的寻路,当你开始编辑寻路后你会看到这种效果)(见3.3. 2)
This is not necessary and also not always possible, but it can result in a slightly more exact pathfinding for important or tight passages.
这不是必要的也并不总是能做到的,但它可以在重要或紧凑的通道导致一个稍微更加精确的寻路。
Here is an example of a Gate House that is built along the terrain lines in Milkshape. The passage of the Gate House (blue square) fits exactly one square of the terrain file (marked red):
这里是一种门楼的例子,在Milkshape沿地形路线建立。门楼的通道(蓝色正方形)恰好适合了地形文件(红色标记)的square(平方,广场?)
Stone Walls can also fit the terrain perfectly:
石墙也可以完美适应地形:
If you use original main objects and if you want to keep the original animation, do not move a single vertex of these objects! Always move the whole object in one piece, otherwise the animation will not perfectly fit.
4.如果使用原版的主要对象而且想保持原版的动画,不要移动这些对象的单个顶点!始终整个整块的移动整个对象,否则动画不会完美地契合。
You can only assign one texture to every ms3d file (structure) with the IWTE.
5.您只能使用IWTE指定一个纹理到每个ms3d文件(结构类)。
Objects which use different textures in-game have to be own .ms3d files (structures).
在游戏中使用的不同纹理的对象必须是自己的.ms3d文件(结构类)。
Of course you can model with objects with different textures in one .ms3d file, just seperate them later before you import them to the IWTE.
当然你可以用.ms3d文件中不同的纹理的对象建模,只需在导入IWTE之前将它们分开。
You will probably recognize that the original default buildings are often divided into countless tiny groups; For example a simple original house consists of dozens of objects, because almost every zone/square of an original building has its own damage level!
6。您可能会认识到原版的默认建筑物往往划分成无数微小的群体;例如一个简单的原版房子由几十个对象组成,因为几乎每个区域/平方米的原版建筑物有其自身的损害级别!
This makes it very hard to reuse those objects in your new file. Personally I have made most default buildings from scratch and I mostly refrained from splitting them into various groups with different damage levels, because it is just too time consuming, especially with big settlements.
这使得在你的新文件重新使用这些对象很难。我个人有从头做大多数默认建筑物并且根据不同的损伤程度尽量不分割成各个群体,因为那实在太费时,尤其是那些大的城市。
Here is an example how the original buildings can look like, divided into countless groups:
这里是一个例子,可以把原版建筑物,分成无数群体:
Here is an example how completely new buildings can look like:
下面就是一个如何让建筑物看起来全新的例子:
Have fun modeling and texturing your settlement!
有趣的建模和对您的城市创造纹理(贴图?)
Finalizing .ms3d Files 最终确定 .ms3d 文件
After you have edited/created your model, you should finalize your .ms3d files (structures) to import it to the IWTE.
在您编辑/创建完你的模型后,你应该敲定你的.ms3d文件(结构类)筑物并将其导入到IWTE。
Creating objects and sub-objects: 创建对象和子对象:
- The 4 Main Objects should be clear and always have their determined number of sub-objects (Wall:2-5/6, Gate:3, Gate House:2 and Arrow Tower:2x3 (remember that an arrow tower should be duplicated 3 times, so it should have 6 groups in Milkshape. Also remember that the tower-base is a separate object).
4个主要对象应是明确的且有自己确定的子对象的数目(城墙2-5 / 6,城门:3,门楼:2,箭塔:2x3(记得箭塔应复制3次,这样在Milkshape才有6组,还要记得塔基是一个单独的对象)。
- The Default Buildings should be split into 'reasonable' objects.
- 默认建筑物应分成‘合理’的对象。
Theoretically you can also merge all default objects into one Milkshape group, but huge objects may lead to some problems.
理论上你也可以将所有默认对象合并成one Milkshape group(一个Milkshape组),但巨大的对象可能会导致某些问题。
Objects which should have an effect in game (for example a chimney for smoke or a torch for light), should be own objects, otherwise the location of the effect won't be very correct.
在游戏中物品应该有一个效果(例如烟囱冒烟或火炬发光),应该是own(自己的/特有的?)物品,否则效果的位置不会是很正确的。
Naming the objects and sub-objects: 命名对象和子对象:
- You should name all objects and sub-objects with a numerical prefix and the appendix for the damage level(s). The IWTE will consider all those objects as 'new objects'. The only prefix that you should not use is 'Eo...' (This is the internal prefix for 'existing objects')
- 你应该用数字表示其前缀和附加的损坏水平(s:指复数形式)来命名所有对象和子对象。IWTE将考虑所有那些对象作为‘新对象’。你唯一不该用的前缀,是'Eo...' (这是现存对象的内部前缀)
For example:
例:
A00_g0 (a default object with 1 damage level)
A01_g0 (a gate with 3 damage levels)
A01_g1
A01_g2
A02_g0 (a default object with 2 damage levels)
A02_g1
A03_g0 (a wall with 6 damage levels)
A03_g1
A03_g2
A03_g3
A03_g4
A03_g5
A04_g0 (an arrow tower with 2 damage levels)
A04_g1
A05_g0 (the first arrow tower duplication)
A05_g1
A06_g0 (the second arrow tower duplication)
A06_g1
….....
A00_g0(默认对象有1个级别的损坏)
A01_g0(城门有3个级别的损坏)
A01_g1
A01_g2
A02_g0(默认对象有2个级别的损坏)
A02_g1
A03_g0(城墙有6个级别的损坏)
A03_g1
A03_g2
A03_g3
A03_g4
A03_g5
A04_g0(箭塔有2个级别的损坏)
A04_g1
A05_g0(复制的第一个箭塔)
A05_g1
A06_g0(复制的第二个箭塔)
A06_g1
...........
Various things: 各种事物:
- The .ms3d file itsself can be named like you want
- ms3d文件你想怎么命名就怎么命名
- The groups and the model itsself should have no comments in Milkshape
-群组和模型都在Milkshape了 ,没什么好说的了
- All Milkshape groups should be assigned to 'Material0' (don't know if it's necessary, but it works)
-所有Milkshape群组应指派给 'Material0' (不知道是否有必要,但它就是这样运行)
The IWTE 关于IWTE
After you have completed your terrain and settlement in Milkshape, it is time to setup your settlement with the IWTE.
用Milkshape完成地形和城市后,是时候用IWTE安排你的城市了。
Overview over the IWTE and it's options:
IWTE的概述及其选项:
Tip: You can also slightly customize the IWTE interface by moving the objects-, structures- and textures-windows and overlay them, so that it looks like this:
提示:您还可以通过移动和覆盖对象-,结构-,纹理-的窗口小幅度定制IWTE界面,这样看起来就会像:
The 2D window 2D窗口
- Shows objects, structures, complexes, the whole settlement, deployment, ladders, doors, breaches etc in 2D.
-显示2D窗口的对象,结构,复合物,整个城市,部署,梯子,城门,缺口等。
- Edit the plaza, deployment, deployment blocks, doors, road markers, tech trees, defense points and pathfinding in the 2D view
-在二维视图编辑广场,部署,部署大街,城门,道路标记,科技树,防御点,寻路
- Zoom in and out
-放大和缩小
The Objects window “对象”窗口
- Shows the settlement divided into objects分离对象来展示城市
- Shows object attributes显示对象的属性
The Structures window 结构窗口
- Shows the settlement divided into structures and complexes
- 分离成结构和复合物来展示城市
- Shows textures and texture type 显示纹理和纹理类型
The Textures window 纹理窗口
- Shows the textures for the settlement 显示城市的纹理
World Files 世界文件
- Load and Save 加载和保存
- Change type, faction, culture and name of the settlement
-更改城市的类型,派别,文化和名称
Views 查看
- View objects, structures, complexes or the whole settlement in 2D.
- 查看对象,结构,配合物或2D整个解决。
- View deployment, ladders, doors, breaches etc.
-查看部署,梯子,门,违规行为等。
- Create settlement overview .tgas for pathfinding and vegetation editing 针对.tgas的寻路和植被编辑创建一个城市的概述(翻不大通)
Structures 结构
- Replace, add or delete Structures or Complexes
替换,添加或删除结构或复合物
- Write Structures to .ms3d files 将结构写入ms3d文件
Textures 纹理
- change, add textures
-改变,添加纹理
Collision/Anim冲突/ 动画
- create, remove or change collisions and animations
-创建,删除或更改冲突和动画
- add or change effects 新增或改变效果
- change texture reference for animation-textures
改变动画贴图的纹理参考
Perimeter 周界
-assign walls to perimeters (layers of walls)
布置墙的周界(一层层的墙壁)
Gameobjects 游戏物体
- change the plaza, deployment, road markers and tech trees in the 2D view 在2D view窗口更改广场,部署,路标和科技树
Mainobjects 主要物体
- Create Mainobjects. 创建主要物体。
- add, change, delete docking points, firing slots, breaches for gates and walls 添加,改变,删除对接点,火油槽,大门和墙壁的缺口
Paths 路径
- add, change, and delete deployment on walls
-添加,修改,删除墙壁上的部署
- change defense points
-改变防御点
Terrain1 地形1
- change texture reference for terrain textures改变动画贴图的纹理参考
- replace, change the terrain 替换,改变地形
- write structures to .ms3d files 把结构写入ms3d文件
Terrain2 地形2
- edit vegetation
- 编辑植被
- edit pathfinding
- 编辑寻路
Make a Base Settlement 做一个基本的城市
My first recommended step is to reduce your base settlement to only a few structures (will be deleted or replaced later).
我第一个建议的步骤是利用几个结构(将被删除或替换)以减少你的基本城市的规模
One structure has to include a gate and a gate house!
一个包括门和门楼的结构!
# Option1 – Reduce the settlement 选项1 - 减少城市规模
- Open the IWTE and go to 'Read Binary Files' and choose your base settlement. The tool always need to open 3 files: the .world, the .animinstances and the . worldcollsion file.
- 打开IWTE然后点击'Read Binary Files' 并选择你基本的城市。工具需要打开3个文件:the.world, the .animinstances and the. worldcollsion文件。
- After the tool has finished reading the files, go to the structures window and click any structure of any complex. Then go to 'Structures' -> 'Complex Actions' -> 'Delete Complex'.
- 在工具读取完文件后,打开structures window(结构窗口),并点击所有复杂结构。然后点击'Structures' -> 'Complex Actions' -> 'Delete Complex'.
- Repeat the last step until you have only one complexes left, but keep at least one complex that includes a Gate and a Gate House! (Note that a settlement in-game must have at least one gate and a gate house to work. Not even walls are needed!)
-重复最后一步直到你只留下一个复合体,但至少保留一个包括城门和门楼的复合体!(注意游戏中城市至少得有一座城门,一座门楼来运行。甚至有时候连城墙也需要!)
- Test if the reduced settlement is working in-game (if it is not working, which may happen in some rare cases, go a few steps back and test the settlement which has some more complexes)
-测试游戏中减少建筑物的方法是否奏效(如果无效,可能发生在某些罕见情况下,就撤销几步然后测试一下有更多复合物的城市)
# Option2 – Use the 'start-up-kit' (recommended)
#选项2 - 使用'start-up-kit'(推荐)
The main reason for the 'start-up-kit' was that the settlement reduction can be very time-consuming and can also cause some errors.
使用“启动工具”的主要原因是城市重建非常耗时也可能导致某些错误。
Therefore I would recommend to use the 'start-up-kit' if you want to make a settlement from scratch.
因此,我建议使用'start-up-kit'如果你想从头开始创造城市的话。
Importing .ms3d Files 导入.ms3d文件
After you have reduced and tested your base settlement, you can start importing your Milkshape structures to the IWTE.
缩小和测试你基本的城市后,你就可以开始导入你的Milkshape结构到IWTE当中。
- Open the IWTE and load the reduced base-settlement (or 'start-up-kit').
- 打开IWTE和载入减少规模了的原版城市(或'start-up-kit')。
- Select any original structure, except a structure that includes a Gate.
- 选择所有原版结构,除了包括一扇城门的结构。
- Go to 'Structures' → 'Structure Actions' → 'Replace ms3d File' (or 'Add Structure')
- 点击'Structures' → 'Structure Actions' → 'Replace ms3d File' (或'Add Structure')
- Choose your ms3d file that includes the Gate(s) and accept it.
- 选择你的ms3d文件,其中包括门(s:门的复数形式)并接受它。
- To make a very simple test if the structure is working in-game, choose any object of your replaced str ucture and give it a collision (see 3.3.1 - Collisions).
- 在游戏中测试结构是否有效非常简单,选择你更换了这个结构的某物体并给它一个碰撞(见3.3.1-Collisions 碰撞)。
After the collision was added, copy the 3 newly created binary files (.world, .animinstances, .worldcollision) into the correct folder within your mod-folder and rename them to the original name. Start the game and attack your edited settlement (Repeat this test for every new structure that you have replaced or added!)
碰撞添加之后,从你的MOD文件夹里复制新创建的3个二进制文件(.world,.animinstances,.worldcollision)到正确的文件夹内并重命名为原来的名称。开始游戏并攻击你编辑好了的城市(每次你更换或添加一个新的结构后都要重复这个测试!)
- Now replace the other remaining structures with your new structures or just add new structures if no original ones are remaining.
- 现在用你的新结构取代其他剩下的结构或者只需添加新结构如果原来的没有剩余的话。
Important: Be careful with the replacement of the original structure that includes the Gate and Gate house! In several cases this lead to unspecific in-game crash as soon as I have deleted/replaced this structure.
重点:小心更换原版的包括城门和门楼的结构!在某些情况下我一删除/更换这种结构就会导致不确定的游戏跳出。
I have currently no final solution to this problem, so please see that this structure remains temporarily!
目前我并没有最终解决这个问题,所以要明白这种结构仍是暂时性的!
If your game does also crash when you delete/replace the original structure with a gate, the easiest way to get rid of this structure is to 'bury' the structure under the terrain (write the structure to .ms3d and move it down in Milkshape without changing groups or names). Save it and re-import it to the IWTE and remove all attributes from it, except one collision for a default object.
如果当你删除/替换原版带城门的结构游戏也跳出,摆脱这种结构最简单的方法是将这种结构‘埋’到地形下方(将结构写入.ms3d然后在Milkshape里下移结构且不改变群组或名称)。保存并重新导入到IWTE里然后删除它所有属性除了一个默认物体的碰撞。
A new (replaced or added) structure can look like this in the IWTE:
在IWTE里一个新的(代替的或添加的)结构看起来像这样的:
(个人觉得这里少了张例图啊)
Textures 纹理
If you have made custom textures for your model, you should change the set of textures first:
如果你已经为你的模型的自定义纹理,你应该先改变纹理:
- Go to the 'Textures window' of the IWTE and click the texture that you want to replace or click any if you want to add a new texture.
- 进入IWTE的'Textures window'并点击你想要替换或点击任何如果你想添加的某一新的纹理。
- Go to Textures → Change Texture or Add Texture
- 点击Textures(纹理/质地/结构)→更改纹理或添加纹理
- Enter the correct path and texture name of your custom texture and the normal map and accept it.
- 输入正确的路径和您的自定义纹理的名称和正常的地图,并确定。
Assign the correct texture to your new/replaced structures:
正确的将纹理分配到你的新的/替换的结构:
- Go to the 'Structures window' of the IWTE and click a structure.
- 进入IWTE的'Structures window'并点击结构。
- Go to Structures → Change Structure texture
- 点击Structures(结构/建筑物/组织)→更改结构的纹理
- Enter the correct Texture identifier and accept it.
- 输入正确的纹理识别然后确定。
Set up Attributes for a Settlement 设置城市的属性
Object Attributes 物体的属性
Once you have imported one or all your ms3d files to the IWTE, you can begin giving attributes to your new or edited objects. Not all objects need to have the same attributes, there are differences between the 5 object types.
一旦导入一个或你所有的ms3d文件到IWTE里,你就可以开始给新的或编辑好了的物体的属性。并非所有的物体都需要具有相同的属性,有5个物体类型之间的差异。
Here is an overview of the 5 different objects types and which attributes they need:
接下来是一个关于5种不同物体类型和他们所需要的属性的概述:
Actually most attributes are completely optional, but recommended, of course.
其实大多数属性都是完全可选的,当然,这只是个建议啊。
Theoretically a settlement will even work if it has only one Gate and one Gate House (both with correct attributes!) and a closed ring of impassable terrain (this could be done via 2D pathfinding or terrain)!
理论上城市甚至只有一扇城门和一座门楼时也可以运行(两者都需具有正确的属性!)和一个封闭的无路可通的圈(这可能是通过2D视角来寻路或地形)!
A step by step guide how attributes can be assigned:
一步一步指导如何可分配属性:
Important: I recommend that you give start giving attributes to your structure that includes the Gate and Gate house. Make small steps first and begin giving attributes only to your gate and the gate house and see if it is working in-game before you proceed with all steps!
重点:我建议你最开始先给建筑包括城门和门楼添加属性。做出小步骤中的第一步并且一开始只给你的城门和门楼添加属性,检查游戏中是否工作后再继续每一步骤!
Mainobjects (critical points for AI defensive/offensive decisions)
Mainobjects(主要物体)(关键点AI的防守/进攻的决定)
All Functioning Walls, Gates, Gate Houses and Arrow Towers should be assigned as Main Objects:
所有运作的城墙,城门,门楼和箭塔应被定为主要物体:
- Go to the 'Objects window' of the IWTE and click a main object.
- 进入IWTE的'Objects window'并点击一个主要物体。
- Go to Mainobjects → Create new Mainobject
- 点击Mainobjects→创建新的Mainobject
- Then choose the Main object type (Wall/Gate/Gate House/Arrow Tower), depending on what object you have clicked.
- 然后选择的主要物体类型(城墙/城门/门楼/箭塔),这取决于你点击的物体。
- Accept it and repeat this with all your Main Objects.
- 确定并重复这一步于你所有的主要物体。
Animations/Collision (Animation for Walls/Towers/Gates)
动画/碰撞(城墙/箭塔/城门的动画)
Animated Objects don't need a collision, because the collision will be automatically added with the animation (Animation is based on a certain collision).
动画物体不需要碰撞,因为其碰撞会自动添加动画(动画是基于一定的碰撞)。
Animations/Collisions for reused original Walls/Gates/Arrow Towers:
动画/重新使用 原版的城墙/城门/箭塔 来碰撞:
- Go to the 'Objects window' of the IWTE and click a Main Object that should be animated.
- 点击IWTE的'Objects window'并单击一个有动态效果的主要对象。
- Go to Collision/Anim → Assign Animation/Collision
- 点击Collision/Anim(碰撞或动画)→布置 Animation/Collision
- Select the correct animation from the dropdown list, point the indicator into the correct direction and accept.
- 从下拉列表中选择正确的动画,点到正确的方向指示然后确定。
- IF your needed animation is not in this list (for example if you use a 'Middle eastern castle tower' with a north european base-settlement), you have to use the Pick new Animation/Collision option. Then you will have to load the original settlement that includes this animation. Load all 3 requested files, then choose the correct animation and accept.
- 如果您需要的动画不在此列表中(例如你使用了‘中东城堡的箭塔’于北欧的原版城市里面),你必须使用Pick new Animation/Collision(挑选新的动画/碰撞)选项。那么你将不得不加载原版的城市包括这个动画。加载全部3个文件后选择正确的动画再确定。
- Accept it and repeat this with all your Main Objects that should be animated.
- 确定并重复这一步使得所有的主要物体都有动态效果。
Note: The animation for the gate and the walls should be easy to identify when you are assigning or picking an animation. However, there are numerous tower animations where I also don't know which one fits which tower exactly. Here is probably some experimenting required.
注意:当你指定或选取动画时城门和城墙的动画应该很容易被识别。不过,也有许多我也不知道哪个完全适合塔的箭塔的动画。这里需要你不断试验。
Animations/Collisions to custom Arrow Towers
动画/自定义箭头塔的碰撞
If you have made custom Towers or Walls, you should refrain from giving your tower an animation because it will not really fit. In this case, skip this step and just create a normal collision (see next step) without an animation.
如果您已经自己定制好了箭塔或城墙,你应制止给你的箭塔添加动画因为它不会真正合适。在这种情况下,跳过这一步并创造一个没有动画的正常碰撞(见下一步)。
Collisions (?physical shape“ of the model)
碰撞(模型的“物理形态”)
- Go to the 'Objects window' of the IWTE and click a Gate House or a Default Object.
- 进入 IWTE的'Objects window',并点击门楼或默认对象。
- Go to Collision/Anim → Create Object Collision
- 点击碰撞/ 动画→创造物体的碰撞
- Point the Indicator to the direction which your object is facing. You don't need to be 100% accurate for this. The rough direction is enough.
- 用指示物指出你的物体所面对的方向。你不需要100%的准确。大致的方向就可以了。
- Accept it and repeat this with all your Objects that should have a collision.
- 确定并重复这一步使得你所有的主要物体都应该有一次碰撞。
Important: Duplications of Objects don't need seperated collisions. In this case you create only one collision for the first object, then click the duplicated object(s) in the 2d window and
重点:复制的对象不需要分离开碰撞。在这种情况下你创造出只有一个碰撞的第一个物体,在2D窗口点击复制的对象(s:复数形式)然后
- Go to Collision/Anim → Assign Object Collision.
- 点击碰撞/ 动画→指定物体的碰撞。
- Choose the Col No of your first object from the dropdown list, point the indicator in the correct direction and accept.
- 从下拉列表中选择的你第一个物体的Col No(?),指向正确的方向指示器然后确定。
- Once you are finished with adding collisions, go to Collision/Anim → Delete ALL unused Collisions and accept.
- 一旦你完成了添加碰撞,点击碰撞/动画→删除所有未用到的碰撞然后确定。
Tip: Not all objects need a collision. With some objects it may be better to give them no collision, like decorative objects, for example torches, crates, barrels, etc..
提示:并非所有的物体都需要一个碰撞。对于某些物体不给他们碰撞更好,例如火把,箱,桶等......
Siege Docking (points where ladders, siege-towers and rams are docking)
攻城对接点(云梯,攻城塔和攻城车对接的点)
- Go to the 'Objects window' of the IWTE and click a Wall or a Gate.
- 进入IWTE的'Objects window',并点击城墙或城门。
- Go to Main Objects → Add object siege docking
- 点击Main Objects→增加物体的siege docking(攻城对接点)
Walls should be dockable for siege-towers and ladders (for huge cities only siege-towers are valid), Gates should be dockable for rams. Normally the default option is already correct.
墙壁应该可以停靠攻城塔和云梯(巨大的城市只有攻城塔还有效),城门应该可以让攻城车停靠。通常情况下默认选项已经是正确的了。
- Accept it and repeat this with all Walls and Gates.
- 确定和重复这一步于所有的城墙和城门。
Firing Slots (location where arrow/ballista/cannon projectiles are firing)
火油槽(箭/弩/火炮的弹丸发射的位置)
(not really figured out yet....) (没有真正想通了....)
Collision Effects (ambient effects like camp fires or chimney smoke)
碰撞效果(如营地火灾或烟囱冒烟的环境影响)
- Go to the 'Objects window' of the IWTE and click a Default Object that should have an effect (i.e a torch)
- 进入IWTE的'Objects window' ,并点击应该有效果的默认对象(即火炬)
- Go to Collision/Anim → Change Collision Effect
- 碰撞/ 动画→更改碰撞的效果
- Click Add Effect Row
- 点击Add Effect Row(添加效果列)
- Choose an effect from the dropdown list. Light effects like campfire or brazier should have set light emitting to 1.
- 从下拉列表中选择一个效果。如篝火或火盆的灯光效果应设light emitting(发光等级)为1。
The relative height is the height from the center to the top of the object.
相对高度是从正中心到物体的顶点的高度。
For example if a torch is 1.5 high (y-value from Milkshape), the height from the center to the top would be 0.75, so the relative height is also 0.75.
例如,如果火炬是1.5高(Milkshape的y轴值),从中心到顶部的高度为0.75,那么相对高度也就是0.75。
- Click Accept Row and accept it.
- 点击Accept Row(确定列?)然后确定。
- Repeat this with all Default Objects that should have an effect.
- 重复这一步于所有默认的对象使其都能有有一个效果。
Notes: 注意
- You can also give different effects to the different damage levels of an object. If you would like to do that, just Amend Effect Row, change the damage level and make a new effect.
- 你也可以给一个物体的不同损伤级别添加不同的效果。如果你想这样做,只需修正效果列,改变损伤级别并做出新的效果。
- You can also add new effects to the 'descr_campfires_brasiers.txt' and the 'descr_chimney_smoke.txt' files.
- 你也可以添加新的效果到文件‘descr_campfires_brasiers.txt’和‘descr_chimney_smoke.txt’里。
- You can add those effects to the IWTE via the Amend Effect List→ Add Effect Button and type in the name of your new effect.
您可以使用IWTE通过Amend Effect List(修改效果列表)→Add Effect Button(添加效果按钮)然后按新效果名字分类来添加这些效果。
Click Accept Effect change.
点击“确定”来改变效果。
Breaches/doors 缺口/城门
(normally added automatically with the IWTE)
(通常是用IWTE自动添加的)
Global settlement attributes 完整的城市属性
These are the settings that every settlement has and which can be edited via the IWTE.
这些是可以通过IWTE编辑的每一个城市的设定。
Pathfinding - controls where units can go and where not
寻路 - 控制单位可以去和不可以去的地方
# Step1 – Rough Pathfinding
#步骤1 - 粗糙的寻路
- Go to Terrain2 → Create Pathfinding TGA2
- 点击Terrain2→创建寻路TGA2
- Choose the .worldpathfinding file of your settlement-base and accept
- 选择你的原版城市的 .worldpathfinding文件然后确定。
- Open the newly created xxx_wpf2.tga with Photoshop*
- 用Photoshop *打开新创建的xxx_wpf2.tga
- Go to Views → Create World TGA -PF size
- 进入Views→创建世界TGA - PF的大小
- Enter the Size Value. This is the number of vertexes per side from your terrain file. Accept.
- 输入大小值。就是从你所认可的地形文件的每边顶点的数量。
- Open the newly created xxx_worldobject.tga with Photoshop* and paste it as a new layer over the xxx_wpf2.tga file and lower the transpareny.
- 用Photoshop *打开新创建的xxx_worldobject.tga并作为一个新的层粘贴在xxx_wpf2.tga文件之上并降低其transpareny(透明度?)。
- Now that you see where the objects of your settlement are, edit the xxx_wpf2.tga file.
- 现在你看到了你城市的物体所在位置,编辑xxx_wpf2.tga文件。
Green is passable, blue is impassable terrain.
绿色是可通行的,蓝色是不可通行的地形。
- Save the xxx_wpf2.tga file
- 保存xxx_wpf2.tga文件
- Go to Terrain2 → Replace with Pfinding TGA2
- 点击Terrain2→用Pfinding TGA2替换
- Choose the .worldpathfinding file of your settlement-base and accept.
Choose a save-name.
- 选择您原版城市的 .worldpathfinding文件然后确定。选择一个保存的名字。
#Step2 – Precise Pathfinding
#第二步 - 精确的寻路
- Go to Terrain2 → Amend PathFinding in 2D
- 点击Terrain2→修改2D视角的寻路
- Choose the newly created .worldpathfinding file of Step1 and accept. Choose a save-name.
- 选择第一步新创建的 .worldpathfinding文件然后确定。选择一个保存的名称。
- The pathfinding will be displayed in the 2D window of the IWTE.
- 寻路将显示在IWTE的2D window(2D窗口)。
- Go to Views → View World -2d (or View Structure -2d) to see where your objects are.
- 转到Views → View World -2d(或View Structure -2d)来观察你的物体在哪。
- Now simple click into the 2D window to add/remove a pathfinding square to make the pathfinding more precise.
- 现在简单点击进入到2D window(二维窗口)来添加/删除一个寻路广场使得寻路更加精确。
- Accept it and put the newly created .worldpathfinding file to your mod-folder.
- 确定并把新创建的 .worldpathfinding文件放入你的MOD文件夹。
Vegetation - controls location of trees and grass
植被 - 控制树和草的位置
- Go to Terrain2 → Create Veg Group 4 TGA
- 点击Terrain2→创建Veg Group 4 TGA(植被群组4 TGA)
- Choose the .worldvegetation file of your settlement-base and accept
- 选择你原版城市的 .worldvegetation文件然后确定。
- Open the newly created xxx_group4_WVeg.tga with Photoshop*
- 用Photoshop *打开新创建的xxx_group4_WVeg.tga
- Go to Views → Create World TGA -Veg size
- 点击Views → Create World TGA -Veg size(植被大小)
- Enter the Size Value. (See 1. Pathfinding)
- 输入大小值。 (见1.寻路)
- Open the newly created xxx_worldobject.tga with Photoshop* and paste it as a new layer over the xxx_group4_WVeg.tga file and lower the transpareny.
- 用Photoshop *打开新创建的xxx_worldobject.tga并作为一个新的层粘贴在xxx_group4_WVeg.tga文件之上并降低其transpareny(透明度?)。
- Now that you see where the objects of your settlement are, edit the xxx_group4_WVeg.tga file.
-现在你看到了你城市的物体所在位置,编辑xxx_group4_WVeg.tga文件。
Black is no special ground (the ground that is determined via the descr_ground_types.tga will be used). Green is grass. Turquoise are trees.
黑色是普通地面(通过descr_ground_types.tga确定地面被使用)。绿色是草。青绿色是树木。
- Save the xxx_group4_WVeg.tga file
- 保存xxx_group4_WVeg.tga文件
- Go to Terrain2 → Replace Veg Group 4 TGA
- 以Terrain2→取代Veg Group 4 TGA
- Choose the .worldvegetation file of your settlement-base.
- 选择你原版城市的 .worldvegetation文件
- Accept it and put the newly created .worldvegetation file to your mod-folder.
- 确定然后把新创建的 .worldvegetation文件放到你的MOD文件夹。
Perimeters - tells the AI where the walls are, that it has to defend or breach
围墙 - 告知AI城墙的分布,它可以被防御或被撕裂
- Go to perimeters → Assign Perimeters
- 点击 perimeters(围墙)→指定Perimeters(围墙)
- Select the objects of your settlements in the 2D window and click on either Assign as no Perimeter, Assign to Perimeter1, Assign to Perimeter2, Assign to Perimter3.
-在2D window(二维窗口)选择城市的物体并点击指派给没围墙的,指派给Perimeter1,指派给Perimeter2,指派给Perimter3。(翻的不大通顺啊,不大理解这句)
- Usually only the parts that build a closed wall are set to a Perimeter. Accept.
- 通常只有部分建的封闭的城墙会被作为围墙使用。确定。
The Plaza - the place that has to be defended or be conquered to win the battle
广场 - 受到保护或者被攻陷来赢得战斗的地方
- Go to Gameobjects → View Plaza (The same button will change to Change Plaza)
- 点击游戏物体→查看广场(相同的按钮将更改为更改广场)
- Click and move the orange square in the 2D window where you want. Change the size if you want and accept.
- 在2D window(2D窗口)点击移动橙色正方形放在想放置的地方。改变为你想要的大小然后确定。
The Deployment Zone - the zone where defenders can be deployed before the battle
部署区域 - 防御时可以战斗前部署的区域
- Go to Gameobjects → View Deployment (The same button will change to Change Deployment Nodes and an Add Deployment Nodes button will appear).
- 点击游戏物体→查看部署(相同的按钮会改变变更部署节点和添加部署节点按钮也将出现)。
- Click a deployment node in the 2D window and move it where you want.
- 在2D窗口按一下部署节点并移动它到你想移动的位置。
(- Click a line of the deployment zone and add additional nodes if you want and accept.)
(-点击部署区域的界限然后添加你想添加的额外的节点然后确定。)
Road Marker - marks the start of a road that is built in the campaign mode
路标 - 标志着战役模式建造道路的开始
- Go to Gameobjects → View RoadMarker (The same button will change to ChangeRoadMarker and an Add RoadMarker and a Delete RoadMarker button will appear)
- 进入游戏物体→查看路标(相同的按钮将更改ChangeRoadMarker,之后添加路标和删除路标按钮会出现)
- Click a Road Marker in the 2D window and move it where you want. Use the Pointer to give it the direction where the road should lead to and accept.
- 在二维窗口点击一个路标并移动它到你想放的位置。使用指针给它定一个道路应该指向的方向,然后确定。
Tech Trees - the locations where tech-buildings, like barracks or smiths are (adding of tech trees not figured out yet)
科技树 - 科技建筑的相对位置,像军营或铁匠铺(增加科技树的方法还没想到)
If you don't have/don't need tech tree slots, simply remove them:
如果你没有/不需要科技树,那就删除它们:
- Gameobjects → Delete All TechTrees
- 游戏物体→删除所有科技树
Deployment Blocks - the zone where defenders can be deployed on walls or other objects)
部署区域 - 防御方可部署在墙壁或其他物体上的区域)
..... will be updated .........
.....待更新.........
Defense Points (retreatment points for the AI once the first level of walls is broken)
防御点(AI的撤退点,一旦第一级的墙壁被打破)
..... will be updated .........
.....待更新.........
Important: If you need to change something of your models/structures after you have already assigned attributes to it, write the structure (Structures → Write ms3d file – all) to .ms3d and then edit it. Do not just continue your work on your original .ms3d file and import it again to the IWTE.
重点:如果你需要更改你的已经指定给它属性的模型/建筑物,把建筑物(建筑物→写入ms3d文件 - 所有)写入.ms3d后对其进行编辑。不要只是继续弄你原版 .ms3d文件并然后再次导入到IWTE。
This will make your structure loose all attributes!
这将使你的建筑物失去所有属性!
When you have written your structure to .ms3d again, you will notice that it has different group names now, so if you want to keep the attributes that this structure currently has in the IWTE, don't change the group names or order, otherwise the structure will also loose all it's attributes when you re-import it to the IWTE.
当你再次把建筑物写入.ms3d,你会注意到它有不同的群组名字,所以如果你想在IWTE保持这个建筑物目前所拥有的属性,不要更改群组名字或顺序,不然当你重新导入IWTE时建筑物也将失去所有属性。
However, you can add new groups to this file and the structure won't loose it's attributes, you just have to give attributes (if necessary) to your new groups. Name new groups as described in Editing and creating a Settlement.
然而你可以添加新群组到这个文件且建筑物不会失去它的属性,你只要给您的新群组添加属性(如有必要)。如在编辑和创建城市时所描述的命名新群组。
Roads, Mud & farms 路,领地,农田
Roads, mud and farms are the only things that are not edited via Milkshape or the IWTE.
道路,领地和农田,是唯一不通过Milkshape或IWTE编辑的事物。
They are simple .texture files that can be edited (convert them to .dds format) with any 2d graphics/paint program who can alter alpha channels and .dds files.
他们是简单用任何可以改变alpha通道和.DDS文件的二维图形/画图程序都可以编辑(将它们转换为.DDS格式)的纹理文件。
Every settlement has it's own road, mud & farm texture files, which can be found for example in:
每座城市有它自己的道路,领地及农田的纹理文件,可被发现与例如在:
data\settlements\north_european\settlements\huge_city\maps\overlays.
Roads 路
A white alpha channel marks the location of a road.
一个白色的alpha通道,标志着一条道路的位置。
Mud 领地
A white alpha channel marks the location of mud.
一个白色的alpha通道,标志着领地的位置。
Farms 农田
A white alpha channel marks the location of farms.
一个白色的alpha通道,标志着农田的位置。
Tip: If you need an overlay of your settlement, you can create a tga file (Create World TGA -PF size), resize it to the size of the road/mud/farm size, so you will know roughly where your settlements objects are.
提示:如果你需要覆盖你的城市,你可以创建一个tga文件(创建世界TGA - PF的大小) ,调整道路/领地/农田规模的大小,这样你就可以大概知道你的城市物体的位置。
Making the settlement unique 创建独特的城市
The last steps explained how you can change an exisiting settlement into a new one, but this will change all settlements of this type (i.e a northern euroepan castle) to the new one.
最后一步解释如何更改现存的城市而进入一个新的,但是这将改变这种类型的所有城市(换言之北欧城堡)到一个新的 。
If you want your settlment to be unique on the campaign map, you will have to change two things:
如果你想你的城市在战役地图上是唯一的,你一定要改变了两个东西:
The .worldpkgdesc File .worldpkgdesc文件
The worldpkgdesc file controls in which folder the new settlement files are, how they are called, which type it is and for which faction and culture the settlement is. The Kingdoms Expansion introduced faction specific settlements (maybe wilddog has introduced it for Medieval II, too), so you can have, for example, a unique northern european huge city, that only england can build.
worldpkgdesc文件的控制在新的城市文件在的文件夹内,他们为什么叫这名字,城市属于哪种类型和哪一派系以及文化。王国扩展介绍特色城市派别(也许wilddog也已经将其引进了中世纪II ,),这样你就可以有,例如,一个独特的北欧巨城,只有英格兰可以建立。(好长的一段,有些可能翻的不大准?)
You also have the possibility to 'transform' a certain settlement into another. For example if you have chosen a northern european castle as your settlement-base, you could also call it a city (remember that only the height of the walls is critical, the number of perimeters doesn't matter!). Since both, a castle and a city, have the same height of walls you can easily transform one into another.
你也有可能‘转换’确定的城市成另一种。例如如果你选择了北欧城堡作为原版城市,你也可以称之为一个城市(记住只有墙的高度才是关键,围墙数没关系! )。由于两个物体,一个城堡和一个城市,有同一高度的城墙,你就可以很容易地转换成另一种。
Let's say we want to transform a northern european large city into a middle-eastern fortress (both have same wall heights), we'll do the following:
比方说,我们要转化一座北欧大型城市成一个中东要塞(都具有相同的城墙高度),我们将做到以下几点
Will be updated..... (but it is easy )
待更新.....(但这很容易)
The Terrain Information 地形信息
The terrain information controls in which folder the new roads, mud & farms texture are and how they are called.
地形信息控制在那个路,领地和农田纹理所在的文件夹里,他们这样被称呼。
If your settlement should be unique, you have to give unique names to those texture files:
如果您的解决应该是唯一的,你得给唯一的名称,这些纹理文件:
Will be updated.....(but it is easy)
待更新.....(但这很容易)
Errors & Solutions 错误与错误的解决方法
I have had relatively few errors or crashes, but some errors may occur on two levels:
我有相对较少的错误或崩溃,但有些错误可能发生在两个层面上:
IWTE Errors
List Index out of range 列表索引超出范围
Important: If you get this error don't continue to work with the IWTE.
重要:如果你出现以下错误,不要继续用IWTE工作了
Close it and open your latest files with the IWTE again.
关闭程序并再次用IWTE打开最后的文件
# During a Structure Replacement/Add:
#在一个结构处代替或添加:
- see that your .ms3d file has NO single comment line before the import to the IWTE
- 看到你的 .ms3d文件没有单独的解释列在导入到IWTE 之前。
- see that all group names in Milkshape are correct.
- 看到Milkshape中所有组名的称是正确的。
- IWTE may not replace some original structures (those who have an object which uses two textures in it). In this case the whole original complex should be deleted.
- IWTE不可以取代某些原有的结构(那些使用两个纹理的物体)。在这种情况下整个原有的复合体应该被删除。
# During a Terrain Import:
#在一个地形处导入
- check that your terrain .ms3d file has the original comment and that it has only one group in Milkshape.
- 检查发现你的地形ms3d文件有原始解释切在Milkshape中仅有一组。
Not enough items in file 没有足够的项目文件
- ???
Game Errors 游戏本体的错误
Crash to Desktop when loading the settlement
当读取城市却弹出桌面时
- human player is defender and the deployment zone does not include the plaza
- 人类玩家是防守者且部署区域不包括广场
- No functioning gate is present
- 存在没有起作用的门,即无效的门
- A gate, gate house or a wall has no Animation/Collision or Collision
- 城门,门楼或城墙没有动画/碰撞或碰撞
The defender has immediately won after the battle was started
战役开始后防守者立刻胜利
- No gate present or no gate assigned to a perimeter
- 城门不存在或没有城门指派给围墙
- The plaza is unreachable or pathfinding is blocked
- 广场无法到达或寻路被封锁
An object of the settlement is glowing red/green
城市中的物体显示为红/绿色
- All objects within one structure have no collisions
- 一个结构中所有对象都没有collisions(冲突?碰撞?抵触?)
This was a another fine tutorial by King Kong |
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