Scene creating and server hosting guides

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~Milky said:
Hello. I have another question.

So, I made another map for a new PW Event Server that is coming up, and I used to larger generated scene terrain. But when I host my own server in the Local Area Network, for some reason it spawns me somewhere completely random. Anyways to fix it and keep the way the map looks in scene editing?

Thanks  :grin:

The scene file is probably not loaded into your client, and hosting from the client does not work anyways.
 
Splintert said:
~Milky said:
Hello. I have another question.

So, I made another map for a new PW Event Server that is coming up, and I used to larger generated scene terrain. But when I host my own server in the Local Area Network, for some reason it spawns me somewhere completely random. Anyways to fix it and keep the way the map looks in scene editing?

Thanks  :grin:

The scene file is probably not loaded into your client, and hosting from the client does not work anyways.

No it is, but the thing is, when I load in the map, it spawns me outside of the regular map, outside of the map border of invisible walls.... and it also makes my castle spawn inside those ugly looking plains outside of the map...

(I hope you know what im saying...  :???:)
 
pw local cloth price area
pw local iron price area
pw local leather price area
pw local precious price area
pw local wood price area
Any one on this a few blank map will display an error (map only this one, no other things), I try to all fill in the Numbers in the VAR and VAR2 or error, using this excuse me?
 
Basic scene creation guide
  • Setting up the terrain code should only be done before starting work on the scene; if you change it for a scene that already has terrain modifications, things might look messed up.
  • Start native single player with edit mode enabled, load a game to the world map, and then click the terrain button in the bottom left of the screen.
  • Leave the four buttons at the top all disabled: Place river, Deep water, Shade occlude (don't know what this does), and Disable grass (you can remove grass by texture painting).
  • Set polygon size to 5 meters unless you are making a very small (for PW) scene.
  • Choose the terrain type from the list.
  • Set the vegetation slider to 0 (far left) since the auto generated trees and rocks can have collision problems, can't be removed when you want to place a castle somewhere, can cause plants you place to randomly disappear when loading the scene, and they won't work with the cutting down for resources system in PW.
  • Set size x and size y as big as you want: most PW scenes are near the maximum size. To get the absolute maximum size (larger than possible with the generator), you need to click the button to copy your terrain code, switch to a text editor and paste, change the hexadecimal digits at the positions marked in red to fffff, also making sure the digit marked in blue is 3 (for 5 meter polygon size):
    0x0000000130038980000fffff000058340000637a0000399b
    You can then copy and paste the code back into the terrain generator to see what it will look like and fine tune other settings.
  • Click Generate Terrain to see what the current values look like; left click and drag on the preview to zoom, right click and drag to pan.
  • Adjust ruggedness, valley, and hill height to your liking, and regenerate the scene; this will only modify the same basic shape unless you randomize the terrain seed.
  • Once the terrain looks close to what you want for your scene, click copy, press alt-tab to switch out of warband, open scenes.txt, and paste it into the terrain code part of the scene you want to edit, for example, the red part is the terrain code:
    scn_scene_3 scene_3 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001300389800003a4ea000058340000637a0000399b
    0
    0
    outer_terrain_plain
  • The green part in scenes.txt is the outer terrain mesh; you can choose from this list (they can be previewed with OpenBrf):
    outer_terrain_plain
    outer_terrain_snow
    outer_terrain_steppe
    outer_terrain_town_thir_1
    outer_terrain_castle_9
    outer_terrain_desert
    outer_terrain_desert_b
    outer_terrain_beach
    outer_terrain_plain_2
    outer_terrain_snow_2
    outer_terrain_steppe_2
    sea_outer_terrain_1
    sea_outer_terrain_2
    outer_terrain_pw_1
  • With "X" representing the scene number you changed: delete or move away any existing SceneObj/scn_scene_X.sco file from your PW module directory, also making sure your user account can write to that directory - changing the permissions if not. You can back up your scenes after saving in edit mode by copying this file to another location; if you mess things up, copy the backup back.
  • Start PW 4 with edit mode enabled, choose "Edit a scene" in the multiplayer menu, and start editing; read the information by pressing F1 or F2 while in walk around mode.
  • Use the dedicated server package from the download section to test your scene, since active scene props (starting with pw_) don't work in edit scene mode. Make sure there are no linking errors in the server console; in edit scene mode you can press the F8 key to iterate through all unlinked scene props, your character being moved to their position.
  • When you are finished and want to get your scene hosted on a public server: send the SceneObj/scn_scene_X.sco file with the terrain code and outer terrain mesh name to the server admin, and they can add the scene to whatever slot is available, renaming the .sco, changing the terrain code and mesh, and setting the scene name for in the server list.
  • If your scene is completed and any bugs fixed well enough to be used on a populated server, you can request that your scene name, terrain code, and outer terrain mesh be added to the next official PW release, so all players see the name of your scene in the server list and so server hosters don't have to edit scenes.txt as above.
  • New castle names can also be requested for use in completed scenes, but try to limit the amount to about 5 per scene, since there are only 127 possible name identification numbers in total for all scenes made.

General editing information
  • Scripted scene props (starting with pw) do not work in this mode, only on a dedicated server.
  • Make sure the first few scene props placed are not scripted (start with pw): instance id 0 can't be handled by some scripts.
  • Factions are numbered from 0 - 9, with commoners = 0, outlaws = 1, and the 4 castle factions starting from 2.
  • Castles are numbered from 2 - 9, and start the mission owned by the corresponding castle faction: for example, the default 'White Faction' starts with castle 3.
  • Factions are enabled for the scene if at least one capture point is placed for their starting castle.
  • Spawn points are 0 - 4 for commoners, 10 - 14 for outlaws, 20 - 24 for castle 1, and so on, up to 90 - 94 for castle 8.
  • For rotating scene props like trees or destroyable doors, place the origin at or slightly above ground level.
  • Make sure to adjust ships to the right height for the water level on the hull, as the scripts will use that since each ship mesh has a different height.
  • Place at least one castle sign for every castle (or capturable area), so the stats chart and capture messages will use proper names.
  • The scene props starting with code_ should not be placed manually in your scene: they are spawned by the scripts as needed.
  • Fish schools should be placed somewhere in water, and will move randomly to nearby shallow parts.
  • The maximum number of lights in a scene that will be visible is 10: a limitation of the game engine.
  • The lift platform must be linked with two corresponding winches, which will determine the vertical movement range: the plaform will be able to move between 1 unit below the upper winch to 1 unit below the lower one.
Edit scene mode keys
  • F1 = this information
  • F2 = scene prop editor value information
  • F3 = list of castle names with numbers
  • F8 = move agent to the positions of all scene props that can't find the other prop they need to link with.
  • F9 = spawn new random player agent
  • F10 = move agent to the positions of all scene props added to the ship collision list when the scene was loaded
  • F11 = spawn test horse at agent position
  • F12 = measure distance to the first pointer_arrow prop
  • pw_buy_*:
    value 1 = faction + multiplier
    value 2 = design target stock count
  • pw_stockpile_*:
    value 1 = faction + multiplier
    value 2 = 01 - 09: initial and target count / 10; 10 - 120: stock limit / 10
  • pw_export_*:
    value 1 = faction + multiplier
    value 2 = faction tax multiplier
  • pw_import_*:
    value 1 = faction + multiplier
  • pw_local_*_price_area:
    value 1 = multiplier
    scale x = scene area of effect (prices of props outside will be interpolated between other areas of this type)
  • pw_change_troop_*:
    value 1 = faction + multiplier
  • pw_door_rotate_*:
    value 1 = faction / castle id
    value 2 = options bitfield (0x1 = start open, 0x2 = bolted, 0x4 = not pickable, 0x8 = half hit points, 0x10 = start destroyed)
  • pw_door_teleport_*:
    value 1 = faction / castle id
    value 2 = linking id with x
  • pw mines:
    value 1 = initial hit points / 1000
    value 2 = respawn time multiplier
  • pw trees, bushes, plants, fields, vines:
    value 2 = respawn time multiplier
  • pw bridges:
    value 2 = linking id with two x_footing props
  • pw walls, ladders:
    value 2 = linking id with x_build
  • pw_construction_box:
    value 1 = hit points multiplier
  • pw portcullises, drawbridges, trapdoors:
    value 1 = options bitfield (0x1 = start closed)
    value 2 = linking id with x_winch
  • pw_lift_platform:
    value 2 = linking id with two x_winch props
  • pw ships:
    value 1 = initial ramp position (0 = center, 1 = left, 2 = right)
    Only place the hull, the other parts are spawned at mission start.
  • pw_ferry_boat:
    value 2 = linking id with two pw_ferry_platform props
  • pw_castle_capture_point:
    value 1 = faction / castle id
    value 2 = capture type (0 = primary, 1 = all secondary, 2 one secondary)
  • pw_castle_sign:
    value 1 = faction / castle id
    value 2 = number of the name, listed in the F3 information window (name can't be used by another castle)
  • pw_castle_money_chest:
    value 1 = faction / castle id
    value 2 = initial gold
  • pw_item_chest_*:
    value 1 = faction / castle id
    value 2 = starting inventory load out id
  • pw_scene_day_time:
    value 1 = scene hour of day (0 - 23)
  • pw_scene_cloud_haze:
    value 1 = global cloud (adjusts skybox)
    value 2 = global haze
  • pw_scene_ambient_sound:
    value 1 = sound id offset from snd_fire_loop
    value 2 = probability the sound will be played (0 - 100) or 127 = looping
  • pw_scene_light:
    value 1 = flicker magnitude
    value 2 = flicker interval
    scale x = red, 1.00 = 100
    scale y = green, 1.00 = 100
    scale z = blue, 1.00 = 100
  • pw_scene_precipitation:
    value 1 = minimum precipitation intensity
    value 2 = maximum precipitation intensity
    scale x = precipitation area size
  • pw_scene_fog:
    position z (height) = visiblity distance
    scale x = red, 1.00 = 255
    scale y = green, 1.00 = 255
    scale z = blue, 1.00 = 255
  • pw_scene_snow_level:
    position z (height) = level in scene where rain changes to snow
  • pw_scene_wind_direction:
    value 1 = minimum wind strength
    value 2 = maximum wind strength
  • pw_fire_wood_heap:
    value 2 = initial wood amount
  • pw_fish_school:
    value 1 = maximum depth (in meters)
    value 2 = maximum fish count
  • pw_herd_animal_spawn:
    value 1 = animal item offset starting with 1 for deer, 0 or invalid for a random animal
    value 2 = approximate time between spawns in hours, minimum 1
  • The values can be modified in the scene editor panel, scene prop section: the two fields, labelled 'Var No' and 'Var 2 No'. These can each store an integer in the range 0 - 127.
  • The scene props with 'value 1 = faction + multiplier' share the same code for storing a combination of faction id / castle id and gold value multiplier in value 1:
    0 is the commoner faction, which normally means the prop is not associated with any faction, 1 for outlaws, and 2 - 9 associate the scene prop with a castle (which starts owned by the corresponding faction id).
  • The other part is a multiple of 10, representing specific gold value multipliers:
    0 = 100%, the default value
    10 = 20%
    20 = 40%
    30 = 60%
    40 = 80%
    50 = 120%
    60 = 140%
    70 = 160%
    80 = 180%
    90 = 200%
    100 = 350%
    110 = 500%
    120 = 1000%
    These two separate values are combined: for example, 31 = outlaw faction and 60% value, 116 = castle 5 (starts owned by faction 5, the yellow faction) and 500% value.
  • The scene props with 'value 2 = linking id with x' mean that they are designed to be linked to another scene prop, x representing the first scene prop's name:
    On scene load, the props are linked by searching for the nearest prop in the scene of the specified type, with the same value 2, and that hasn't already been linked; so for example, with a teleport door pair on opposite sides of the scene, you could set the value 2 of both to 53 and not use that number for any of the other props of the same type, so they are linked correctly even when not close together, or if someone else adds more props of the same type in between.

  • Save very often by exiting edit mode and going back into it again, and periodically make backups of your scene file (PW_4_version/SceneObj/scn_scene_number.sco).

  • Design your scene and place the most important larger scene props in a rough layout first, then go back to each area later adding more things in order of importance; leave pure "eye candy" props to the last, dependant on the frame rate.

  • If you are making your own terrain shapes not based on the generator accessed from native single player mode, smooth sharp points and most sharp edges into curves (using a low weight), without making the hills too rounded and fake looking - the balance to achieve realistic looking terrain can be quite delicate.

  • When painting different textures in adjacent terrain triangles, ensure they blend correctly without leaving a sharp edge or transparent area - generally the rock textures need have something like earth or forest at the edges to smoothly blend into grass and certain other types. If you see transparent areas, set the texture to something like "earth" that works next to all other types, set the weight to something low like 0.20 and the radius to 3, then tap the mouse button at the corners of the triangle until the transparency disappears. Learn to use lower values for the weight slider when necessary to blend smoothly, for all types of painting - terrain shaping, texture, and color.

  • Don't paint turf for large grassy areas, but instead clear the texture painting using middle click so the game engine will automatically place grass meshes only visible from a limited range (after the scene is reloaded). Obviously, to clear the grass meshes just paint a texture there - this is sometimes necessary underneath props with flat areas just above ground, or if an interior mesh is close underneath with the inaccessible parts near the ceiling actually above ground. This way, the players who don't want grass can turn it off in the options, but players with good computers can see a better looking scene.

  • Color painting can be useful to blend the overall color of terrain areas with scene props placed next to them, or add extra shadows to areas supposed to be dark; middle click works to remove it, as with texture painting.

  • To move the camera quickly around the scene in edit mode, alternately tap the left and right keys while holding the forward one; to slow down again just release the forwards key and press again. The control key doesn't seem to work for this as specified in the native edit mode help, but it does work to slow down movements and rotations of scene props.

  • When placing invisible barriers, try to make sure there is some visible reason for the player's character to stop (like a steep cliff, rock, or sharp drop) rather than placing them arbitrarily on a slope, or worse, in a flat area. When placing them where they are accessible from both sides, be sure to place duplicate barriers with the red sides facing both ways, otherwise players might get trapped after passing though the green side - unless you want to make a "one way invisible shield" for a specific reason, but remember to have the red sides on the outside of the small enclosed area, so people get trapped out rather than in.

  • Try to design your scene so the edges are visually obvious in some way, and generally don't place castle walls right up against the edge, which breaks immersion and can make large amounts of scene props functionally useless.

  • When placing usable scene props (starting with "pw_") check that the collision mesh is not masked by another prop by attempting to select it in edit mode from the likely position of the using player: if it can't be selected players won't be able to use it, so move it outwards gradually until the collision mesh is in front. This is especially important to test with invisible teleport doors, as the interior meshes they are used with often have simplified collision meshes that don't follow the visible shape exactly.

  • Try to line up paired teleport doors to be aligned in opposite directions, so players using them will be facing away from the other door after using (character aim can't be controlled by the module system, as the player's client controls that directly to appear smooth, with periodic checks and updates by the "hard coded" part of the game engine).

  • Before using your scene on a public server, make sure to check that no scene prop linking errors are reported on the dedicated server console, otherwise some usable props like doors or bridges won't work properly.

  • Disconnected interior meshes used with teleport doors should ideally be placed inside the associated exterior mesh above ground, if possible to fit without poking through; or they can be placed below the terrain directly underneath if the building is on a hill, so the sounds from the area are played with the correct volume; but if you want players to be able to shoot ranged weapons inside your interior, you must place it above the terrain level - maybe in a far away area behind an inaccessible hill. Interiors can sometimes be placed outside the scene boundaries, but some areas will cause strange teleporting or disappearing problems - test to find out.

  • Up to ten light props can be used in a scene, so use them wisely in places where they will have the best effect - probably inside different interiors that are used often by many players, to make them look more dynamic.

  • When placing large scene props like walls, check from all angles to make sure there are no gaps revealing the missing back or underside faces of the mesh, which looks amateurish and can ruin immersion; it can be helpful to walk through areas controlling a character at ground level to spot this type of mistake.

  • When placing ships, check the hull mesh is actually immersed in the water to a realistic level - not all types look correct when placed at height 0.

  • It is probably best to make gold rare by only placing a few of that type of mine with low hit points far away from processing or exporting stations - across most of the scene with water, castles, or other obstacles in between; otherwise, other forms of earning money might be made relatively pointless, meaning that resources necessary for crafting might be hard to get.

  • When placing capture points for castles, there should probably be multiple different routes so that the castle isn't too easy to defend; though you could make it very hard or impossible to reach if capturing should happen rarely or not at all.

  • Castles should generally be the only places to get the best training and equipment, so new players can't simply burst in to the server and start disruptively killing lots of people, instead having to gain control or access of a castle first, probably with other players; and so castles are worthwhile to defend. I also think it is better to have different advantages for each castle on the scene, so players have reasons to fight over the ones they think are best, and to make the scene more interesting.

  • Target stock counts (value 2 of the stockpile scene prop) for top tier things like plate armor, great swords, long axes, siege crossbows, war bows, and armoured horses should be set at low values such as 1 or 2, then the next tier down of weapons and armor at about 5 - 10, the mid tier stuff about 10 - 20, then clothes and peasant tools something like 20 - 50 (values might need to be adjusted, but the relative structure should remain).

    This is so players don't have as many problems getting necessary tools and changing their clothing style when starting out, and when stocks are low there will be a steady reward for craftsmen to bring a load of resources to restock; mid tier items should have a medium target count so that some will generally be in stock when a fighter wants equipment, but to equip an army requires engineers to produce more stock; but so troops heavily armed with valuable weapons need to work with factions or serfs and engineers to get their desired equipment made, with a large reward only if the stock is actually being bought and used, not encouraging the crafters to just make great swords for the gold reward. The more the current stock count is below the target count set by the scene maker, the higher the crafting reward: 0 stock always gives the highest possible reward for that item - a combination of 100 for each skill level required to make the weapon and 20% of the item price, the same as the amount lost when selling - and stock counts in between 0 and the target give a proportional amount of the reward; the refunding of the default resource costs remains unaffected by stack count.

  • The prices of raw resources used for the fixed crafting refund when crafting an item at a stockpile (not the extra crafting reward that varies based on stock below target count) can be adjusted by using pw_local_*_price_area scene props with a multiplier in value 1 (combined with the number for the associated faction / castle). This way scene makers can choose their own raw resource prices for different areas in the scene, in conjuction with adjusting the raw resouce stockpile multipliers: using the pw_local_*_price_area scene props to designate where each type of resource should have a multiplier applied to the default price for crafting refunds, and for areas of the scene not enclosed by local price area props, the price multiplier is calculated based on distance from other local price areas in the scene.

    So, if you have one part of the scene which is close to iron mines, or transport and protection is easy, you might place a pw_local_iron_price_area in the middle of a group of mines, or maybe a town or castle, then scale the scene prop to cover the general area where the price of iron in crafting refunds should be lowered, and set the value 1 of the prop to a reducing multiplier such as 30 (which makes the iron price 60% of default, as for all other types of stockpile); then you would place other pw_local_iron_price_area props further away, in areas that it is more difficult to transport the iron to. Remember that you still need to set the multipliers appropriately for selling directly to stockpiles, such as pw_stockpile_iron_ore, pw_stockpile_iron_bar, pw_export_iron_ore, pw_export_iron_bar, etc., depending on what behaviour you want to try encourage or discourage; these are not affected by the local price area scene props, since they already allow finer grained control of prices. Likewise, you could apply a higher crafting refund to an area where a resource is difficult to get, to encourage crafting production or trade; such as placing a pw_local_leather_price_area encompassing a castle distant from herd grazing or leather production areas, to reward the people that bring resources from far away.

    If you place only one local resource price area in the scene, it will be applied equally to all crafting refund prices for that type of resource in the scene, but if you place two or more, the prices will be exactly as specified within the scaled perimeter of each local price scene prop, and gradually adjust from one multiplier to another for other crafting stockpiles placed outside and between the different local price areas.

  • You can start with an existing scene you made for native: just remember to use the same terrain code and outer terrain mesh in PW. Scenes made for another mod might partially load, but any added scene props that don't exist in native will either show up as a question mark named "invalid_object", or maybe another scene prop, so they might need a lot of cleaning up.

Unofficial guides
  • These guides written by players might be outdated, incomplete, or partially incorrect; ensure you follow at least the first part of this official guide to set up the terrain code before creating a scene and following other guides.
Mapper tutorial by Eskalior: this covers some basics to general M&B scene editing that are skipped in the main PW guide; probably most useful to beginners.
Detailed explanation of stockpile scene prop values, by Pendanyk.
hi , i have a question , the http://forums.taleworlds.com/index.php/topic,160403.0.html (dowland section) its not longer available? i am trying to create a PW server for my comunity (i am cuban) and i can´t found a way to do it .

If anyone can help, I would be very grateful
 
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