300 years after Aziraal has been banished, a brother and sister are drawn into the conflict which has flared up between the Orcs and the free world. Kyra, the hero's younger sister, suddenly disappears in mysterious circumstances. The hero, a bounty hunter, searches throughout Antaloor for her. His quests take him to the far-off reaches of the continent. Constantly on the alert for a clue as to her whereabouts, he keeps his eyes and ears open during his travels. Will he succeed in finding his sister?
In this installation you can find the complete SDK that is needed to mod Two Worlds (PC). All required Regedit-Operations are done by the installation. Additionally, DLL's from the game are copied for running Editor.
Two Worlds SDK ver. 1.3 [2007-10-30]
SDK forum is hosted by Inside Two Worlds website:
http://www.insidetwoworlds.com/forumdisplay.php?f=314
You can easily distribute your mods to gamers from Inside Two Worlds website with Two Worlds Control Panel.
Directory contents:
[Documentation]
[EarthC]
Automatically generated list of available EarthC functions from version 1.5.
[Dungeons readme.txt]
Some informations about dungeons editor.
[Editor console.txt]
Some editor console commands. Not sorted, not documented.
[Maya plugins readme.txt]
Maya plugins info.
[WhizzEdit-manual.txt]
Manual for WhizzEdit - this is in fact manual for translators but maybe it can be helpful somehow?
[Dungeons]
Dungeons editor with sample data (inside Dungeons subdirectory) which was used to create dungeons in game.
*scr.txt file are console scripts for use in editor.
[Game]
This directory contains console scripts for editor. Those files must be copied to game directory.
[cook_PC]
This command creates file *.phx inside Levels\physic with data required for physics calculations.
It must be run always when some changes has been made to landscape or objects.
[*.txt]
Some useful level generation scripts.
[Interface]
Game interface definition files. Must be "compiled" to create [Game]\Interface\GameInterface.dat file.
[MayaPlugins]
Maya plugins.
[Parameters]
Parameters definition files. Must be "compiled" by macro Makra.xls!ExportParameters to create [Game]\Parameters\TwoWorlds.par file.
[Scripts]
Sources for game scripts (from version 1.5). Must be compiled into [Game]\Scripts\*.eco files.
[Tools]
[gcc]
C preprocessor ripped from gcc distribution.
[ConvertLevelBmp.bat]
This batch creates [Game]\Levels\MipMaps dds file for map dialog. TexConv.exe comes from DirectX SDK and it is required
to be installed to use it.
[EarthC.exe] [EarthC.bat]
EarthC scripts compiler.
[EarthCdbg.exe] [EarthCdbg.reg]
EarthC scripts editor and debugger. Use EarthCdbg.reg to setup it.
To run game in scripts debugging mode you must switch to Debug build configuration, compile all scripts,
copy it to game directory and then start debugging by F5.
[InterfaceMap.exe]
Tool for build GameInterface.dat file.
[LevelHeadersCacheGen.bat]
This batch creates Levels\Map_LevelHeaders.lhc file which contains cached headers of campaign's Map_*.lnd files.
It must be used if markers has been changed.
[MeshParamsGen.bat]
This batch creates Parameters\MeshParams.dat file which contains cached data from graphics meshes/animations files.
It must be used if some meshes has been changed/added or if some changes has been made in TwoWorlds.xls's tabs:
UnitMeshes / UnitAnimations / UnitAnimationsFiles / BasicUnits/Units/Heroes(new rows or changed characterMeshID/meshBox)
[MeshParamsGen.exe]
Tool for batches above.
[ParamsParser.exe]
Tool for build TwoWorlds.par file.
[ParticleEdit.exe] [ParticleEdit.reg]
Particles editor. Use ParticleEdit.reg to setup it.
[TwoWorldsEditor.exe]
Levels editor.
[WDCreator.exe] [WDCreatorSample.bat] [WDCreatorSample.dat]
Tool for creating wd files with sample files.
[TreesGenerator]
Tool for generating tree models. Use TreesGenerator.reg to setup it. This tool doesn't read data from wd files so
to make it work you must extract following directories from Graphics.wd to D:\Games\TwoWorlds:
Textures\System\*.* Textures\TreeBilboards\*.* Textures\Trees\*.*.
Directory Game\Treegenshaders contains shaders for TreesGenerator and directory Game\Models\Environment\TREES
contains *.tpn source files for generator. You have to load it and to create *.vdf files for game you must use export option.
If you will see messages about missing msvc*.dll then you have to install vcredist_x86.exe which should be available
on TwoWorlds CD or download it from Microsoft.
[WhizzEdit]
This is sophisticated tool for quests edition integrated with localization functions.
Data subdirectory contains quests from version 1.5.
Microsoft .NET Framework 2.0 is required for this tool.
Additional notes:
Paths in *.bat, *.xls and *.reg files of this package has been setup to D:\Games\TwoWorldsSDK for SDK
and D:\Games\TwoWorlds for game.
Those paths are also set inside WhizzEdit.exe, so some minor functions of it can not work properly.
Some tools from Tools directory requires PhysX dll's from game directory so you can copy it or
you can add D:\Games\TwoWorlds to system's PATH.
If you have localized language files, you can give them special name and it will be automatically used:
MyMod.VER.lan where VER is ID of game language fe. ENG DEU (it is stored inside translateLanguageID)
It is recommended to put all your mod's files into single wd file. It's might be good idea to also add to
your wd info.txt file with mod description.
You can install your wd into [Game]\Mods subdirectory. WD files from this directory are invisible for game by default.
You can enable it by creating registry value:
[HKEY_CURRENT_USER\Software\Reality Pump\TwoWorlds\Mods]
"MyModFile.wd"=dword:00000001
In Network there is no option to automatically download missing files like it was in our previous games,
so user must manually install mod.
Users can play together in Network if they have the same executable version and the same parameters file
If parameters file is different they can't see each other in
town and can't join other player's games. If your mod changes some existing network levels/scripts you must also include
recompiled parameters file, otherwise player without mod can join game created by player with mod which will
cause game unsync.
You don't need to recompile parameters from xls. You can take TwoWorlds.par from patch 1.5 (or compiled by someone else)
and replace its GUID (16 bytes starting at 0x0000001C) with random numbers.
If there are more mods enabled with the same files inside - for example TwoWorlds.par then this file is read from
newest wd file (creation date is stored inside wd). Such a mods should be enabled exclusively.
We strongly suggest to test your mods carefully before giving it to gamers, particularly when you make changes in parameters / scripts / quests.
We give you this SDK "as it is" and you must be aware that game wasn't especially prepared for handling mods.
We suggest to not distribute small mods with just one or few changes in gameplay (in parameters/scripts/quests/levels) - it
might create mess in the game and confuse gamers.
You should rather work together with other modders and create bigger, well considered and tested mods.