Author Topic: Elemental Weaponry Inquiry  (Read 2578 times)

0 Members and 1 Guest are viewing this topic.

Septa Scarabae

  • Knight
  • *
  • Mostly Harmless
    • View Profile
  • Faction: Neutral
Elemental Weaponry Inquiry
« on: June 04, 2006, 05:25:04 PM »
I was working on a few textures, but wasn't getting the exact effect I wanted. I ended up playing around with different shaders. Nothing special, but here are a few examples:




To those of you more savvy than I, I have a few questions:

1.) Have the issues with particle effects on weapons been fixed?
2.) Is it possible to only use a shader on part of an item?
« Last Edit: June 05, 2006, 10:01:32 PM by Septa Scarabae »
(Mount & Blade) Artifex - Level 24 Master Knight
Scarabae Texture Pack v.2.9 (Updated 04.08.09)
Great Helm Add-On v.1.8 (Updated 5.12.09)

"Haha, I could just imagine you and Winter sitting there drinking moonshine and drawing sworddicks for Mount&Blade" -- NordMann

Chel

  • Master Knight
  • *
    • View Profile
  • Faction: Neutral
Re: Elemental Weaponry Inquiry
« Reply #1 on: June 04, 2006, 05:46:22 PM »
Wow. Those look great! And very much like the fire and ice weapons looked in Blade of Darkness :D

fisheye

  • Back in Black
  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Neutral
Re: Elemental Weaponry Inquiry
« Reply #2 on: June 04, 2006, 06:05:53 PM »
1.) Have the issues with particle effects on weapons been fixed?

Like, they only activate on_init, not when you strike? I haven't tested this lately. Yoshi would know.

2.) Is it possible to only use a shader on part of an item?

You can do this with a multi-mesh, yes?

Septa Scarabae

  • Knight
  • *
  • Mostly Harmless
    • View Profile
  • Faction: Neutral
Re: Elemental Weaponry Inquiry
« Reply #3 on: June 04, 2006, 06:15:44 PM »
Like, they only activate on_init, not when you strike? I haven't tested this lately. Yoshi would know.

I meant that when you put your sword away, the particle effect would remain.

You can do this with a multi-mesh, yes?

That wont override part of another mesh though, will it?
(Mount & Blade) Artifex - Level 24 Master Knight
Scarabae Texture Pack v.2.9 (Updated 04.08.09)
Great Helm Add-On v.1.8 (Updated 5.12.09)

"Haha, I could just imagine you and Winter sitting there drinking moonshine and drawing sworddicks for Mount&Blade" -- NordMann

fisheye

  • Back in Black
  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Neutral
Re: Elemental Weaponry Inquiry
« Reply #4 on: June 04, 2006, 06:43:19 PM »
Quote
That wont override part of another mesh though, will it?

Nope. Yoshi has a tutorial on multi-meshes somewhere. If you want two textures on your sword, you can have two meshes

swordflaming.1
swordflaming.2

and they'll both show up if you display the mesh swordflaming. Not on any other mesh.

Ahadhran

  • Knight
  • *
    • View Profile
Re: Elemental Weaponry Inquiry
« Reply #5 on: June 04, 2006, 06:52:22 PM »
multi-mesh thing is how armagan gets the shiny shader on only the blade of the strange swords. That was how I figured it out anyway.

Yoshiboy

  • Master baiter
  • Moderator
  • *
  • - Everything is a metaphor -
    • View Profile
    • My Website
  • Faction: Neutral
  • MP nick: irc://yoshiboy
  • M&BWB
Re: Elemental Weaponry Inquiry
« Reply #6 on: June 04, 2006, 06:54:15 PM »
1. no, havent been "fixed" yet.

looking good :)

fisheye

  • Back in Black
  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Neutral
Re: Elemental Weaponry Inquiry
« Reply #7 on: June 04, 2006, 06:55:21 PM »
Side note: for some bizarre reason only the first mesh of a multi-mesh shows up in the inventory screen. That's why the strange sword blades are black.

Yoshiboy

  • Master baiter
  • Moderator
  • *
  • - Everything is a metaphor -
    • View Profile
    • My Website
  • Faction: Neutral
  • MP nick: irc://yoshiboy
  • M&BWB
Re: Elemental Weaponry Inquiry
« Reply #8 on: June 04, 2006, 07:08:25 PM »
Side note: for some bizarre reason only the first mesh of a multi-mesh shows up in the inventory screen. That's why the strange sword blades are black.

i'd imagine its because of things like boots that use a semi-multi mesh type function.

Assyrian

  • Sergeant
  • *
  • The good the bad and me..
    • View Profile
    • http://forums.taleworlds.net/viewtopic.php?t=9325
Re: Elemental Weaponry Inquiry
« Reply #9 on: June 04, 2006, 10:01:54 PM »
looks kinda cool... Nice stuff for some kind a fantasy mod...


Your qualities will be known under your enemies, before ever you meet them my friend!

Voutare

  • Master Knight
  • *
    • View Profile
  • Faction: Neutral
Re: Elemental Weaponry Inquiry
« Reply #10 on: June 04, 2006, 10:48:48 PM »
Yeah, It does look cool, and maybe you could model pieces of ice/flame coming off the blade, to make it look like it is really flaming/freased. Probebly wouldnt work to well, and would look funny in the game.  :?
MCRD Parris Island - 20100830

Septa Scarabae

  • Knight
  • *
  • Mostly Harmless
    • View Profile
  • Faction: Neutral
Re: Elemental Weaponry Inquiry
« Reply #11 on: June 05, 2006, 10:28:47 AM »
Yeah, It does look cool, and maybe you could model pieces of ice/flame coming off the blade, to make it look like it is really flaming/freased. Probebly wouldnt work to well, and would look funny in the game.  :?

Well, I think actually modeling the flames would look goofy. It might work for the ice, though. I want to see if I can give it some translucency and keep the shine. Regardless, it is a work in progress.

looks kinda cool... Nice stuff for some kind a fantasy mod...

I'm constantly editing my Native files to bend M&B to my will and desire. I was thinking about adding rare, named items, possibly available via quests. I wanted to make them unique without actually modeling new items. This is what was the result of that.

I'd love to be able to create a flame particle effect on the fire weapons and kind of a white steam on frost weapons. That's doubtful to happen with the way particle effects currently work, but it is an option. The black sword is also kind of out of place, as it was my attempt at playing with an obsidian texture.
« Last Edit: June 05, 2006, 10:34:26 AM by Septa Scarabae »
(Mount & Blade) Artifex - Level 24 Master Knight
Scarabae Texture Pack v.2.9 (Updated 04.08.09)
Great Helm Add-On v.1.8 (Updated 5.12.09)

"Haha, I could just imagine you and Winter sitting there drinking moonshine and drawing sworddicks for Mount&Blade" -- NordMann

Septa Scarabae

  • Knight
  • *
  • Mostly Harmless
    • View Profile
  • Faction: Neutral
Re: Elemental Weaponry Inquiry
« Reply #12 on: June 19, 2006, 12:02:50 AM »
Quick question, can I create a multi-mesh without editing the model?
(Mount & Blade) Artifex - Level 24 Master Knight
Scarabae Texture Pack v.2.9 (Updated 04.08.09)
Great Helm Add-On v.1.8 (Updated 5.12.09)

"Haha, I could just imagine you and Winter sitting there drinking moonshine and drawing sworddicks for Mount&Blade" -- NordMann

fisheye

  • Back in Black
  • Grandmaster Knight
  • *
    • View Profile
  • Faction: Neutral
Re: Elemental Weaponry Inquiry
« Reply #13 on: June 19, 2006, 12:59:19 AM »
Quick question, can I create a multi-mesh without editing the model?

Yes. The .1 .2 etc will be superimposed on the standard mesh.

Septa Scarabae

  • Knight
  • *
  • Mostly Harmless
    • View Profile
  • Faction: Neutral
Re: Elemental Weaponry Inquiry
« Reply #14 on: June 19, 2006, 06:45:29 AM »
Yes. The .1 .2 etc will be superimposed on the standard mesh.

Now, to apply more than one material to an object, I need to use Python or is there a simple way that I am missing?

Reading what Yoshi wrote about multi-meshes, this is what I gathered:

-: Assign more than one material to an object.
-: Export the object mesh.
-: Import the object mesh.
(Mount & Blade) Artifex - Level 24 Master Knight
Scarabae Texture Pack v.2.9 (Updated 04.08.09)
Great Helm Add-On v.1.8 (Updated 5.12.09)

"Haha, I could just imagine you and Winter sitting there drinking moonshine and drawing sworddicks for Mount&Blade" -- NordMann