Author Topic: Nordous' Sceners Guild (FAQ added)  (Read 29580 times)

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SergeantFriend

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #705 on: February 01, 2012, 04:41:33 PM »
there is an way to make the destructible doors harder to destroy? (with more hp, i don't know)

Crossbow Joe

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #706 on: February 02, 2012, 06:55:14 AM »
Sorry if there are some question like this in this topic because there are alot of page, and you know that i can't check all with my poor English.  I want to ask that how can i add more object to my mod. That isn't like add object to the edit screen, hope you understand

Sorry for not ansvering, I skipped your question because I don't think I can help you. But I know what you mean.

The objects that are available in the editor are called scene props. They require unique models and scripts to code them into the game. Unfortunately I can't tell you more.

The only thing I can add is that if you add and use your custom scene props to your mod, these very scene props will be missing if you try to put your scene in Native or any other mod.

Guys, somebody, help him out! :)
For that you need models of the new props you want, then you need the module system and add the new scene prop into scene_props.py, or just add it through the scene_props.txt file.
There are several scene prop packs around which have done the hard work for you and you can just add them in.
Like this one

NewBie-BR

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #707 on: February 02, 2012, 05:40:30 PM »
Sorry if there are some question like this in this topic because there are alot of page, and you know that i can't check all with my poor English.  I want to ask that how can i add more object to my mod. That isn't like add object to the edit screen, hope you understand

Sorry for not ansvering, I skipped your question because I don't think I can help you. But I know what you mean.

The objects that are available in the editor are called scene props. They require unique models and scripts to code them into the game. Unfortunately I can't tell you more.

The only thing I can add is that if you add and use your custom scene props to your mod, these very scene props will be missing if you try to put your scene in Native or any other mod.

Guys, somebody, help him out! :)
For that you need models of the new props you want, then you need the module system and add the new scene prop into scene_props.py, or just add it through the scene_props.txt file.
There are several scene prop packs around which have done the hard work for you and you can just add them in.
Like this one

i'm not sure that i can do this but i will try my best, thanks for help

von Afton

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #708 on: February 03, 2012, 05:36:53 PM »
I learnd

and my first creation
(click to show/hide)
« Last Edit: February 03, 2012, 05:47:12 PM by von Afton »

Adorno

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #709 on: February 03, 2012, 05:38:27 PM »
I can't see it properly. Won't get bigger.

gokiller

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #710 on: February 03, 2012, 05:40:04 PM »
I can't see it properly. Won't get bigger.

Same,
<11:48:27> "34thLine_LCpl_Arn": godkiller
<11:48:30> "Gokiller": hmm
<11:48:38> "34thLine_LCpl_Arn": want to join our 34th regiment?
<11:48:45> "Gokiller": ...
<11:48:51> "Gokiller": No thanks.
<11:48:54> "34thLine_LCpl_Arn": were goin onto nw once it comes out
<11:48:59> "Gokiller": Cool.
<11:49:12> "34thLine_LCpl_Arn": speak german?
<11:49:23> "Gokiller": No.
<11:49:31> "34thLine_LCpl_Arn": ok well thank you
<11:49:36> "Gokiller": Nope.

von Afton

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #711 on: February 03, 2012, 05:48:55 PM »
(click to show/hide)
(click to show/hide)
(click to show/hide)
ha This is fun
« Last Edit: February 03, 2012, 07:17:47 PM by von Afton »

gokiller

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #712 on: February 03, 2012, 09:30:22 PM »
Looks alright, only last screenshot is weird cus you changed the tree type, or was it like that before you changed it?
<11:48:27> "34thLine_LCpl_Arn": godkiller
<11:48:30> "Gokiller": hmm
<11:48:38> "34thLine_LCpl_Arn": want to join our 34th regiment?
<11:48:45> "Gokiller": ...
<11:48:51> "Gokiller": No thanks.
<11:48:54> "34thLine_LCpl_Arn": were goin onto nw once it comes out
<11:48:59> "Gokiller": Cool.
<11:49:12> "34thLine_LCpl_Arn": speak german?
<11:49:23> "Gokiller": No.
<11:49:31> "34thLine_LCpl_Arn": ok well thank you
<11:49:36> "Gokiller": Nope.

Adorno

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #713 on: February 03, 2012, 09:50:17 PM »
Oh. Now it's  starting to look like a scene  :)
You should change outer terrain to snow, then it's easier to see the end result.
You could also smooth out the path so it blends better with the snow.

Tsewe

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #714 on: February 05, 2012, 12:35:51 AM »
Hey everyone, been a long time since i last posted here. I owe so much to this thread, here are some screenies of a north african mediterranean village for Europe 1200:

(click to show/hide)
(click to show/hide)
(click to show/hide)

We're currently working on new landscape textures and make them look a lot better (polished landscapes doesnt really work with our mod)

thank you all for everything
I don't know what's wrong, but it doesn't look very north african
Yeah it's probably because there are some houses with thatch roofs - which i think are not typical at all. but that's the only village houses we have for now (there are some arabic ones, but theyre too few, like 3 or 4 of them)
The ground texture is also hard to make as a north african one 9with native textures). We're trying to find better textures.

Comrade Temuzu

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #715 on: February 05, 2012, 02:40:50 AM »
Tried the stone_house ones? Might be more of a city thing.

Kazzan

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #716 on: February 05, 2012, 05:43:16 PM »
Nord Invasion Map making Contest

For anyone who's interested.
 
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Men hate what they don't understand, and what they hate they will never understand

Comrade Temuzu

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #717 on: February 05, 2012, 06:14:54 PM »
You remember the map with the ruined bridge I posted a while ago? Yeah, they didnt accept it. Have fun with that.

Kazzan

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Re: Nordous' Sceners Guild (FAQ added)
« Reply #718 on: February 05, 2012, 06:23:15 PM »
You remember the map with the ruined bridge I posted a while ago? Yeah, they didnt accept it. Have fun with that.

Yeah, they also edit the maps themselves, sometimes for the worse.  :?
 
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Re: Nordous' Sceners Guild (FAQ added)
« Reply #719 on: February 05, 2012, 07:03:39 PM »
That too, I ******** hate when people edit my maps without permission.