Oh, forgot. Would python 2.01x work?
It may, but why would you use it?SwadianJedi said:Oh, forgot. Would python 2.01x work?
sir_arvondor said:@English_Knight:Read my post here:http://forums.taleworlds.com/index.php/topic,234830.msg5618913.html#msg5618913
Just replace "Brytenwalda" with whatever mod you're moving the items from.
@Lumos:Maybe you'd like to do us all a favor and add the contents of the post in the link above to your Ultimate Introduction to Modding please?
LoD (Level of Detail) meshes are meshes which replace the original one when at an appropriate distance, therefore easing the strain on the processor. Import everything.English_Knight said:the helm I would like to import has filename, filename.lod1, filename.lod2, filename.lod3. Do I need to import all of these? (i.e. are they all pieces of the same item?) or do I need to only do the original?
Thanks, I'll try 2.7.3Lumos said:It may, but why would you use it?SwadianJedi said:Oh, forgot. Would python 2.01x work?
I'm not certain I've ever seen someone using Python 2.0x. You are free to try, but please tell me if it works.
Of course, I still think it would be better for you to get Python 2.7.3, given that it's the latest possible-to-use version.
In order to apply a texture to your mesh, you need three things: the mesh, a material and a texture (or a few textures). The mesh points to the material, the material points to the textures. As you can see from OpenBRF, one material, therefore one model, can have six textures! Most of the times a quality model would have 3 to 5 textures. Diffuse1 is the name of the texture. Diffuse2... I have no idea what it is , although I've seen it once, I think. Mostly unused. Normal maps, also called bumpmaps, look blue/green and tell the game where to make bumps - and believe me, that gives stuff a ****load of a quality improvement. Environment maps are the reflections that weapons will have, unused on other stuff, I think, and specular maps, which are mostly black/white, tell the game where the item should shine and not. These textures could have very different names, though. If you had a sword called "new_sword_17", and a material called "new_sword_17", you could have the following textures: Diffuse - "new_swor17.dds", Bump - "my_ass_hurts.dds", Spec - "betyouwontlookhere.dds". Use OpenBRF to check for these names. In order for your item to look properly, you need all of them.English_Knight said:I don't really understand what to do, actually. There are three files...do I need three separate textures for it? Also, I'm not sure which textures go with it and which don't. If the helm is called "helm", OpenBRF says it uses helm_crown.dds, but there are other texture files called "helm.dds" "helm_crown.dds" "helm_normal.dds" etc and I'm unsure which to use. Also, the extra things in the .ini file are written as "load_mod-resource = " with the name of the BRF, but the guide says "load_module_ resource.brf" . Which is it? :\
load_module_resource
load_mod_resource
Of course it's not savegame compatible. You have to start a new game and wait for as much as two weeks in order to find it. Or something, I've passed the stage of text editing years ago.English_Knight said:I just cannot find it in game. I thought I had done everything, then went into my game and checked the item list. I couldn't find it anywhere. Unless this method is not savegame compatible.
Gambino said:load_module_resource = armor
i think load_mod_resource also works...
*cough*Lumos said:The usage ofin module.ini, while technically correct, is absolutely unneeded, sinceCode:load_module_resource
works too, and is much shorter...Code:load_mod_resource
Yes, if all went well.English_Knight said:Should I find it at the armourer (eventually)?
Lerber said:For someone who is relatively versed in using python, (My university's intro to OOP was in python and we got in to networking and GUIs.) is it still more beneficial to start with the idea of "tweaking" already present mechanics and code. Or could I jump right in and start writing and testing code?