Author Topic: Mount & Blade Mod Makers Q&A Thread  (Read 507282 times)

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Ahadhran

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #330 on: September 13, 2006, 01:44:30 AM »
thanks for the adjustment  :)

the (try_end,0) is actually from old vanilla triggers that I haven't updated, I just took the vanilla trigger and added stuff inbetween.

I'll use the script below and give you credit.

I'm not sure why mine doesn't work either, but I bet there is something about one of the operations that doesn't work quite as one would expect...I tested my script and it just refreshed seamingly at complete random just as before with the vanilla refresh script.

Edit: tried your scrip silverkatana and it worked perfectly! thanks!
« Last Edit: September 13, 2006, 01:59:41 AM by Ahadhran »

Winter

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #331 on: September 13, 2006, 07:39:25 AM »
Just a hint that may be helpful to you, Ahadhran and silverkatana -- I did the same sort of thing for my caravaneers a while back, and I found out something.

My script was fine, and I couldn't for the life of me figure out why it didn't work . . . Until I realised that all the items that were supposed to appear were set to abundance 0. In short, an item's abundance score takes precedence over the item probability rating.

All those nice little details what sneak up on you.

Deprecatedly,
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Deon

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #332 on: September 13, 2006, 08:12:41 AM »
Hello, comrades.

1) Yesterday I tried to make-and-texture some armor for the 1st time in my life.

Now I understand, that there's not a good choice to start from armor, cause of all this ".smd-not-.obj" stuff because of bones... But I'm not going to give up so easily! =)

The first armor  I textured was ok... Well, for the first time it was not visible in the game, then I found on forums that this is because I used .obj not .smd export-import in BRFEdit-wings3d. But then I exported .smd, imported it again but in the place of my first-textured mesh (note that I use default heraldic armor mesh, so there're no problems with replacing one mesh with another), and it was ok, cause I had the texture I applied to  the 1st .obj mesh in wings32 sitting right on the .smd-exported mesh as it would be. I think it's because the pictures on the unwrapped map were at the right places from the beginning...
Now I cannot do this thing with an armor which should use one piece of textures from clothes2.dds (smth like this, just for example).

So can you explain, what SHOULD i do to texture my armor mesh using BRFEditor, wings3d and some dds converters. I ask this because wings3d cannot import .smd file exported from .brf , so how could I unwrap and make the right .dds file ?...
Give me an advice please, wise ones  8-)

[edit]

2) How can I make a crossbow shoot twice before it reloads (I mean using 1 bolt)? Like pistols and rifles in star wars mod.
EDIT: I've found it. In module system it's a "max_ammo" value. And where is it in unofficial editor? "quantity" or what?
« Last Edit: September 13, 2006, 11:22:23 AM by Deon »
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guspav

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #333 on: September 13, 2006, 03:48:44 PM »
Deon:
to answer your questions:
1) to reskin armors you'll need to use 3ds with the smd format (it's quite messier than with wings), also so that your armor works correctly you'll have to adjust the vertexes to their corresponding bones (again on 3ds)

2) you can do the crossbow thingy by increasing it's ammo quantity
eg:
["hunting_crossbow", "hunting_crossbow", [("crossbow",0)], itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed ,itcf_shoot_crossbow, 3 , weight(2.25)|difficulty(0)|spd_rtng(44) | shoot_speed(50) | thrust_damage(24 ,  pierce)|max_ammo(1),imodbits_crossbow ],

or using mbedit change the quantity number of the crossbow

EDIT: oops you solved that ammo thingy by yourself, good job :P
                                         
« Last Edit: September 13, 2006, 03:53:19 PM by guspav »
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Ahadhran

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #334 on: September 13, 2006, 06:47:27 PM »
I'm getting this wierd dialogue problem that I can't figure out. The code compiles just fine but when I try to load the game it gives an assertion error...the red code is the code that if I remove will make it run fine.

Quote
[trp_lady_evenaline, "guardian_payment",[],"What would you like to recieve payment for?","guardian_payment_2",[]],
   #Nevermind
   [trp_lady_evenaline|plyr,"guardian_payment_2",[],"Nevermind.","evenaline_intro",[]],
          
        #followers of the dark moon
      [trp_lady_evenaline|plyr,"guardian_payment_2",
      [(store_num_parties_destroyed_by_player,reg(3),"pt_followers_of_the_dark_moon"),
       (lt,"$followers_paid_for",reg(3))],

      "I have defeated some of the Followers of the Dark Moon","followers_payment",[]],
            
            # give normal payment plus special reward   
               [trp_lady_evenaline,"followers_payment",
               [(store_num_parties_destroyed_by_player,reg(3),"pt_followers_of_the_dark_moon"),
               (ge,reg(3),num_max_followers_of_the_dark_moon),
               (eq,"$followers_reward",0)],
               "You have done exceptionally well, your vigilance has all but wiped out the cursed followers! \
               Here is some extra gold for your efforts.","followers_payment_2",
               [(val_sub,reg(3),"$followers_paid_for"),
               (val_add,"$defenders_influence",reg(3)),
               (val_mul,reg(3),200),
               (troop_add_gold,"trp_player",reg(3)),
               (store_num_parties_destroyed_by_player,"$followers_paid_for","pt_followers_of_the_dark_moon"),
               #special reward
               (add_xp_as_reward,8000),
               (val_add,"$defenders_influence",10),
               (troop_add_gold,"trp_player",3000),
               (assign,"$peak_followers_of_the_dark_moon",0),
               (assign,"$followers_reward",1)]],

         
         #   #payment for followers
               [trp_lady_evenaline,"followers_payment",[],
               "Yes my scouts have brought me reports of this. Here is your 200 denars per party","followers_payment_2",
               [(store_num_parties_destroyed_by_player,reg(3),"pt_followers_of_the_dark_moon"),
               (val_sub,reg(3),"$followers_paid_for"),
               (val_add,"$defenders_influence",reg(3)),
               (val_mul,reg(3),200),
               (troop_add_gold,"trp_player",reg(3)),
               (store_num_parties_destroyed_by_player,"$followers_paid_for","pt_followers_of_the_dark_moon")]],
   #unfinished code      
        [trp_lady_evenaline|plyr,"guardian_payment_2",
   [(store_num_parties_destroyed_by_player,reg(3),"pt_undead_followers_of_the_dark_moon"),
   (lt,"$undead_followers_paid_for",reg(3))],
   "I have destroyed some of the undead Followers of the Dark Moon","close_window",[]],

                                       #ending conversation
                                       [trp_lady_evenaline|plyr,"followers_payment_2",[],"Thank you my lady.","close_window",[]],         

I think that is all the relevant parts of code

Here is what the assertion error says

Quote
Assertion failed!

Program: C:\Program Files\Mount&Blade\mount&blade.exe
File: e:\develop\mb\rgl\rglstream.h
Line: 470

Expression: buffer_has_more_tokens()

For more information...blah blah ect ect...

edit
changed an obvious mistake that didn't have any effect so that it is correct, still won't load the game though
« Last Edit: September 13, 2006, 08:35:30 PM by Ahadhran »

Iberon

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #335 on: September 13, 2006, 07:58:23 PM »
I think it is the second troop_add_gold, there appears to be no troop defined to give the gold to.
« Last Edit: September 13, 2006, 08:01:15 PM by Iberon »

Ahadhran

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #336 on: September 13, 2006, 08:31:08 PM »
hahaha thats horriblely obvious, this is what I get for coding while feeling sick

thanks

edit
my joy was premature, even with the troop_add_gold thing fixed it still gives the same error
« Last Edit: September 13, 2006, 08:36:37 PM by Ahadhran »

Iberon

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #337 on: September 13, 2006, 08:57:00 PM »
How about the val_add command, try swapping the "$defenders_influence" and reg(3) around. The other commands have the reg(3) first.

Ahadhran

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #338 on: September 13, 2006, 09:41:24 PM »
no, switching variables around wouldn't change anything, as long as the variables are valid it doesn't really matter how they are positioned (besides they have to be that way for the calculation to come out right). Things like variables being invalid will be caught during compile, but this compiles fine. It must have to do with some larger contextual problem that may have to do with how I have structured the dialogue in general. I may have to just change dialogue to be simpler but more clunky (as seen byt the player).

Edit:
it turns out the entire problem was completely unrelated to my code but rather the fact that I have been using notepad++ lately and have been a bit over-zealous on using tabs and spaces to make things look organized. this apparently won't be caught during compile but will stop M&B from launching so to anyone else using notepad++ just a little heads up
« Last Edit: September 15, 2006, 04:35:03 AM by Ahadhran »

Iberon

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #339 on: September 13, 2006, 09:47:07 PM »
I've had this error message before, I had it when I set no name for a party (As in the name you see but I still put the "" in). I don't know if that helps.

Deon

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #340 on: September 14, 2006, 10:17:06 PM »
Ok, this is the next problem I've encountered.

"invalid material", you know.

In BRFEditor:
I "add" texture in "textures" tab, then name it "clothes1.dds" (my .dds file), then I "add" new material in "materials" tab, then rename it like "clothes1" and set diffuse - "clothes1.dds". Then I go to meshes tab, import my ".smd" with smilar texture (I've just changed existing vanilla texture file) and set material for it - "clothes1". Now it's shown right. But when I try to check another mesh and then check my new mesh back, it has the same texture like the previously selected mesh in in in preview-window and gives me "invalid material" error.
The first armor I've done this way was ok, but now I cannot replicate my previous effort.
Please give me advice what to try =).


EDIT: I've found a tweak: you can make these operation in CLEAR brf file (new) and save it, it'll be ok with 1 mesh.
Then you can import desired mesh from this file to your brf with all other meshes.


ALSO aswer me please: can we make hitbox to be lower than usual (I mean relatively to human's model). For example, can you tell me, how "crouch mod" works then?
« Last Edit: September 14, 2006, 10:34:41 PM by Deon »
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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #341 on: September 15, 2006, 12:12:54 PM »
Hi everybody. I did to created new party and spawn point. But I cant see a new party? Can you help me?

Deon

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #342 on: September 15, 2006, 12:59:11 PM »
Well, you should wait until it spawns =).

Also I have a question: how to bind parties to "party-sp" s in unofficial editor to make them spawn there (and can probability of spawning be adjuted or it is hardcoded?)? =) I'm now at work and cannot see the interface, but I'm afraid I can encounter such problem this evening =).


And please does anyone know a good thread (or maybe post) about how to use those damned face and hair codes to make troops look as you like.
When I press ctrl-e in the first screen with facegen (when starting a new character) it shows some long code, but it cannot be copy-pasted and also it seems to be a little longer than it should be (as in Armagan's "troops"). And where is that damned "hair code"?
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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #343 on: September 15, 2006, 01:01:35 PM »
thanks

Iberon

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #344 on: September 15, 2006, 05:39:05 PM »
All you need to do to copy the face code is click on it.