Author Topic: Upgraded Village Scene  (Read 2370 times)

0 Members and 1 Guest are viewing this topic.

Halrik

  • Regular
  • *
    • View Profile
  • Faction: Neutral
Re: Upgraded Village Scene
« Reply #30 on: September 12, 2011, 08:00:24 AM »
When adding a watchtower, would it be possible for you to make it with a staircase so that one can climb it? It'd be pretty cool. Also, perhaps in a defense, spawn a few peasant archers inside this watch tower? (As in, whenever there's a situation that farmers spawn on the field.)

Tsewe

  • Squire
  • *
  • a.k.a. Brubar
    • View Profile
  • Faction: Neutral
  • MP nick: Gandhyoda
  • M&BWB
Re: Upgraded Village Scene
« Reply #31 on: September 12, 2011, 05:21:02 PM »
When adding a watchtower, would it be possible for you to make it with a staircase so that one can climb it? It'd be pretty cool. Also, perhaps in a defense, spawn a few peasant archers inside this watch tower? (As in, whenever there's a situation that farmers spawn on the field.)

I'll see what i can do, but for now, I'm just remaking native scenes (without improvements).
We're also trying to find the easiest way to add those buildings ingame.

ganso

  • Regular
  • *
    • View Profile
  • Faction: Nord
Re: Upgraded Village Scene
« Reply #32 on: September 12, 2011, 05:21:35 PM »

Of course it would always be welcomed. My "plan" is quite simple. I want to make at least one new village scene per faction / culture so we would have new village scenes all across the map. I am finishing one in France. If you have a particular interest or wish to do one village of a scpecific region, go ahead. It doesnt have to be the exact historical plan of a specific village since the scene will be used as a generic village.
Just tell me which one you'll do please!


I guess I'll stick with Middleburch castle for now, until you guys figure a way of making the buildings show up as they are built. But I'll let you know if I start working on something.

Sayd Ûthman

  • Language Moderator
  • *
  • Battle of Europe Developer
    • View Profile
  • Faction: Neutral
  • MP nick: Sayd_uthman
  • WB
Re: Upgraded Village Scene
« Reply #33 on: September 16, 2011, 10:41:16 PM »
You cannot do anything without python, you should talk to korinov

Tsewe

  • Squire
  • *
  • a.k.a. Brubar
    • View Profile
  • Faction: Neutral
  • MP nick: Gandhyoda
  • M&BWB
Re: Upgraded Village Scene
« Reply #34 on: September 24, 2011, 02:28:49 AM »
Yes that's what i've realized :D
i asked him but i got no answer :P i shall re-ask him!

but i understood he probably has more important stuff to work on, so i wont focus on the upgraded village, only remaking native village scene for now.
i have tried to learn how to implement new buildings with new entries in the python files, but it takes too much time for me so i wont go further for now...
but thanks for everything uthman

supraliminal

  • Regular
  • *
    • View Profile
  • Faction: Neutral
Re: Upgraded Village Scene
« Reply #35 on: September 24, 2011, 06:39:02 AM »
I think (other than quests, pike setting, and the "more usual" desires for added features...) this would be a fantastic addition.  I bet I'm not alone in waiting (game) weeks when I first played vanilla to see what the village looked like with the new addition... only to see no visual difference.  I say any mod with this gets lots of bonus points for sure.

eatme

  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • M&BWBNW
Re: Upgraded Village Scene
« Reply #36 on: September 25, 2011, 01:17:40 PM »
Aye I second that op

quapitty

  • Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
  • M&BWBWF&S
Re: Upgraded Village Scene
« Reply #37 on: November 17, 2011, 09:35:50 AM »
Don't know if anybody is still working on this. I could do it, if there is still interest - especially by the modders..... Question is - is it possible to script? Otherwise it doesn't make sense to work on it.
(click to show/hide)

Aliksander

  • Squire
  • *
  • Fugedaboudit!
    • View Profile
  • Faction: Nord
  • WB
Re: Upgraded Village Scene
« Reply #38 on: November 17, 2011, 11:14:38 PM »
In order to implement this a LOT of scene work has to be done.  Essentially you would need to make separate village scenes for every possible combination of upgrades.  With 4 possible upgrades, plus the normal NON-upgraded scene, that means having 24 scenes made for EVERY VILLAGE.  Granted if you have a the standard scene made you just have to add in the extras to make a 'new scene' but you also want to make it 'flow' and be aesthetically pleasing as well.  Are you willing to put in that work...?
Here is the price of freedom: Your every drop of courage, ounce of pain, pint of blood,...paid in advance.

I'm an IDEA man,... Hard work isn't my forte. ~ Q

DrTomas

  • Grandmaster Knight
  • *
  • Smelly Noble and A Peasant
    • View Profile
  • Faction: Neutral
  • WB
Re: Upgraded Village Scene
« Reply #39 on: November 17, 2011, 11:45:34 PM »
It's posible to use scripts to dynamicly alter the scene based on the buildings the village have. If done correctly you can manage with only one scene to fill in with all posible building variations. However, pathfinding might be a problem - so best to avoid all kinds of "complex" building improvements.
Being an alcoholic is historically correct.

quapitty

  • Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
  • M&BWBWF&S
Re: Upgraded Village Scene
« Reply #40 on: November 18, 2011, 07:25:46 AM »
Thanks to both of you for your references. I'll concentrate on castles and towns till some new wind comes in here. 

Tsewe

  • Squire
  • *
  • a.k.a. Brubar
    • View Profile
  • Faction: Neutral
  • MP nick: Gandhyoda
  • M&BWB
Re: Upgraded Village Scene
« Reply #41 on: November 19, 2011, 10:30:04 PM »
it would be possible to avoid making many many many scenes for doing this
but it would require to bound buildings to entry points, and when the layer builds one of the new building, then the building in the scene would change its Z coordinates (it means every new building would be in the "original scene" but underground, and when the player builds one, it comes out on the ground, with new Z coordinates)

I think i mentionned it earier in this thread, but i really dont have any spare time to work on M&B right now. My master at univ. is taking way too much of my time.
If you're trully interested, i could give you some links and contacts of people who helped me trying to make this happen. I started it but didnt have time to continue this project. Here again, sorry!

DrTomas

  • Grandmaster Knight
  • *
  • Smelly Noble and A Peasant
    • View Profile
  • Faction: Neutral
  • WB
Re: Upgraded Village Scene
« Reply #42 on: November 25, 2011, 10:55:27 AM »
moving the buildings up and down seems like a pain in the but, to be honest. When developing 1257ad manor system  to remove the unbuild buildings from the scene we used mainly commands - replace_scene_props and replace_scene_items_with_scene_props. It's way faster and no hassle needed - at-least when you have a large amount of build-able buildings in the scene. Downside is that it will remove all scene props of it's kind - so in worse case scenario a new scene props for the build-able buildings would need to be declared.
Being an alcoholic is historically correct.

Tsewe

  • Squire
  • *
  • a.k.a. Brubar
    • View Profile
  • Faction: Neutral
  • MP nick: Gandhyoda
  • M&BWB
Re: Upgraded Village Scene
« Reply #43 on: December 18, 2011, 09:35:47 PM »
moving the buildings up and down seems like a pain in the but, to be honest. When developing 1257ad manor system  to remove the unbuild buildings from the scene we used mainly commands - replace_scene_props and replace_scene_items_with_scene_props. It's way faster and no hassle needed - at-least when you have a large amount of build-able buildings in the scene. Downside is that it will remove all scene props of it's kind - so in worse case scenario a new scene props for the build-able buildings would need to be declared.

This seems very interesting, though i dont really understand : where do you add "replace_scene_items_with_scene_props"? i mean in which file? How do you know when those props will de replaced, or what triggers it? I used to be a simple scener, then i took an arrow in the knee. Forgive my lack of knowledge about the textual scening modifications...

DrTomas

  • Grandmaster Knight
  • *
  • Smelly Noble and A Peasant
    • View Profile
  • Faction: Neutral
  • WB
Re: Upgraded Village Scene
« Reply #44 on: December 18, 2011, 10:22:23 PM »
You will need to do a call via mission trigger, triggering it just before it starts(via ti_before_mission_start flag). Just see how script_remove_siege_objects is called and do based on that.

You obviously will need to write a small script to see which props to remove, which not to. The game tracks the modifications for villages already, so shouldin't be a hard to do so.

Feel free to poke me if you have more questions :)
Being an alcoholic is historically correct.