If you want to make a custom map for your server, this is how:
Ingame scene editting: When starting M&B, before you select Play game, press on Configure. At the Advanced tab you can enable Edit Mode (with warning). Ingame you need to go windowed (alt+enter) and press ctrl+E to go to Edit Mode when in a scene. Press the help button for info.
Some explanation about scenes:
in scenes.txt you find the scene id's and terrain codes. If you go to a scene that scene has to be scenes.txt. Every scene also has a Scene Obj file, marked with .sco. For example the scene quick_batte_1 in scenes.txt uses the quick_battle_1.sco. If it can't find that .sco, it automatically creates a new empty .sco, thus you have a new scene (with the terrain from the terrain code). In .sco terrain alternation and objects are stored.
If you have the SP beta, you can easily go to the 'test scene' and enter the multiplayer scenes. Best is to first remove the .sco in Mount&Blade Warband/Modules/Native/SceneObj/ to have a clean scene. For example when you edit scene 2 (village) you have to remove multi_scene_2. It automatically creates a new .sco when saving (save regularly! to save press ctrl+E when in edit mode to exit edit mode.) Best is to do this all in a custom Module, create one by copying Native and renaming it to the name of choice.
Current scenes
multi_scene_1", "Ruins"
multi_scene_2", "Village"
multi_scene_3", "Castle"
multi_scene_4", "Ruined Fort"
multi_scene_5", "Scene 5 #not ready yet
multi_scene_6", "Scene 6 #not ready yet
multi_scene_7", "Field by the River
multi_scene_8", "Castle 2
multi_scene_9", "Snowy Village
multi_scene_10", "Castle 3
multi_scene_10", "Random Plains (Medium)
multi_scene_11", "Random Plains (Large)
multi_scene_12", "Random Steppe (Medium)
multi_scene_13", "Random Steppe (Large)
Entry points:
Battle.
0 faction 1
32 faction 2
67 - Master of the Field flag pos 1
68 - Master of the Field flag pos 2
69 - Master of the Field flag pos 3
CTF. (not sure about the team spawnpoints yet)
64 flag 1
team1:
18
19
20
21
22
23
24
31
65 flag 2
Siege (also check http://forums.taleworlds.com/index.php/topic,112806.0.html)
0 defender
32 attacker
66 flag defender
MotF
67
68
69
For Deathmatch:
You have to place entry points 0 - 64 so that people won't spawn on random places.
Objects:
F&D
Trebuchet_destructible
Catapult_destructible
Siege Tower. Thanks to Lucke189
1. Place Siege Tower, Tower platform and the wheels in final position (close to the wall with the platform down).
2. Place Entry Points 110-119 from were you want it to start, to the wall.
3. Restart the scene.
4. Watch the result!
Full Invasion mod
0 defenders (players!) group 1
1 defenders (players!) group 2
32-40 attackers
A word about AI meshes:
AI meshes are the pathfinding meshes. It walks over these AI meshes to get at an enemy. AI Barriers are used to not make AI's fall of ladders, while players can jump off than, unlike when placing normal barriers.
Best way to make AI meshes on walls and through buildings is by going to Edge mode and extrude them.
If an AI mesh goes through a building, the AI will think they can pass through that building to get at an enemy, so don't do that. If an enemy is on a place without AI meshes, the AI will go to the AI mesh closest to him, and tries to reach him from there. If the bot gets off the AI grid, he will try to get to the closest AI mesh, sometimes being at the other side of the wall, thus bots gets stuck under ladders. Also add AI meshes under ladders that lead them back to the ladder.
Making moveable ladders work (by Hethwill)
Select ladder, place it in its final position. Insert Entry Point at the bottom of that ladder and number it 100 or up ( 100, 101, etc ), one for each ladder.
Then orientate the Entry Point ( arrow ) to the direction and position you wish it to be when laying on the ground.
It will only work in MP mode, so, host your game, and voilà
Making the porticullis gate work (by Hethwill)
Place "Porticullis". Place the "Winch" ( I used chain type ). Try it.
If it doesn't work, try this:
- Place the two objects as you wish them in the closed Gate position. Lift Gate as it will be as open.
- Go play, activate the winch. It will go to Open Gate position and gate will move. Activate again to trigger Closed Gate status.
- Edit and put Gate into closed position as you like.
- Done.
Ingame scene editting: When starting M&B, before you select Play game, press on Configure. At the Advanced tab you can enable Edit Mode (with warning). Ingame you need to go windowed (alt+enter) and press ctrl+E to go to Edit Mode when in a scene. Press the help button for info.
Some explanation about scenes:
in scenes.txt you find the scene id's and terrain codes. If you go to a scene that scene has to be scenes.txt. Every scene also has a Scene Obj file, marked with .sco. For example the scene quick_batte_1 in scenes.txt uses the quick_battle_1.sco. If it can't find that .sco, it automatically creates a new empty .sco, thus you have a new scene (with the terrain from the terrain code). In .sco terrain alternation and objects are stored.
If you have the SP beta, you can easily go to the 'test scene' and enter the multiplayer scenes. Best is to first remove the .sco in Mount&Blade Warband/Modules/Native/SceneObj/ to have a clean scene. For example when you edit scene 2 (village) you have to remove multi_scene_2. It automatically creates a new .sco when saving (save regularly! to save press ctrl+E when in edit mode to exit edit mode.) Best is to do this all in a custom Module, create one by copying Native and renaming it to the name of choice.
Current scenes
multi_scene_1", "Ruins"
multi_scene_2", "Village"
multi_scene_3", "Castle"
multi_scene_4", "Ruined Fort"
multi_scene_5", "Scene 5 #not ready yet
multi_scene_6", "Scene 6 #not ready yet
multi_scene_7", "Field by the River
multi_scene_8", "Castle 2
multi_scene_9", "Snowy Village
multi_scene_10", "Castle 3
multi_scene_10", "Random Plains (Medium)
multi_scene_11", "Random Plains (Large)
multi_scene_12", "Random Steppe (Medium)
multi_scene_13", "Random Steppe (Large)
Entry points:
Battle.
0 faction 1
32 faction 2
67 - Master of the Field flag pos 1
68 - Master of the Field flag pos 2
69 - Master of the Field flag pos 3
CTF. (not sure about the team spawnpoints yet)
64 flag 1
team1:
18
19
20
21
22
23
24
31
65 flag 2
Siege (also check http://forums.taleworlds.com/index.php/topic,112806.0.html)
0 defender
32 attacker
66 flag defender
MotF
67
68
69
For Deathmatch:
You have to place entry points 0 - 64 so that people won't spawn on random places.
Objects:
F&D
Trebuchet_destructible
Catapult_destructible
Siege Tower. Thanks to Lucke189
1. Place Siege Tower, Tower platform and the wheels in final position (close to the wall with the platform down).
2. Place Entry Points 110-119 from were you want it to start, to the wall.
3. Restart the scene.
4. Watch the result!
Full Invasion mod
0 defenders (players!) group 1
1 defenders (players!) group 2
32-40 attackers
A word about AI meshes:
AI meshes are the pathfinding meshes. It walks over these AI meshes to get at an enemy. AI Barriers are used to not make AI's fall of ladders, while players can jump off than, unlike when placing normal barriers.
Best way to make AI meshes on walls and through buildings is by going to Edge mode and extrude them.
If an AI mesh goes through a building, the AI will think they can pass through that building to get at an enemy, so don't do that. If an enemy is on a place without AI meshes, the AI will go to the AI mesh closest to him, and tries to reach him from there. If the bot gets off the AI grid, he will try to get to the closest AI mesh, sometimes being at the other side of the wall, thus bots gets stuck under ladders. Also add AI meshes under ladders that lead them back to the ladder.
Making moveable ladders work (by Hethwill)
Select ladder, place it in its final position. Insert Entry Point at the bottom of that ladder and number it 100 or up ( 100, 101, etc ), one for each ladder.
Then orientate the Entry Point ( arrow ) to the direction and position you wish it to be when laying on the ground.
It will only work in MP mode, so, host your game, and voilà
Making the porticullis gate work (by Hethwill)
Place "Porticullis". Place the "Winch" ( I used chain type ). Try it.
If it doesn't work, try this:
- Place the two objects as you wish them in the closed Gate position. Lift Gate as it will be as open.
- Go play, activate the winch. It will go to Open Gate position and gate will move. Activate again to trigger Closed Gate status.
- Edit and put Gate into closed position as you like.
- Done.