This is modulesystem 1.143 with fully running custom banner
Download Link : MB Repository
Included with this package :
How to put this into your module :
Issues :
- multiplayer 's unsupported yet, you can add the multiplayer support by yourself, it's not hard, but I have no server to test.
-troop note currently have no banner yet.solved with v1.1 update
- sometime custom banner presentation don't update it's heraldic, but it's ok on the gameplay.
Credit :
- FALX, original idea
- dunde, for this package
How to make own made heraldic items works with custom banner :
Download Link : MB Repository
Included with this package :
- module system
- textures
- modified custom_banner.brf
- 1 new custom banner map icon flag and 3 custom banner background theme.
How to put this into your module :
- copy the dds into your module's folder
- copy the brf into your module's folder
- edit your module.ini. Change load_resource = custom_banner to load_mod_resource = custom_banner
- modify your module system, according this module system from this package. The key word is normal_banner, custom_banner, dunde's begin and dunde's end
Issues :
- multiplayer 's unsupported yet, you can add the multiplayer support by yourself, it's not hard, but I have no server to test.
-
- sometime custom banner presentation don't update it's heraldic, but it's ok on the gameplay.
Credit :
- FALX, original idea
- dunde, for this package
How to make own made heraldic items works with custom banner :
- Follow this tutorial to make heraldics items
- Tableau code template for custom banner is :
Code:
("heraldic_XXX", 0, "sample_heraldic_XXX_banner", 512, 512, 0, 0, 0, 0,
[
(store_script_param, ":troop_no", 1),
(set_fixed_point_multiplier, 100),
#(try_begin),
#(eq, "$debug_mode", 1),
#(call_script, "script_draw_banner_to_region", ":troop_no", "$debug1", "$debug2", "$debug3", "$debug4", "$debug5", "$debug6", "$debug7", "$debug8", "$debug9"),
#(else_try),
(call_script, "script_draw_banner_to_region", ":troop_no", 0,0, 5000, 5000, 10000, 10000, 10000, 10000, 0),
#(try_end),
(init_position, pos1),
(position_set_z, pos1, 100),
(cur_tableau_add_mesh, "tableau_mesh_heraldic_XXX_banner", pos1, 0, 0),
(cur_tableau_set_camera_parameters, 0, 200, 200, 0, 100000),
]),
- Uncomment the commented parts. It's important to tune the parameters. Compile!
- Test in the game, start as noble so the game will call custom_banner_selection immediately. You can see how the item will looks. Type debug and new overlays will be shown up. They are the parameters $debug1 to $debug9. Set the values until the item looks well. Note the values! PS. you can speed up the up/down parameters change by holding left shift or left ctrl key.
- Quit game, comment back the commented parts of tableau code, and write down the values you note to this line (replace the paramaters with the values you wrote) :
(call_script, "script_draw_banner_to_region", ":troop_no", 0,0, 5000, 5000, 10000, 10000, 10000, 10000, 0),
then recompile your module system.
It's the old custom banner that is in the native already, but never be used. I enabled it and made it works for banners, icon map flag and heraldics (WIP, must rewrite the tableau of the items one by one )