Author Topic: [LSP] Map Icons Pack  (Read 19350 times)

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fladin

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Re: [OSP] Map Icons Pack
« Reply #15 on: May 23, 2014, 01:09:50 PM »
Great work
thank you for sharing  :D

Meneldur

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Re: [OSP] Map Icons Pack
« Reply #16 on: May 23, 2014, 03:04:23 PM »
Aehm
will you go further with this? There are no maritim map icons and only one ship type, though there are more different ships in the scene_props.
Sorry but just couldnt resist to say that.....  :oops:
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Re: [OSP] Map Icons Pack
« Reply #17 on: May 23, 2014, 04:05:59 PM »
I added link to his icons under the main download, so it won't get lost.
Oh! The image was the link! Damn, I didn't see it at first, and was like "WTF you made such great icons but where are they?"  :D

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Re: [OSP] Map Icons Pack
« Reply #18 on: May 23, 2014, 09:37:06 PM »
Oh my,That Icons are very Beatiful.Can i use in my mod ?(Topic has not opened yet.).

Janycz

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Re: [OSP] Map Icons Pack
« Reply #19 on: May 24, 2014, 06:03:25 PM »
Many scripts for this osp:

(click to show/hide)

(click to show/hide)

(click to show/hide)
« Last Edit: May 24, 2014, 06:10:32 PM by Janycz »
1 + 2 + 3 + 4 + ... = ζ(-1) = -0.08(3)
1 - 1 + 1 - 1 + 1 - ... = 0.5
1 - 2 + 3 - 4 + 5 - ... = 0.25

Ya ALLAH!

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Re: [OSP] Map Icons Pack
« Reply #20 on: May 24, 2014, 06:32:41 PM »
Oh, so good job. Thx.

Meneldur

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Re: [OSP] Map Icons Pack
« Reply #21 on: May 29, 2014, 09:15:33 PM »
[
Code: [Select]
[quote]from Janycz:
("draw_icons",
   [
    (try_for_parties, ":party"),

      (party_slot_eq, ":party", slot_party_type, spt_kingdom_hero_party),
      (party_is_active, ":party"),
      (gt, ":party", 0),
      (neg|party_is_in_any_town, ":party"),
      (store_faction_of_party, ":fac", ":party"),
      (store_party_size, ":num", ":party"),
      (party_get_icon, ":icon", ":party"),
 
  (party_get_slot, ":leader", ":party",[b] slot_kingdom_party_leader[/b]),
  (assign, ":is_king", 0),
      (try_for_range, ":cur_fac", "fac_kingdom_1", "fac_kingdoms_end"),
    (faction_slot_eq, ":cur_fac", slot_faction_leader, ":leader"),
    (assign, ":is_king", 1),
      (try_end),
 
      (try_begin),
    (eq, ":is_king", 0),

[/quote]
what is it with that slot?  slot_kingdom_party_leader i can define it at module _constans but what belongs into it?
As for me all lords use kings icon with that script so     (eq, ":is_king", 0), is never executed
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Janycz

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Re: [OSP] Map Icons Pack
« Reply #22 on: May 31, 2014, 10:02:56 AM »
[
Code: [Select]
[quote]from Janycz:
("draw_icons",
   [
    (try_for_parties, ":party"),

      (party_slot_eq, ":party", slot_party_type, spt_kingdom_hero_party),
      (party_is_active, ":party"),
      (gt, ":party", 0),
      (neg|party_is_in_any_town, ":party"),
      (store_faction_of_party, ":fac", ":party"),
      (store_party_size, ":num", ":party"),
      (party_get_icon, ":icon", ":party"),
 
  (party_get_slot, ":leader", ":party",[b] slot_kingdom_party_leader[/b]),
  (assign, ":is_king", 0),
      (try_for_range, ":cur_fac", "fac_kingdom_1", "fac_kingdoms_end"),
    (faction_slot_eq, ":cur_fac", slot_faction_leader, ":leader"),
    (assign, ":is_king", 1),
      (try_end),
 
      (try_begin),
    (eq, ":is_king", 0),

[/quote]
what is it with that slot?  slot_kingdom_party_leader i can define it at module _constans but what belongs into it?
As for me all lords use kings icon with that script so     (eq, ":is_king", 0), is never executed

I forgot to write...
insert into the end of the script 'create_kingdom_hero_party':
Code: [Select]
(party_set_slot, "$pout_party", slot_kingdom_party_leader, ":troop_no"),    

for example:
Code: [Select]
  ("create_kingdom_hero_party",
    [
      (store_script_param, ":troop_no", 1),
      (store_script_param, ":center_no", 2),

      (store_troop_faction, ":troop_faction_no", ":troop_no"),

      (assign, "$pout_party", -1),
      (try_begin),
        (eq, "$g_there_is_no_avaliable_centers", 0),
      (set_spawn_radius, 0),
      (else_try),
        (set_spawn_radius, 15),
      (try_end),
      (spawn_around_party, ":center_no", "pt_kingdom_hero_party"),

      (assign, "$pout_party", reg0),

      (party_set_faction, "$pout_party", ":troop_faction_no"),
      (party_set_slot, "$pout_party", slot_party_type, spt_kingdom_hero_party),
      (call_script, "script_party_set_ai_state", "$pout_party", spai_undefined, -1),
      (troop_set_slot, ":troop_no", slot_troop_leaded_party, "$pout_party"),
      (party_add_leader, "$pout_party", ":troop_no"),
      (str_store_troop_name, s5, ":troop_no"),
      (party_set_name, "$pout_party", "str_s5_s_party"),

      (party_set_slot, "$pout_party", slot_party_commander_party, -1), #we need this because 0 is player's party!

      #Setting the flag icon
      #normal_banner_begin
      (troop_get_slot, ":cur_banner", ":troop_no", slot_troop_banner_scene_prop),
      (try_begin),
        (gt, ":cur_banner", 0),
        (val_sub, ":cur_banner", banner_scene_props_begin),
        (val_add, ":cur_banner", banner_map_icons_begin),
        (party_set_banner_icon, "$pout_party", ":cur_banner"),
      #custom_banner_begin
      #(troop_get_slot, ":flag_icon", ":troop_no", slot_troop_custom_banner_map_flag_type),
      #(try_begin),
      #  (ge, ":flag_icon", 0),
      #  (val_add, ":flag_icon", custom_banner_map_icons_begin),
      #  (party_set_banner_icon, "$pout_party", ":flag_icon"),
      (try_end),

      (try_begin),
        #because of below two lines, lords can only hire more than one party_template(stack) at game start once a time during all game.
        (troop_slot_eq, ":troop_no", slot_troop_spawned_before, 0),
        (troop_set_slot, ":troop_no", slot_troop_spawned_before, 1),
        (assign, ":num_tries", 20),
        (try_begin),
          (store_troop_faction, ":troop_kingdom", ":troop_no"),
          (faction_slot_eq, ":troop_kingdom", slot_faction_leader, ":troop_no"),
          (assign, ":num_tries", 50),
        (try_end),

        #(str_store_troop_name, s0, ":troop_no"),
        #(display_message, "{!}str_debug__hiring_men_to_party_for_s0"),

        (try_for_range, ":unused", 0, ":num_tries"),
          (call_script, "script_hire_men_to_kingdom_hero_party", ":troop_no"),
        (try_end),

        (assign, ":xp_rounds", 0),

        (game_get_reduce_campaign_ai, ":reduce_campaign_ai"),
        (try_begin),
          (this_or_next|eq, ":troop_faction_no", "$players_kingdom"),
          (eq, ":troop_faction_no", "fac_player_supporters_faction"),
          (assign, ":xp_rounds", 0),
        (else_try),
          (eq, ":reduce_campaign_ai", 0), #hard
          (assign, ":xp_rounds", 2),
        (else_try),
          (eq, ":reduce_campaign_ai", 1), #moderate
          (assign, ":xp_rounds", 1),
        (else_try),
          (eq, ":reduce_campaign_ai", 2), #easy
          (assign, ":xp_rounds", 0),
        (try_end),

        (troop_get_slot, ":renown", ":troop_no", slot_troop_renown),
        (store_div, ":renown_xp_rounds", ":renown", 100),
        (val_add, ":xp_rounds", ":renown_xp_rounds"),
        (try_for_range, ":unused", 0, ":xp_rounds"),
          (call_script, "script_upgrade_hero_party", "$pout_party", 4000),
        (try_end),
      (try_end),
#icons begin
      (party_set_slot, "$pout_party", slot_kingdom_party_leader, ":troop_no"),     
#icons end
      ]),
1 + 2 + 3 + 4 + ... = ζ(-1) = -0.08(3)
1 - 1 + 1 - 1 + 1 - ... = 0.5
1 - 2 + 3 - 4 + 5 - ... = 0.25

Somebody

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Re: [OSP] Map Icons Pack
« Reply #23 on: June 01, 2014, 12:34:59 AM »
I wouldn't recommend doing a try_for_parties loop every other second - instead you should be updating the icon whenever party composition changes (reinforcement, post-battle encounter), and only polling the ones that you know should have those icons (the list of kingdom heroes instead of all parties).

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Re: [OSP] Map Icons Pack
« Reply #24 on: June 01, 2014, 02:27:42 AM »
God bless you.  :D

Janycz

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Re: [OSP] Map Icons Pack
« Reply #25 on: June 01, 2014, 08:55:12 AM »
Many scripts for this osp(battlefields):

(click to show/hide)
(click to show/hide)

(click to show/hide)

insert into the begin of the script 'game_event_battle_end':
Code: [Select]
(store_script_param_1, ":root_defender_party"),
(store_script_param_2, ":root_attacker_party"),
(call_script, "script_draw_battle_icon", ":root_attacker_party"),

for example:
Code: [Select]
("game_event_battle_end",
    [
      (store_script_param_1, ":root_defender_party"),
      (store_script_param_2, ":root_attacker_party"),
 
      (call_script, "script_draw_battle_icon", ":root_attacker_party"),

      #other operations ...
      ...
 ]),
1 + 2 + 3 + 4 + ... = ζ(-1) = -0.08(3)
1 - 1 + 1 - 1 + 1 - ... = 0.5
1 - 2 + 3 - 4 + 5 - ... = 0.25

FantasyWarrior

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Re: [OSP] Map Icons Pack
« Reply #26 on: September 20, 2014, 11:54:12 PM »
This was exactly what I needed!  :D

Thank you!

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Re: [OSP] Map Icons Pack
« Reply #27 on: October 12, 2014, 12:22:03 AM »
Are there any instructions on how to add the village/town icons? Because what I've done doesn't seem to work and searching google only provided two incomplete guides, which didn't work either.

Here's what I've done:

in module.ini added this line:
load_mod_resource = dedal_map_icons

Put dedal_map_icons.brf into Brytenwalda/Resources
Put decal_map_icons.dds into Brytenwalda/Textures

in ID_map_icons:
(click to show/hide)

in module_map_icons:
(click to show/hide)

in module_parties:
(click to show/hide)

This is the result:
(click to show/hide)

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Re: [OSP] Map Icons Pack
« Reply #28 on: October 12, 2014, 12:38:41 AM »
You don't need to touch the ID_* files except for reference.
Try starting a new game; if you've already done that then be aware of where you're adding the new icons and parties in the file. There are hidden markers, defined by module_constants, that the game cycles through in various codes. Unless you know what the codes do, put the new entires at the end of the file (before the last bracket of course), so they don't get roped into inappropriate scripts.

Fire_and_Blood

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Re: [OSP] Map Icons Pack
« Reply #29 on: October 12, 2014, 01:27:23 AM »
The compiler throws a not defined error, when the icons are not added to id_map_icons.py. That's why I had included them there.

Multiple warband restarts and always starting a new game doesn't change anything.

in module_map_icons, the text block is at the bottom, right above the closing "]".
in module_parties, the parties are at the bottom, right above the   ("spawn_points_end"
in module.ini the load_mod_resource part is also at the bottom


Maybe using the mesh names that OpenBRF lists when opening dedal_map_icons.brf is wrong?
« Last Edit: October 12, 2014, 01:32:33 AM by Fire_and_Blood »