Recent content by fedeita

  1. fedeita

    Patch Notes v1.2.9

    Lighting before engine 1.4 was much much better. See this.
    Exactly! Techinically some of the stuff I'm asking for is already there but disabled.
    In the video you can see light scattering, sss on banners and way better shading on terrain and grass,
  2. fedeita

    Patch Notes v1.2.9

    No that won't be the case.

    Could you please link the bug report?
    I can list what I think are the main problems:

    - Baked GI is full of artifacts that have been reported infinite times, it seems that a solution to this problem has not yet been found.

    - The game lacks of a centralized lighting system to makes everything more homogeneous, actually having the data stored inside the single scene creates oddities like heavily brighter scenes.
    *even the interpolated atmosphere xmls makes no sense: why different cultures are supposed to have different lighting? just make it differ regionally in the campaign map then use cultures for different color grades.

    - The engine suffers from occluding problems of the lighting coming from the main source, particulary when this one is located at a very low altitude (reported).

    - While it has somehow sense, the scenes are small and having the sun project very long shadows that travel the whole scene is really bad looking, not to mention that the entity itself project its shadow from lower lods when located far from the player (reported).
    *possible solutions would be to put a length limit to shadows (like kingdom come deliverance) or fade them away as the distance from the terrain grows (resource intensive?)

    - Indirect light isn't calculated so there isn't any indirect shadowing, resulting in only one shade instead of multiplying and combining them.
    *usually old gen games uses ambient occlusion for this, bannerlord uses it too but it's so subtle to being almost invisible.

    - Again, the game can't render a decent lighting for the flora so recreating a forest is out of question.

    - There's no light scattering.

    - The game is too dependant to baked GI to look better, improve base lighting.

    - Artificial lights do not cast shadows, how is this even possible todays? they are already ingame, bugged but you can enable them and they looks superb:


    - There's no three point lighting but it's faked in the menus, isn't better to just add it to the game?

    - At noon there's a sunlight multiplier blent to the sun altitude that makes the lighing looking like a nuclear blast.

    - The shadows are too dependants to skybox and fog values, so having a blue sky with almost neutral colour shadows is not possible.


    Possible misinterpretation:


    - It seems that GI bakes only the sun arc assigned in the setting and altering it in the atmosphere.xml breaks the baked GI.





    Surely I missed something, however don't take this as offense but overall the lighting looks outdated and needs some love... just watch manor lords for comparison, or the upcoming KCD2.
  3. fedeita

    Patch Notes v1.2.9

    @Dejan @Piconi @Duh_TaleWorlds are we ever getting the lighting fixed for this game with next patches or any dlc?
  4. fedeita

    Documentation Sound Modding Sound & Music

    How to assign a new theme to a custom culture?
  5. fedeita

    Taleworlds announces the commercialization of their game engine~

    Jokes aside, nobody is going to pay for it.
  6. fedeita

    Encyclopedia button

    Yes, a dedicated button for the encyclopedia would definitely be welcome.
  7. fedeita

    SP - General Concept for a simple and functional local crime system:

    Starting from a minor crime, pretend the player hurt or kill a farming animal: this would trigger the reaction of the villagers beneath a determined radius (otherwise the act go unnoticed) asking for compensation or threatening the request for intervention from the guards. At this point, you pay...
  8. fedeita

    In Progress General Flora kinds density issue

    ok this uses native flora:
    <flora_kind
    name="mod_density_issue"
    view_distance="100.000">
    <flags>
    <flag name="align_with_ground" value="true"/>
    <flag name="do_not_use_smooth_lod" value="true"/>
    <flag name="is_grass" value="true"/>
    <flag name="align_with_slope" value="true"/>
    <flag name="fading_out" value="true"/>
    <flag name="no_lods" value="true"/>
    </flags>
    <seasonal_kind season="summer">
    <flora_variations>
    <flora_variation
    name="flora_grass_a_big_visualtest"
    density_multiplier="1.000"
    bb_radius="1.73504639">
    <mesh
    name="flora_grass_a_big_visualtest"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod2"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod4"
    material="flora_pack_a_visualtest" />
    </flora_variation>
    <flora_variation
    name="flora_grass_a_big_visualtest"
    density_multiplier="0.600"
    bb_radius="1.73504639">
    <mesh
    name="flora_grass_a_big_visualtest"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod2"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod4"
    material="flora_pack_a_visualtest" />
    </flora_variation>
    <flora_variation
    name="flora_grass_a_big_visualtest"
    density_multiplier="0.600"
    bb_radius="1.73504639">
    <mesh
    name="flora_grass_a_big_visualtest"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod2"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod4"
    material="flora_pack_a_visualtest" />
    </flora_variation>
    <flora_variation
    name="flora_grass_a_big_visualtest"
    density_multiplier="0.700"
    bb_radius="1.73504639">
    <mesh
    name="flora_grass_a_big_visualtest"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod2"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod4"
    material="flora_pack_a_visualtest" />
    </flora_variation>
    </flora_variations>
    </seasonal_kind>
    <seasonal_kind season="fall">
    <flora_variations>
    <flora_variation
    name="flora_grass_a_big_visualtest"
    density_multiplier="1.000"
    bb_radius="1.73504639">
    <mesh
    name="flora_grass_a_big_visualtest"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod2"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod4"
    material="flora_pack_a_visualtest" />
    </flora_variation>
    </flora_variations>
    </seasonal_kind>
    <seasonal_kind season="winter">
    <flora_variations>
    <flora_variation
    name="flora_grass_a_big_visualtest"
    density_multiplier="1.000"
    bb_radius="1.73504639">
    <mesh
    name="flora_grass_a_big_visualtest"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod2"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod4"
    material="flora_pack_a_visualtest" />
    </flora_variation>
    </flora_variations>
    </seasonal_kind>
    <seasonal_kind season="spring">
    <flora_variations>
    <flora_variation
    name="flora_grass_a_big_visualtest"
    density_multiplier="1.000"
    bb_radius="1.73504639">
    <mesh
    name="flora_grass_a_big_visualtest"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod2"
    material="flora_pack_a_visualtest" />
    <mesh
    name="flora_grass_a_big_visualtest.lod4"
    material="flora_pack_a_visualtest" />
    </flora_variation>
    </flora_variations>
    </seasonal_kind>
    </flora_kind>








    If you edit it directly inside the flora editor it get effective until you leave the scene editor.
  9. fedeita

    In Progress General Flora kinds density issue

    <flora_kind
    name="mod_grass_tall_green_mixed"
    view_distance="100.000">
    <flags>
    <flag name="align_with_ground" value="true"/>
    <flag name="do_not_use_smooth_lod" value="true"/>
    <flag name="is_grass" value="true"/>
    <flag name="align_with_slope" value="true"/>
    <flag name="fading_out" value="true"/>
    <flag name="no_lods" value="true"/>
    </flags>
    <seasonal_kind season="summer">
    <flora_variations>
    <flora_variation
    name="mod_veg_grass_green_b" density_multiplier="1.000"
    bb_radius="2.75572944">
    <mesh
    name="mod_veg_grass_green_b.lod0" material="plants_grass_merged_mat"/>
    </flora_variation>
    <flora_variation
    name="mod_veg_grass_green_d" density_multiplier="0.600"
    bb_radius="2.96938276">
    <mesh
    name="mod_veg_grass_green_d.lod0" material="plants_grass_merged_mat"/>
    </flora_variation>
    <flora_variation
    name="mod_veg_mixed_grass_d" density_multiplier="0.600"
    bb_radius="2.995713">
    <mesh
    name="mod_veg_mixed_grass_d.lod0" material="plants_grass_merged_mat"/>
    </flora_variation>
    <flora_variation
    name="mod_veg_tall_grass_a" density_multiplier="0.700"
    bb_radius="3.25918722">
    <mesh
    name="mod_veg_tall_grass_a.lod0" material="plants_grass_merged_mat"/>
    </flora_variation>
    </flora_variations>
    </seasonal_kind>
    <seasonal_kind season="fall">
    <flora_variations>
    <flora_variation
    name="mod_veg_grass_green_b" density_multiplier="1.000"
    bb_radius="2.75572944">
    <mesh
    name="mod_veg_grass_green_b.lod0" material="plants_grass_merged_mat"/>
    </flora_variation>
    </flora_variations>
    </seasonal_kind>
    <seasonal_kind season="winter">
    <flora_variations>
    <flora_variation
    name="mod_veg_grass_green_b" density_multiplier="1.000"
    bb_radius="2.75572944">
    <mesh
    name="mod_veg_grass_green_b.lod0" material="plants_grass_merged_mat"/>
    </flora_variation>
    </flora_variations>
    </seasonal_kind>
    <seasonal_kind season="spring">
    <flora_variations>
    <flora_variation
    name="mod_veg_grass_green_b" density_multiplier="1.000"
    bb_radius="2.75572944">
    <mesh
    name="mod_veg_grass_green_b.lod0" material="plants_grass_merged_mat"/>
    </flora_variation>
    </flora_variations>
    </seasonal_kind>
    </flora_kind>


    This is a modded flora kind: do you see the variations at the density_multiplier to reduce the probability of spawning that mesh? it always revert to "1" in the editor.
  10. fedeita

    xml vs xslt for troop override question

    AFAIK English is embedded in the C# code and the English language files are only provided to facilitate translation into foreign languages.
    I didn't know it, thanks for telling me.
  11. fedeita

    xml vs xslt for troop override question

    Solved, I left the placeholder text at the top of the .xml file.
    Now how make it read the custom std_spnpccharacters_xml?

    I have this inside "Languages" folder
    <?xml version="1.0" encoding="utf-8"?>
    <base xmlns:mad:si="http://www.w3.org/2001/XMLSchema-instance" xmlns:mad:sd="http://www.w3.org/2001/XMLSchema" type="string">
    <tags>
    <tag language="English" />
    </tags>
    <strings>

    <string id="GEnwDYp1" text="Vlandian Recruit Custom" />

    </strings>
    </base>
    node:
    <XmlName id="GameText" path="std_spnpccharacters_xml"/>

    xslt
    <xsl:stylesheet version="1.0" xmlns:mad:sl="http://www.w3.org/1999/XSL/Transform">
    <xsl:eek:utput omit-xml-declaration="yes"/>
    <xsl:template match="@*|node()">
    <xsl:copy>
    <xsl:apply-templates select="@*|node()"/>
    </xsl:copy>
    </xsl:template>

    <xsl:template match="string[@id='GEnwDYp1']"/>

    </xsl:stylesheet>
  12. fedeita

    xml vs xslt for troop override question

    I'm having similiar issue, the xslt file remove the unit id but the XML doesn't replace it.
  13. fedeita

    In Progress Material Editor shader flag blend_terrain_color issue

    The flag "blend_terrain_color" under material shader flags doesn't seem to work, at least not for the grass shader.
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