Recent content by KokosnussBuddha

  1. KokosnussBuddha

    Official 3D art thread - Warband

    hey, got a little problem with blender. I have no idea about how to remove the triangle shading effect below the mouth :sad: Everything else shows up fine. any tipps?

  2. KokosnussBuddha

    Tutorial 3D Animation Adding a new weapon + Vertex Animation

    sorry, don't really know about that  :oops:
  3. KokosnussBuddha

    Tutorial 3D Animation Adding a new weapon + Vertex Animation

    for me everything is fine... still can't see them?
  4. KokosnussBuddha

    Official 3D art thread - Warband


    thank you guys, it's working :grin:

    but i have another problem with the glow of the lanterns. The glow is in front of the trees. any way to fix that?

  5. KokosnussBuddha

    Official 3D art thread - Warband

    i will try it out, thank you :smile:
  6. KokosnussBuddha

    Official 3D art thread - Warband

    way more complicated than I thought it would be... but thank you :smile:
  7. KokosnussBuddha

    Official 3D art thread - Warband

    hey,
    is there a way to create a glow around the stars? Every star is a small sphere. Scene is made with blender :smile:

  8. KokosnussBuddha

    [WB] Warband Script Enhancer v4.9.5 for 1.174

    So I get these warnings? What do they mean?

    Code:
    Initializing...
    Compiling all global variables...
    Exporting strings...
    Exporting skills...
    Exporting tracks...
    Exporting animations...
    Exporting meshes...
    Exporting sounds...
    Exporting skins...
    Exporting map icons...
    Creating new tag_uses.txt file...
    Creating new quick_strings.txt file...
    Exporting faction data...
    Exporting item data...
    Exporting scene data...
    Exporting troops data
    Exporting particle data...
    Exporting scene props...
    Exporting tableau materials data...
    Exporting presentations...
    Exporting party_template data...
    Exporting parties
    Exporting quest data...
    Exporting info_page data...
    Exporting scripts...
    WARNING: Local variable never used: player_no, at: wse_multiplayer_message_received
    WARNING: Local variable never used: event_no, at: wse_multiplayer_message_received
    WARNING: Local variable never used: player_no, at: wse_chat_message_received
    WARNING: Local variable never used: chat_type, at: wse_chat_message_received
    WARNING: Local variable never used: command_type, at: wse_console_command_received
    WARNING: Local variable never used: troop_no, at: wse_get_agent_scale
    WARNING: Local variable never used: horse_item_no, at: wse_get_agent_scale
    WARNING: Local variable never used: horse_item_modifier, at: wse_get_agent_scale
    WARNING: Local variable never used: player_no, at: wse_get_agent_scale
    WARNING: Local variable never used: window_no, at: wse_window_opened
    WARNING: Local variable never used: window_param_1, at: wse_window_opened
    WARNING: Local variable never used: window_param_2, at: wse_window_opened
    WARNING: Local variable never used: missile_item_no, at: game_missile_dives_into_water
    WARNING: Local variable never used: missile_item_modifier, at: game_missile_dives_into_water
    WARNING: Local variable never used: launcher_item_no, at: game_missile_dives_into_water
    WARNING: Local variable never used: launcher_item_modifier, at: game_missile_dives_into_water
    WARNING: Local variable never used: shooter_agent_no, at: game_missile_dives_into_water
    WARNING: Local variable never used: missile_no, at: game_missile_dives_into_water
    Exporting mission_template data...
    Exporting game menus data...
    exporting simple triggers...
    exporting triggers...
    exporting dialogs...
    Checking global variable usages...
    Exporting postfx_params...
    
    ______________________________
    
    Script processing has ended.
    Press any key to exit. . .

    Did I do something wrong during installation?
  9. KokosnussBuddha

    Modding Q&A [For Quick Questions and Answers]

    is it possible to create a vertex animation for a item, and start it when it hits something?

    EDIT: thank you :wink:

    EDIT: just found out, that this seems to be not possible :/
  10. KokosnussBuddha

    Modding Q&A [For Quick Questions and Answers]

    hey, i just wanted to know, what <prop_instance_no> is?

    Code:
    prop_instance_deform_to_time              = 2610 # (prop_instance_deform_to_time, <prop_instance_no>, <value>), # value gives the vertex animation time.
    what do I have to do with this?
  11. KokosnussBuddha

    Tutorial 3D Animation Adding a new weapon + Vertex Animation

    How to make a Vertex Animation

    Vertex Animations are used by the game to bent bows and crossbows while shooting, or to move the strap of a shield, when putting it on your back. If you have basic skills in 3D modelling, it’s pretty easy.

    You need:

    - OpenBrf
    - a 3D-modelling software

    Regardless of wether you want to do it for a shield or a bow or whatever, the steps are almost the same.

    OpenBrf is able to combine different meshes to a vertex animation in just a few clicks.
    You start by opening a mesh with vertex ani in OpenBrf which is similar to your own one, for example, a bow.


    Now, right click on it and “separate all frames”.


    As you can see, frame0, frame1 and frame4 are similar. Only frame2 (half bent), and frame3 (bent) are different. And this is what you have to do with your own bow. Go to your 3d software, import frame2 and move and scale your bow, until it looks the same. Save it and repeat it with frame3.
    Important: The point, where you grab the bowstring, has to be at the exact same place! (Actually I’m not even sure about it… but I think so :wink: )

    Export the three models (normal, half bent, bent) as .obj and import them in OpenBrf.

    Now duplicate the normal one two times and put the five meshes in this order:

    Normal
    Normal
    Half bent
    Bent
    Normal

    Select all, right click and “merge as frames in a vertex ani”. There should be one mesh now, but it’s vertex animated :party:

    Last thing:


    You have to change the “Time of frame” for every frame. Just look at the bows from Native and copy the values.

    For a bow they are:

    Frame0 = 0
    Frame1 = 0
    Frame2 = 43
    Frame3 = 100
    Frame4 = 200


    After that, you’re done. I hope it was helpful for you 
  12. KokosnussBuddha

    Official 3D art thread - Warband

    spec is ok, normalmap is a try and error for me. Sometimes it look great and sometimes it's crap. I will try.
  13. KokosnussBuddha

    Official 3D art thread - Warband

    i did the uv already and created a vertex animation and it's working in game without problems :smile:

    but thanks for the tipp with sketching it

    EDIT: I'm a horrible 2D artist...
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