Recent content by Marmud

  1. Adjust the wage of a single troop

    Wages are determined by the strength of a troop in Warband. So if the wages are too high, there is a pretty good chance that troops were buffed too much in the mod you are playing
    They are horse archers and are not that strong compared to crossbowmen, yet they are way more expensive.

    There must be a way to adjust this.
  2. Adjust the wage of a single troop

    Can anyone help me, please. Help me to unlock the secret.
  3. Adjust the wage of a single troop

    I am sorry, I thought you asked about Bannerlord, I have no idea about warband
    Haha, yeah, I would love to play Bannerlord with an East Asian mod, but that won't come, so...
  4. Adjust the wage of a single troop

    I believe you can only adjust the tier. The price is adjusted to that. A horse is also more expansive and calculated in the upkeep.
    How do I do this? How is the wage system calculated in Warband?
  5. Adjust the wage of a single troop

    Hi! I am playing a Chinese mod called 1135AD. The Mongolian troops' wages are too high. I want to adjust the cost. I have seen tweaks here that allow such a thing for all troops, but what about individual troop? How can I do that? I don't know anything about python files and I am not sure how...
  6. Need help with correcting textures transferred from Iron Europe to Between Empires

    envmap_shader_noskin_bump_colorspec
    specular_shader_colorspec
    specular_shader_skin_bump_colorspec
    envmap_shader_instanced_bump_colorspec
    envmap_shader_instanced_bump_colorspec

    Haven't read everything here but these are NW or WFAS shaders. As long as you added the shader brf to your mod + the mb.fx it will work fine. If you don't use their shader file you could change the shaders above to native ones. Sadly there is no shader in native that reads the color from specmaps.

    I honestly don't get it, i changed the shaders to support colored specmaps instead the "more precision black and white ones" and i don't see any difference on the quality.
    What do you mean by this response?
  7. Need help with correcting textures transferred from Iron Europe to Between Empires

    Thank you and good luck; I do not know what the culprit is, but if I knew, I would reveal it.
    Do you happen to know just one moderator of this forum?

    I wish to ask him permission to move this thread to the mods forums. There I hope I could receive further assistance.
  8. Need help with correcting textures transferred from Iron Europe to Between Empires

    The above does not apply then. The pool of possible solutions has been exhausted; you have to try what I proposed on your own. Normally it should be working, I do not know anything new past this point.
    Whatever the outcome, I really appreciate your help and patience.

    Thank you for spending time helping me.
  9. Need help with correcting textures transferred from Iron Europe to Between Empires

    I included an explanation in the same sentence. Just use OpenBRF to scan for errors and if there are none, you are good to go. I have no idea after this point since I do not know these two modules and their contents.
    I have used "Scan module for errors" (Crtl+E).

    It lists a lot of errors (555+). I have checked almost all of them and none refers to the texture of Stahlhelm.

    Most of these errors are "could not find meshes", referred in "item_kinds 1"

    How do you instruct module.ini to:

    inspect module.ini to see if textures are loaded first, then materials second, then meshes third.
    Is there a special way to do this? Because my brf is packed into one. I thought I could just put it "load_mod_resource" before the name of the relevant brf and everything will magically work out.
  10. Need help with correcting textures transferred from Iron Europe to Between Empires

    Textures, materials and meshes are all packed into a single .brf file BTW
  11. Need help with correcting textures transferred from Iron Europe to Between Empires

    Use OpenBRF to scan the target module for errors; the most common one is that load order of resources is not correct; also, inspect module.ini to see if textures are loaded first, then materials second, then meshes third. Out of the above, let's break them down:
    This is something I don't quite understand. When I try to enable the games to load new items that I have added, all I have to do is to add a line of "load_mod_resource = xxx.brf". This will let the game load the items.

    But what I am not familiar with is how to order the game to load textures first, materials second and meshes third.

    How do you do this?

    If setting DiffuseA (which is mandatory) does not help, you may reuse some textures from your target mod, but you will have to inspect UV maps of the items you want to enhance.

    Somehow, I suspect that it is the specs that give rise to problems that I am facing at the moment.

    Generally, I don't understand where these problems come from.

    Thank you for your patience.
  12. Need help with correcting textures transferred from Iron Europe to Between Empires

    Do you happen to have the source code of both modifications (HLSL/ GLSL [if applicable for Linux/ Mac OSX] shaders included)?

    Assuming it is for your personal use, you must pack the mesh, its material and texture entry into a BRF file registered in module.ini of your target mod which also must have the right texture in its Textures folder. If the issue still persists, you may try changing the shaders to ones found in core_shaders.brf or its counterpart of your target mod; you may also port the right shaders if the initial mod has its shaders published.
    Thank you for your gentle suggestion.

    The problem with shaders is gone for good now.

    However, the problem of loading textures is still persisting.

    Originally, I thought shaders are the causes of missing textures. However, now that shaders are completely gone, the missing texture problem is still an issue.

    I've tried to do the following to circumvent the problems.

    I delete all meshes and create new one, linking them to the correct textures.

    These meshes don't have:
    DiffuseA
    DiffuseB
    Bump
    Enviro
    Specular

    If they are set to "none" or "0". Everything is fine.

    But if I try to reset them so that they resemble the original deleted meshes, the game couldn't load the textures and blank out.

    Here are some images of the Stahlhelm:



    With the greatcoat, if I just port meshes and textures to my personal mod, it only load textures of the greatcoat, but not cartridge pouches and belts.


    Funnier, the models of backpacks, straps, belts and cartridge pouches are all detached from the coat.

    Now, if I delete all meshes of belts, pouches and straps, re-create them without specular maps or Diffuse, then it works.

    But the result is very flat and unpolished

    These are textures that are flat and unpolished, but are loadable in-game:

  13. Need help with correcting textures transferred from Iron Europe to Between Empires

    Hi all! I guess many of you, seasoned players, are already well acquainted with these 2 mods. Iron Europe happens to have a very beautiful German great coat (G15) that I wish to take into Between Empires. I am familiar with the process of shifting models into a new mod, but this time it...
  14. Need help to correct a faulty model.

    Hi! I am totally new to 3d modelling and texturing in Blender. I tried to create my first model in the form of a military duffel bag (the Veshmeshok or Sidor as it is known in Russian). I tried to stick it behind a great coat. It appears to be totally fine on the Brf Opener. But when I tested...
  15. What made you laugh today - Fifth Edition

    Jackson ??? said:
    It's one of the least cohesive messes of a mod I've ever played. It's like an unironic Gangs of Glasgow.
    And you secretly enjoy, wishing to take over?
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