Recent content by Welcome_To_Hell

  1. Welcome_To_Hell

    Resolved Resource Browser [1.2.0] Modding Kit, Resource Browser crashes when trying to override slash attack animations, animations work in model-viewer, but not in-game

    When trying to override an animation clip, than assigning custom skeltal animation for slash attacks, resource browser crashes, animation is not working in-game, although the animation works fine in model viewer. While thrust attack animation clips can be over-ridden, and assigned custom...
  2. Welcome_To_Hell

    Suggestion Resource Browser Add "Rotation" clip_usage for rotating an agent during an animation clip, similar to "Displacement" clip usage

    Add "Rotation" clip_usage for rotating an agent during an animation clip, similar to "Displacement" clip usage. Reason: trying to implement dodging animations and the agent snaps back to pre dodge animation clip frame after the animtion has completed, with "enforce_root_rotation" flag enabled...
  3. Welcome_To_Hell

    [OSP] Mackie's Weapon Pack- BL Conversion

    Great work! Is your workflow based on extracting meshes from OpenBRF, or did you still have the source files in 3d modelling software you were using Blender, etc?
  4. Welcome_To_Hell

    Suggestion General Give access to agent "guard mode" control through Agent.EventControlFlag or Agent.MovementControlFlag

    Yes, this explains everything needed, thank you for that!

    The short answer to this is - you should already be able to do this on your own.

    The more detailed one would be - Guard actions have an action code type of "Guard". You can make the guard reset time a very large number so that it doesn't get reset by itself, and then reset the guard action whenever the time is right by using SetActionChannel function. You can give act_none with a priority value from the additional flags parameter, though it is not really needed because you would be checking the action type before canceling the current action anyway (ignore priority param would also work).

    Hope this helps.
    Wanted to say Thanks! Finally got the upper body blends working properly,





    I know i already requested it, but not going to hurt to request one more time, if you guys could update the moddocs page on the animation system, such as:
    • param1, param2, param3: Params are used in cases when the engine requires additional data. They may have quite different meanings.
    Animations usually contain two other nodes: flags and clip_usage_data. clip_usage_data is a common data pointer that may refer to blend_data, displacement_data, bipedal_movement_and_ik_data, and quadrupedal_movement_data. Their usage is mostly for specific cases and their details are out of this explanation’s scope.
    //public bool SetActionChannel(
    //int channelNo,
    //ActionIndexCache actionIndexCache,
    //bool ignorePriority = false,
    //ulong additionalFlags = 0UL,
    //float blendWithNextActionFactor = 0f
    //float actionSpeed = 1f,
    //float blendInPeriod = -0.2f,
    //float blendOutPeriodToNoAnim = 0.4f,
    //float startProgress = 0f,
    //bool useLinearSmoothing = false,
    //float blendOutPeriod = -0.2f,
    //int actionShift = 0,
    //bool forceFaceMorphRestart = true)
    Specifically why blends are negative values by default?
    Is there a way to just use those values from animation clip and not having to fill it out for each action?
  5. Welcome_To_Hell

    Suggestion General REQUEST, Official Coding Tutoiral on basics: Adding a Hotkey, Adding Custom Options to Options Menu

    Wanted to say thanks, currently using the Auxiallary HotKey category for my multiplayer mod!
  6. Welcome_To_Hell

    Suggestion Scene Editor Release Scene edit data for completed scenes

    The SceneEditData terrain_ed.bin files appear to be about 7 times larger than the SceneObj terrain.bin files.
    oxJvl.jpg

    These seven example SceneEditData scenes provided by TW increased the download size by 336,847Kb.

    That is great data! Thank you!

    Doing some quick math
    Native - SceneObj = 1.13GB
    SandBox - SceneObj = 1.16GB
    SandBoxCore - SceneObj = 8.20GB

    So Scene data would be around ~75GB,
    Can Always Split it into packs

    Towns
    Castles
    Villages
    BattleTerrains
    Hideouts
    MultiplayerMaps,

    Can also split it into sub-packs
    Villages_1
    Villages_2, etc

    Put link up on https://moddocs.bannerlord.com/ :grin:
  7. Welcome_To_Hell

    Suggestion Scene Editor Release Scene edit data for completed scenes

    or with the modding kit files ?
    I assume the comment from NPC99, is about the file size on publishing the Modding kit on steam? I am assuming they are too large / too expensive to publish there?

    Anyhow its 2023, plenty of places to host them
  8. Welcome_To_Hell

    Suggestion Scene Editor Release Scene edit data for completed scenes

    While I agree that maybe only a few hundred people really need them, however I don't understand the bottle neck with files sizes, why do they have to be included with the modtools?

    Upload them to one of the file distribution sites:
    1) NexusMods (Distributes official mod tools for a lot of games on the site)
    2) Taleworlds website
    3) DropBox
    4) GoogleDrive

    Put the link on Moddocs page, Done.

    The benefits for the community are huge with little effort from TW
    - Singleplayer mods adding more features, characters, stories, quests, missions etc to
    - Converting maps to multiplayer (100's of scenes available to convert)
    - More content for player base = player retention + people coming back to play with new content

    @Dejan
  9. Welcome_To_Hell

    Resolved Model & Animation Viewer [1.2.0] Modding Kit, Model Viewer Crashes when trying to preview newly imported skeletal animation by Duplicating an existing Animation Clip

    Steps to Reproduce: 1) Have a working skeleton animation and an animation clip that references it 2) Import brand new skeleton animation 3) Duplicate already working animation clip 4) Reference the newly imported skeleton animation 5) Change the name and all of the parameters to ensure they are...
  10. Welcome_To_Hell

    In Progress Resource Browser [1.2.0] Modding Kit, Right Click Re-Importing "Skeleton animation" in Resource Browser does not update them In-game

    Steps to Reproduce: 1) Have a working in-game animation with corresponding skeleton animation and animation clip 2) Change skeleton animation and re-export as .fbx keeping the same action name, scene name, skeleton, same #of frames, etc 3) Open Modding Kit -> Resource Browser -> find your...
  11. Welcome_To_Hell

    Suggestion General Give access to agent "guard mode" control through Agent.EventControlFlag or Agent.MovementControlFlag

    I am re-writing the combat/movement system with intention to separate agent movement during combat from running / getting around the map, with new movement set animations for both running and walking.

    I want to blend the guard animations during the "combat-walking" movement set where agents move much slower and keep the weapons pointed towards the enemy creating a look and feel similar to Hellish Quart game, or Assassins Creed 1.

    Currently the way i have it working is switching the movement sets based on checking if the agent is in "Guard" mode, which works pretty well because agent controller automatically blends the guard actions after attacking or defending which is great.

    The limitation I am runing into is if the timer is too short the way it is in vanilla agents switch to animations meant for getting around the map and move a lot faster in the middle of an engagement which does not look/feel good. And if the timer is too long and agent AI or player wan'ts to route / disengage they are combat walking away for a few seconds until the timer runs out, which also does not feel fluid and makes it sluggish feeling from players point of view.

    Thus would like to be able to control the guard mode through code, where the switch for getting back to run mode can be bound to a key for players. And switched through and AIComponent for AI.

    Hope that explains it,
    Thanks!
  12. Welcome_To_Hell

    Suggestion General Make "ActionCodeType"'s that are used to determine if CombatSpeedMaxMultiplier or MaxSpeedMultiplier is used in AgentDrivenProperties configurable

    from my testing certain agent actions such as attacking or defending, will trigger the agent controler to use "agentDrivenProperties.CombatMaxSpeedMultiplier"

    We can set CombatMaxSpeedMultiplier to whatever value we want it to be, but have no control on when it is used, aka when we are playing x actioncode, use CombatMaxSpeedMultiplier

    ....which brings me to the bigger picture request, wishing we had a lot more access to character controller such as adding more movement_sets, other than walking, running, crouchwalking, crouchrunning. (Such as sprinting, or combat movement). Having full control on how they are switched and their corresponding character speeds

    being able to blend upper body animations when we are in the "crouch" movement sets, or define separate animation clips for them. For Example (Bows / Crossbows / Thrown + their reload stages) at least.

    being able to control when "guard mode" animations are blended in / blended out. Instead of it just being on a timer after attack / defend actions, and that timer being static for all agents at all times.

    extended agentDrivenProperties class so we can contextually set agent speeds for all movement sets through code, including walking and crouch walking, instead of them just being a static value in monsters.xml for all agents at all times.
    For example, retargeting a different animation for walking / crouch walking with a certain weapon from a mocap library to bannerlord skeleton and having control over how fast character moves through code in those movement sets instead of going through pain of editing mocap anim so it matches bannerlords frames / poses at those frames

    Character controller is how players experience the game!
    Thank you for considering!
  13. Welcome_To_Hell

    Custom Server: Starting a match with just bots.

    Working as intended lol :xf-cool:


    You have to make a mod and patch it with harmony, the mission logic is written not to start the match with only 1 player for some gamemodes eventhough there is a parameter to change it if the server owner wants to
  14. Welcome_To_Hell

    Suggestion General Give access to agent "guard mode" control through Agent.EventControlFlag or Agent.MovementControlFlag

    Please give us dynamic control with ability to set agents / unset "guard mode" through and EventControlFlag or Movement ControlFlag currently is just on a timer in "native_parameters.xml" <native_parameter id="guard_reset_time" value="1.0"/>
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