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  1. Mark7

    In Progress Scene Editor Update Decal Atlas - Bug

    Maybe this help. Appear this warning when i try to assign decal texture to the decal shader material.
    And console write about that, trying to load its relative *.psd

    zvRyfdT.png
  2. Mark7

    In Progress Scene Editor Update Decal Atlas - Bug

    Game version 1.7.2 When your camera in editor render any element what uses missed decals atlases, appear this message. When you want to update atlas, it crash the editor. If ignore it, this decals are disappeared in Editor & Play mode. Why this atlases loses, how restore it to native?
  3. Mark7

    BL Scening Update Decal Atlas - Issue

    @NPC99 you are right, this is an incorrect place. Somebody moderator can move it? Or best practice is delete this thread and reopen one new?
    The files verify don't helped me, in this case.
  4. Mark7

    SP Medieval [BL] Crusaders: Way to Expiation

    Crusaders: Way To Expiation - Bannerlord mod I glad to announce a continuation of the development of CWE modification, which was developed for Warband Engine. The main goal is to convey not the complete historicity, but the atmosphere and events of that epoch. This mod occupies time periods...
  5. Mark7

    BL Scening Update Decal Atlas - Issue

    Game version 1.7.2 I meets this problem after start my World Map Scene. When you want to update atlas, it crash the editor. Why is atlases loses, how restore it to native?
  6. Mark7

    [Tool] BannerlordDataTools - [0.0.57b]

    0.0.57b Update
    - added selectable XML export, in Export Settings
    ZiFSl0x.png
    - added visual improvements to WorldPositionEditor, now you can show production & names
    map_icons_names.gif
    - added SDF texture generator (for worldmap_wave_map texture)
    hBLfL4j.png

    ehllZNc.png
    - minor fixes & adaptations
  7. Mark7

    [Tool] BannerlordDataTools - [0.0.57b]

    0.0.56b Update
    - fixed settlements export, now is taking in account the Icon Capsules
    - added functions to find a center for Icon Capsules according new settlements positions at export
    - minor fixes at kingdom exporting

    Added change log to this Thread.
  8. Mark7

    [Tool] BannerlordDataTools - [0.0.57b]

    Thanks, appreciate your support especially now.

    About the tools, now the thing is in bug searching. To this i need community help.
    Remember, make backups, of your ../ModuleData/ & .xscene file.
  9. Mark7

    [Tool] BannerlordDataTools - [0.0.57b]

    ChangeLog:
    0.0.57b (latest version)
    - added selectable XML export, in Export Settings
    - added visual improvements to WorldPositionEditor, now you can show production & names
    - added SDF texture generator (for worldmap_wave_map texture)
    - minor fixes & adaptations

    0.0.56b
    - fixed settlements export, now is taking in account the Icon Capsules
    - added functions to find a center for Icon Capsules according new settlements positions at export
    - minor fixes at kingdom exporting

    0.0.55.10b
    - fixed equipment rosters export issues

    0.0.55.9b
    - multiple folders import support

    0.0.55.8b
    - fixed settlement "type" attribute at export it to incorrect node

    0.0.55.7b
    - custom world map scene support

    0.0.55.6b
    - ignore attributes with zero value at export, for NPC body/max_body properties
    - ignore traits at export if NPC is not 18+

    0.0.55.5b
    - minor fixes (null references)

    0.0.55.4b
    - Family tree node x,y reset at hero copy
    - improved .xscene exporting process
    - display only exported .xml files, at export options

    0.0.55.3b
    - fix hero asset, assign destination module id at copy

    0.0.55.1b
    - fixed refresh issues

    0.0.55b
    - fixed missed attributes (character templates) and its editors for Culture asset
    - refresh modules data base improved
    - Import Options, asset types selector
    - minor fixes

    0.0.54.2b
    - Culture nodes exporting order & xml output name issues
    - Added version and compatibility info to BDT settings window

    0.0.54b
    - First release
  10. Mark7

    [Tool] BannerlordDataTools - [0.0.57b]

    Message to community:
    Hello, dear community, I'm Mark, 28 years old, Technical Artist from Ukraine.
    I have been a fan of this series for 14 years, and I always believed that large-scale wars are in the past, these are the stories of our grandfathers about WW2. I never thought that my grandfather's stories would come true before my very eyes. But the reality is that Russian invaders have invaded my democratic home, destroying freedom and all life. Those atrocities that they are doing cannot go unnoticed by the world community, murder, rape, torture. They are like hordes from the Middle Ages, killing everyone and stealing everything. Our army is giving a worthy rebuff, counterattacking and victory will be ours. That's just all the victims can not be returned.

    Therefore, I urge you to help my country. By doing so, you will support the further development of this project.


    This message remained here for the duration of the russian aggression.
  11. Mark7

    [Tool] BannerlordDataTools - [0.0.57b]

    What Is BDT? Bannerlord Data Tools is a unofficial open source modding toolset, based on Unity3D Editor. That contains special editors for all most important moddeable data in Mount&Blade: Bannerlord. How does it work? Toolset can import .XML data, and convert it to special assets (unity...
  12. Mark7

    Need More Info Scene Editor Finally got my main_map to load but now I spawn under terrain by miles and I’m stuck in top down view.

    Bump, same problem. My terrain is loaded , also navmesh, but the player is riding in the air, and the terrain heights is recognized as default Sandbox terrain. Moreover, loading any scene named Main_map in the editor (excepting original), breaks the physical terrain model.

    Tested, on 1.5.5 and 1.5.6

    example.gif
  13. Mark7

    3D modelling tools question

    Depending on your task, a lot can be done in all 3D packages, maya, max, blender, houdini, zbrush, 3d coat , etc, something is easier in one and something in another, thereby combining different methods and tools and building your own pipeline.
    Some programs are designed for convenient work with certain tasks, for example, Max for modeling/rendering, Maya for animation, although you can create models in Maya and animate in Max, it’s just more convenient somewhere, and this is quite subjective.
  14. Mark7

    LSP Other 3D Art Dare2Die Random Project

    Nice variety! It's cool! (y)
  15. Mark7

    Can taleworlds provide some tool which can help modder rigging the armour?

    I suspect that it will be possible to copy the skin, but for the mesh to work properly, it is necessary will make skin in 3D editor.
  16. Mark7

    SP Dark Ages TRYZNA

    Nice theme. Good Luck!
  17. Mark7

    WB 3D Art How to make single mesh copying the form of many separate meshes

    Yes, you need to combine all meshes if it separated. And need merge vertices, using the distance threshold.
    For example in 3D Maya, select your meshes,
    mesh -> combine
    select combined mesh
    edit mesh -> merge (adjust threshold)
    select all nodes in the outliner
    edit -> delete by type -> history

    For make another mesh on these rectangles, you need to do previously described actions and export the mesh result to obj, load it for example in zbrush as obj subtool and gaeometry -> ZRemesh
  18. Mark7

    Do you enjoy mods with big maps?

    The problem with large maps is that often look pretty empty, unfinished and lonely, for obvious reasons.
    From an aesthetic point of view, I prefer not big but well-designed maps.
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