A dream comes true.184.108.40.206
-Removes the engine limit of 16 skins.
Dumb question, if I do this, do the performances will be the same as the previous WSE2 version ?How can I improve the performance of the mod?
Enable edit mode, run mod and check rgl_log.txt. You need to fix PERFORMANCE WARNING. Meshes with rigging requires material with skinning shader. Meshes without rigging requires material without skinning shader. This will increase performance for both WSE2 and Warband since the CPU is the bottleneck.
I've already did it.I would port the mod to WSE2 for you, but unfortunately I am short of time.
Sorry I should have uploaded the files earlier...If one wants to convert the Anglo Zulu War Reloaded module, it must be one that's capable of doing so, even if we're talking about five files only.
Hope the performances will not be impacted too much.Please wait with porting, a new version of the engine with resource compatibility is in testing.
I will try to explain it to you and for everyone who is interested.Since, unfortunately, I haven't understood the instructions, I cannot proceed with the conversion explained in the third part of K700's tutorial
If the shaders in the module are stored in one brf file mixed with other resources - we can add this shaders to the WSE2 core_shaders.brf and put this core_shaders.brf in module resource folder. Then remove the shaders from the original files.
("standart_shader_skin_nobump_nospec_noterraincolor", "standart_skin_nobump_nospec_noterraincolor", "standart_noskin_nobump_nospec_noterraincolor", shf_uses_skinning|shf_uses_diffuse_map, 0, [ "specular_shader_skin", ]), #AZW Reloaded ("over_border_shader_failed", "skybox", "", shf_static_lighting|shf_preshaded|shf_uses_diffuse_map, 0, [ "diffuse_no_shadow" ]), ("under_border_shader", "skybox", "", shf_static_lighting|shf_uses_diffuse_map, 0, ), ("over_border_shader", "diffuse_no_shadow", "", shf_static_lighting|shf_uses_diffuse_map, 0, ), ]
What do you mean by this ? White textures ?it doesn't render properly the border terrains of the maps because it has six custom shaders for these assets
So this mean, by simply settingThe number of skins is limited by troop_type_mask = 0x0000000f
But this can be bypassed by using a separate variable to store the skin and operation troop_set_type instead of specifying flag in troop.
troop_type_mask = 0x000000ffI can have up to 256 skins ?
It's just a question of opinion, Hammer Editor is my favorite one, I agree it's not user-friendly but you get used too quickly and the editor is very complete.In my opinion, it is actually the simplest, the most user-friendly/ basic level editor I have stumbled upon. I have created many levels with Hammer, Unreal Engine editors...
-Added bMainMenuScene config option.
-Added wse_initial_window_start mapped script.
(assign, ":cur_y", 0),with
(assign, ":cur_y", 1500),because in my loop everytime 3 cases are created,
:cur_yis subdivide by 55 so it's a negative value.
I've usedYou should try agent_set_hit_points instead of troop_set_health.
("mgw_test", [ #used to dev (try_for_agents, ":agent"), (agent_is_non_player, ":agent"), (agent_is_alive, ":agent"), (agent_set_hit_points, ":agent", 0), (try_end), ]),Code:
agent_set_hit_points = 1721 # set absolute to 1 if value is absolute, otherwise value will be treated as relative number in range [0..100] # (agent_set_hit_points,<agent_id>,<value>,[absolute]),
(remove_agent, ":agent"); should work aswell.
Does the agent spawning work in meanwhile? Or do they still not spawn?
agent_deliver_damage_to_agentand it's work, thank you @Gotha.
(ti_after_mission_start, 0, 0, , [ (assign, "$spawn", 1), ]), (0, 0, 0, , [ (multiplayer_is_server), (eq, "$spawn", 1), (try_begin), (assign, "$spawn", 0), (store_current_scene, ":scene_no"), (modify_visitors_at_site, ":scene_no"), (add_visitors_to_current_scene, 0, "trp_kingdom_1_lady_1", 10, 0, 0), (try_end), ]), (ti_inventory_key_pressed, 0, 0, , [ (multiplayer_is_server), (display_message, "@Ok"), (call_script, "script_mgw_test"), ]),
("mgw_test", [ #used to dev (try_for_agents, ":agent"), (agent_is_non_player, ":agent"), (agent_is_alive, ":agent"), (agent_get_troop_id, ":trp", ":agent"), (troop_set_health, ":trp", 0), (try_end), ]),
("mgw_test", [ #used to dev (entry_point_get_position, pos1, 0), (store_current_scene, ":scene_no"), (modify_visitors_at_site, ":scene_no"), (add_visitors_to_current_scene, 0, "trp_kingdom_1_lady_1", 10, 0, 0), (try_for_agents, ":agent", pos1, 5000), (agent_get_troop_id, reg0, ":agent"), (display_message, reg0), (display_message, "@Ok."), (try_end), ]),
try_for_agentsbut it's not working.