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  1. Resolved General Modding kit won't launch at all

    You need to press CTRL-E on main menu to open editor.
  2. Need More Info General Modding tools crash @ launch/ Release m&b 2 launches and plays fine

    If anyone still have same problems after checking the versions same(1.5.2) and installs are on same drive, can you try to install Microsoft Visual C++ 2013 Redistributable x64, then try to launch again. Thanks.
  3. Resolved General Modding kit won't launch at all

    Can you try to install Microsoft Visual C++ 2013 Redistributable x64, then try relaunching again?
  4. Need More Info General Modding tools crash @ launch/ Release m&b 2 launches and plays fine

    Do you have any mods active, if so can you try to disable them and try launching again? There is some reported issues with mods with dlls right now.
  5. [Tool] TpacTool - An unofficial asset explorer [0.4.0]

    Hi there, really nice job on reverse engineering tpacs, i didnt expect it that soon, grats! Just to add, we dont really mind if tpacs are broken or not, but gtex format is not ours, it is Graphine's property, i can't really talk for them but reverse engineering that files can be problematic.
  6. Bannerlord Editor tools - rumour mill

    According to the devs there are
    • Scene editor
    • Mesh editor
    • Material editor
    • Model/Animation viewer
    • Skeleton editor
    • Replay editor
    • Particle editor
    • Atmosphere Editor
    • Cloth editor
    • Path editor
    • Resource Browser
    • Runtime performance profile tools
    And during the alpha there were more references to them left in the files. Mostly they left the files for the editor's skins, but this gave a lot of information about what options there were inside the editors themselves (as well as that we can customize them to look however we'd like). Here's a copy-paste of the notes I took in July when I got into the alpha.

    • Editor allows for skins! In the beta there are quite a few already.
      • Black (custom icons and bg)
      • Fire (custom icons and bg, has popeye)
      • Machinery (custom icons)
      • Metal
      • Sandy
      • Xmas
      • And without custom assets there are:
      • Coffee
      • Commandline
      • Dark
      • Darkorange
      • Default
      • Final
      • Greenonblack
      • Newstyle
      • Style
      • Style_template
      • Style_template_orj
      • visualDebug
      • I’ll read through the .qss files sometime later
    • Based on available icons there are:
      • Paint AO
      • Paint CVolor
      • Paint Flora
      • Paint Terrain
      • Particle Editor
      • Path Editor
      • An Edit mode named prt_edit_mode with a cube with highlighted verts and G I?
      • Water Flow (possibly paintable)
      • Vertex Paint Mode
      • Atmosphere Editor
      • Add Terrain
      • Add Entity
      • Skeleton Editor, which seems to allow you to make the skeleton in engine as it also has buttons to add bones and add ik stuff
      • Scene Editor
      • LOD generation? Maybe a way to force LODs for inspection.
    Keep in mind this is copied directly from the file names, so Paint CVolor is Probably actual Paint VColor as in Vertex Color.

    By the way, some of the brushes were left in the alpha. They looked sort of like how you make a brush in an art program, and it was clear that the option to add some on the user's end.

    Unfortunately I didn't clone any of these files when I had the opportunity (I felt like it would be a violation of trust and I assumed they would be included into the EA builds) and so they're all gone now.
    Yes, editor allows skins because QT allow skins but we are only using one of them others are not up to date and have lots of broken things, but modders can use our default one to create new skins.
  7. TaleWorlds Modding Q&A

    Quick question about the materials. Which PBR preset do you guys use? Or just be more specific on which texture maps will be used. For example (PBR metallic / Roughness )?

    Thanks!

    The preferred way to create materials is using metallic workflow. Standard shader for it named "pbr_metallic" in game. It uses Lambertian Diffuse and GGX Specular.
    The texture maps for that Albedo(RGB/A), NormalMap, Metallic(R)+Gloss(G)+AmbientOcclusion(B), also there is optional tiling DetailNormalmap, and Heightmap for POM/Tesselation.
    There is special shaders and BRDFs for different material types, for example:
    For floras we support transclucency and subsurface scattering driven by transclucency map packed into A channel of metal/gloss/ao texture.
    For hair we are using Kaija-Kay two-lobed specular.
    For skin we are using Kelemen/Szirmay-Kalos specular with SpecularIntensity(R)/Gloss(G)/AO(B) map and with a screen space subsurface scattering method correctly applying to only diffuse lighting.
    For horses, we are using anisotropic GGX with two lobes driven with a flow map.

    What kind of software/tools you used to create world map? Could you share some tricks so that modders can start working on global maps of their mods as early as possible. As I understand it, a map consists of several tens (maybe hundreds) pieces and for each there is an opportunity to load our own height map and change it directly in the engine?

    Current version is created with Houdini, before that we used World Machine, before that world map was not using terrain. The engine uses a vista albedo texture, heightmap, splat maps for detail layers, and detail layer materials consisting of albedo/normal/materialparams/heightmaps for worldmap.
  8. Resolved graphic performance bug

    Hi there, your config is reset for a reason i don't know right now, but you can change your selected GPU from options->video->selected adapter.
  9. Resolved low fps due to horses

    Another observation here. It seems that cloth simulation might be the reason.
    It worked randomly before as it wasn't turning off and on properly. Now it does and I started to get consistent results.
    So I tinkered with all of the settings and narrowed it down to cloth simulation. When I turn it on, I do get that stutter if there are certain mounted troops in the frame regardless of other settings. It doesn't affect performance noticeably with infantry or some other mounted troops, but when certain mounted troops are rendered, FPS goes to like.. 3 per second? :grin:
    Affected units are: Imperial Bucellarii, Aserai Faris, Sturgian Hardend Brigands, these what i detected so far in custom battles. I am currently testing other mounted units with hax in campaign to find out more.
    What's interesting is the feature works fine with khuzait mounted troops: they even have distinctive helmets with plumes, and their the plumes do have beautiful cloth effects, but they don't cause stutter for me. So I guess stuttering units might be bugged in some way.



    Caesar, can you, please, compare your stutter performance with and without cloth simulation in a full Aserai vs Empire 250vs250 mounted archers custom battle and share the result to confirm or deny my theory?

    Hi, there, thank you for your investigation, it allowed us to find the problem. The affected units types has a different mane mesh, and because of a hidden bug even if the horse 400meter away its cloth simulation still worked, normally it should only work at lod0 which is about 15-30meter at very high setting. Right now it causes very big performance drops. We will try to fix it in todays patch.
  10. In Progress High shadows cause stutter, even with shadows disabled!

    Thank you for the detailed video it made it very clear where the problem is, i will look into it.
  11. In Progress Dynamic shadows and static shadows have vastly different quality levels

    We are aware of the flickering shadows on campaign map, we are searching for possible solutions, but it is not a priority right now. Thank you for your feedback.
  12. In Progress Dynamic shadows and static shadows have vastly different quality levels

    Hi there, thank you for your feedback. The issue you described is working as intended. The reason is dynamic shadows are sharp because they rendered in only your view frustrum in realtime, so we can increase their resolution to fit that small area. Static shadow are rendered once for all the scene at scene loading so it cant match dynamic shadow quality without exceeding gpu texture limits.
  13. Need More Info My Character is invisble to myself

    hi there, we are aware of this issue but we cannot reproduce it so is there any chance you can share your save file with us?
  14. Need More Info Game crashes in main menu when GPU overclock is active

    Hi there, your gpu is probably overheating when you overclock it, and it causes your display driver to crash because the game uses your gpu to fullest to give you maximum frame rate. Could you check your gpu tempetatures from a program like GPU-Z? Thanks for the report.
  15. Need More Info Broken Lords

    hi there, can you try to verify game files from steam(right click on the bannerlord click properties go to local files tab and click verify integrity of game files), then please update me about the results if you can. thanks for reports.
  16. In Progress Low FPS

    hah. I have GeForce 1050 with 8GB VRAM, but game uses only 128 MB. Does anyone know how to solve this problem?
    hi, game probably uses your integrated graphics card instead of 1050, you can try to change it to nvidia from video options->selected adapter then restart the game, if issue still persist you could try to force it from nvidia control panel.
  17. Multiplayer Mechanics and Suggestions

    not my area to comment on but thanks for the detailed feedback, it was a nice read.
  18. Graphics Optimisation Win Win

    semigall 说:
    Someone who's played can tell me, how much options are in Antialiasing setting? In Fietta stream i see he set on Temporal SMAA x2. So, what are the other options, TXAA, FXAA?

    None, FXAA, SMAA, SMAA x2, Temporal SMAA, Temporal SMAA x2.
  19. Constructive Criticisms

    Thank you for the thread KhergitLancer80. And all of you, please continue to give us this kind of constructive criticism and know that we are reading these kinds of topics and take notes.
  20. Problem with indoor lightings

    Al-Mansūr 说:
    Being compelled to have a light source (lamp, torch or whatever) could be fun though!

    In some other videos, the indoor lightings are much better (despite some issues, still): https://youtu.be/98gxehJeYAI?list=LLR7FmUSA2jKfBHY-l6evjsQ&t=2337

    This one is better because it has global illumination we did not have time to bake our global illumination solution to all scenes used in demo. Also for some videos there is weird compression issues in videos which can seen in some taverns and lord's halls, which causes dark colors to become more darker and artifacty.
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