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  1. Wipeout

    How to stop only horses in Scene

    Temuzu 说:
    Or, as far as I know, AI barrier stops an horse, but not an man. I think. Try it, you should be able to walk trough it (Atleast in Warband).

    Problem with that is I would like AI Infantry to be able to pass as well.
  2. Wipeout

    How to stop only horses in Scene

    I think the solution might be within these stairs:

    calvalygoingthroughfenc.jpg

    There's something about the stairs that make is where the horse cant get up the first step but infantry pass by no problem.
  3. Wipeout

    How to stop only horses in Scene

    Aethelred 说:
    Tried putting an invisible barrier object above the ground at rider height? No idea if that would work (or even if it's possible to place the barriers above ground), or if the world would explode if a rider collided with an object but their horse didn't.

    Can't think of anything else that'd be appropriate for all situations.

    Nope, that was my first thought as well.  I tested it out by putting a ladder and a barrier across an opening and both could still go through

    calvalygoingthroughfenc.jpg

    Apparently, a guy on a horse is the same height as someone on foot.
  4. Wipeout

    How to stop only horses in Scene

    There are a few places in the scene I'm working on where I don't want horses to be able to go past, but I want to allow infantry to enter. Is there a way to make this happen? Thanks.
  5. Wipeout

    creating lods

    You can make LoD's very quick with Blender.

    I would download that and then import your model, use the Decimate modifier and then export the model back out.

    Here's a quick tutorial on the Decimate modifier in Blender.

    http://www.youtube.com/watch?v=cVp75baz_C4

  6. Wipeout

    [M] ProMode Mod Full Release

    Ricox 说:
    It's really stupid and immature to say that using a feature of the game (made how it was intended to be made) is noobish. Ofcourse sometimes you can say that about some things, but come on, claiming that horses, shields and ranged weps are cowardish is stupid.

    Wow, why are you archers so defensive?

    Actually, I think I know why.  It's because deep down inside you know its true.
    I know that using horses, shields, and ranged weapons is, in fact, cowardly and noobish because it's been proven by science, using the 6 step scientific method.  It is such an obvious, overwhelming fact, that some experts agree that this fact should even be added as one of the laws of thermodynamics. 

    I find it a little ironic to say immature and stupid in the same sentence.  Your right though, I am stupid and immature.  I didn't know Mount and Blade was such serious business. 



    I think you guys are being overly sensitive, and need to relax, and lighten up a bit.  It's obvious you guys don't seem to understand my sense of humor, that's my fault I guess.  Maybe it's cultural differences.  Where I'm from, we sometimes like to playfully taunt our opponents and that's all I'm doing when I say call archers cowards.  Heck, I play as archer sometimes.

    However, there are times when I would like see what a normal game would be like without the annoyance of horses and archers, and that's where this mod comes in.

  7. Wipeout

    [M] ProMode Mod Full Release

    I just wanted a mod where a guy can battle people honorably, without getting shot at by 5 archers way across the map and horses that constantly buzz by trying hit them, then running away real fast...


    Anyways, I've been working on the 2fort map.
    Here is a pic the bridge WIP:

    2fortbridge.jpg

    I made sure to put roof over bridge so warriors are less annoyed by cowardly archers.

    What I have decided to do with this mod is; instead of completely removing horses, shields, and ranged weapons, I'm going to make two new factions: Imperial and Rebels.  They will only be able to choose Lightsabers as their weapons.

    I think this new map will be a lot of fun even with archers! (Now that's saying a lot I know  :grin:)
    I'm still going to make horses useless and very expensive because the new map isn't designed for horses.  I don't want to see horses jumping off the battlements  :lol:

    Just out of curiosity how many of you have played 2fort in Team fortress/TF2?
  8. Wipeout

    [M] ProMode Mod Full Release

    monoolho 说:
    Without being offensive, but saying all the "pro" players don't use cowardly items... You do know this is childish talk, don't you?

    And you do realize that is sarcasm don't you? (Hence the "wink")

    Of course not ALL players know that the Pros of M&B don't use the cowardly weapons.... 

    Most are to nooby to realize this :lol:  (Again, I'm just trying to make a joke, please don't be offended)

    monoolho 说:
    Nice mod, works wonders for melee duels. At least for half of them since a shield is also considered melee as far as I'm concerned.

    Thanks.

    As for shields; they completely negate the awesome melee combat system M&B has.  In my opinion when you duel shield vs shield it's really dull and lame, until one or both shields are broken, then you get to see who has any real skill at this game.  But then right after that, you get shot and killed by an archer 100 feet away and there's absolutely nothing you could do to prevent or counter it.  :mad:
  9. Wipeout

    [M] ProMode Mod Full Release

    I think ProMode is a perfect name because everyone knows all the Pro players don't use cowardly ranged weapons, shields, and horses  :wink:

    Also I am working on some ideas to expand this mod.  I'm thinking that this mod would make more sense if the armors looked like characters from star wars.  So what I would I like to do is remove all the factions and weapons and replace them with 2 factions:  The Dark Side and The Light Side,  and replacing all the weapons with Light Sabers.  I would like to have a couple different light sabers for example there would be the normal Light Saber that will be just like the Two Handed sword then there would also be a Heavy Light Saber that will have a different color but it will be  shorter/slower and able to crush through blocks like the sledgehammer.

    I also have some map ideas I want to implement, I would like to get rid of all the standard maps and replace them with smaller maps that are more suited for this mods game-play.  One map idea is to add a map just like 2fort.
    I'm still learning how to mod this game however, so no promises on whether this will actually be done.
  10. Wipeout

    Polished Landscapes - Mipmap Mod 2 [Test version released]

    F33bs 说:
    I got it working in Warband 1.105 as well, but you have to modify Native a little bit, it won't work if you load it as a separate module obviously.

    For those having trouble (had a lot myself, mostly due to being dumb), here's what I did:

    0. MAKE BACKUPS
    1. I put the .brf files from the Resources folder in the RAR -> Resource folder in Native
    2. Files from .dds Textures folder in RAR -> Textures in Native
    3. Modified the module.ini (in notepad) in Native and changed the following lines:

    load_resource = map_tree_meshes -> load_mod_resource = map_tree_meshes
    load_resource = tree_meshes -> load_mod_resource = tree_meshes
    load_resource = xtree_meshes -> load_mod_resource = xtree_meshes
    load_resource = grass_meshes -> load_mod_resource = grass_meshes
    load_resource = plant_meshes -> load_mod_resource = plant_meshes
    load_resource = xtree_meshes_b -> load_mod_resource = xtree_meshes_b

    load_resource = terrain_borders -> load_mod_resource = terrain_borders
    load_resource = tree_e_meshes -> load_mod_resource = tree_e_meshes
    load_resource = xtree_meshes_c -> load_mod_resource = xtree_meshes_c
    load_resource = grass_meshes_b -> load_mod_resource = grass_meshes_b

    And then change "scan_module_textures = 0" to "1" as you know.

    Do NOT change "load_resource = materials" into "load_mod_resource = materials" otherwise you'll get white artifacts and crazy textures everywhere that look hideous. I kept it as is and it looks fine. Also I didn't overwrite any of the SceneObj files as I don't know exactly what they do.

    Edit: Almost forgot, do not put the .txt files from Data on the RAR into your main Data folder, it gives me a startup error every time (rglScript.cpp).
    This works well enough for me for now, even though there seem to be oddities here and there.

    This works however, the multiplayer maps are changed.

    There are trees in places where they are not suppose to be.
    So it puts you at a disadvantage because a player could be standing inside a tree that they dont see and be able to shoot you.

    I tested it on the map ruins and my horse was running to the air on some parts of the map as if the ground collision box isn't lined up with the ground model.
  11. Wipeout

    [M] ProMode Mod Full Release

    Im hosting a server named:

    ProMode_US

    Check it out!  :grin:

  12. Wipeout

    [M] ProMode Mod Full Release

    It might be, it might not be.  I just started learning this stuff so I'm not real sure if that would work.
    The way that I did it, made it so that I didn't have to use the module system and compile files and whatnot.
  13. Wipeout

    [M] ProMode Mod Full Release

    ProMode is a very simple mod that makes all shields, horses, and ranged weapons extremely heavy, slow, weak, and expensive.  In other words, useless. The idea behind this is to allow duel servers to be able to operate without the hassle of trolls/griefers joining the game, use mounted/ranged...
  14. Wipeout

    how do you create maps (not world)

    Ok I found the module_strings.py file.

    I'm a little confused about once I get the map done how am I going to distribute it? 

    I'm I going to need to make a completely new module just to add a new map?
  15. Wipeout

    how do you create maps (not world)

    Ok Im trying to find out how to name my map.  I started off working and the map called "Port Assault" I think I found which scene file that is by looking at the files last date modified and its scn_multi_scene_12.sco.  Now, what I would like to know is, if the file name is scn_multi_scene_12 how does the game know to name the scene "Port Assault" when I'm looking at the map list in-game? And how do I change the name that is shown in-game from Port Assault to something else? 

    Do I need to open the .sco file? If so, do I just open it with wordpad?

    Thanks.
  16. Wipeout

    how do you create maps (not world)

    Im new to map making for M&B as well (Known as "Scene making" rather then map making in M&B).  When you say map making people think of the World Map or whatever. 

    But anyways, what Ive figured out so far is that you can edit an already exiting scene/map by going into configure when you first start the game, then go to the advanced tab, and enable the edit mode.  Once you've done that you want to make sure that your game is running in windowed mode and you can do that by pushing ALT+ENTER when your inside the menu or game.  Then you can host game on what ever map you want to edit and once you have the map loaded push CTRL+E to start the map editor.  To save you push CTRL+E again.  WARNING: The editor doesn't let you save as so what ever map you edit and save is going to override the map you started with.  So you don't want to edit a map without backing it up first.

    I don't know how to start a completely new map.  Hopefully someone will tell you cause I'd like to know that as well.  I don't know how to rename a map either which I would also like to know.
  17. Wipeout

    New Scene Creation Question

    How do I rename the scene to something new?  I guess there's not a way to save as?
  18. Wipeout

    New Scene Creation Question

    When I edit a scene and save it, where does it go?  Also, how do I make it so I can select the scene Ive made in the host game menu? Thanks.
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