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  1. Emfromkraland

    Official 3D art thread - Warband

    Kmovies 说:
    shark bacinet. quite.... good-looking.

    I have to say to you that your signatures are very annoying.
  2. Emfromkraland

    OSP - some minor thing

    Kazzan 说:
    Looks cool, planning on doing the other levels. Is it all in one model or several pieces?

    there is 20 pieces of the citadel that I use and re-use.
    1 bamboo, and 2 chinese wall.
    5 pieces for the temple-ish thing.

    Something like that, not sure.
  3. Emfromkraland

    OSP - some minor thing

    Feel free to use what i've done. It's not a huge amount of work, but you can use 3 or 4 mesh that are not horrible.  :wink: In Brf, there is all texture with normals (but they don't work well in game). Here what I include in the rar : http://www.megaupload.com/?d=XAPXX7I9 But as you will...
  4. Emfromkraland

    Official 3D art thread - Warband

    Maяcel 说:
    I want to use the normal thief script to create better normals for the leaves
    Tree_Normals.gif

    Be careful wih trees, I've notice a high slowdown with my customs bamboos, when they're too many. Maybe it's just me, but they are VERY optimized for some tree ( 4 planes and 3 cilynder)...
  5. Emfromkraland

    Open Source Medieval Expansion (the "who's interested in helping" thread)

    Howcan I upload my models ?
    I have a little bunch of models^^
  6. Emfromkraland

    WB Tutoriel : AI mesh

    QBDU07 说:
    JE n'ai pas sa dans option j'ai activer le mod edition ce qui ve dire pareil que edit mod j'avais compris et j'ai forcer le single threading que j'ai cocher aussi  et toujour pas de menu dans l'edit mod

    e52f2c6010a9491360534ded84d2d.jpg

    Si tu n'as pas cette option, je ne peux rien pour toi.  :neutral:
  7. Emfromkraland

    Official 3D art thread - Warband

    faradon 说:

    Really sweet. I can smell the moria's goblins and ear the sound of dwarf's drums !  :mrgreen:
  8. Emfromkraland

    Modding Q&A [For Quick Questions and Answers]

    Is it possible to have a scene_props not affect by Lighting ?
    Or maybe a guide of shaders and texture flag exist in this board ?
  9. Emfromkraland

    WB Tutoriel : AI mesh

    QBDU07 说:
    je suis dans l'edit mod mais je ne vois aucun menu pour ajouter des chose , existe t'il un tuto ou kulkun peut m'expliquer ?

    Non mais lis ce que j'ai écrit 2 lignes plus haut quoi §

    "Avant de lancer ton jeu, sur la page où on choisit le module : va dans les options, et coche "Edit Mod" et "Start Windowred".
    Ensuite, en jeu appuie sur crtl + E."

    C'est pas sorcier de lire 2 lignes.
  10. Emfromkraland

    Warband Official Editor Weather reset?

    xenoargh 说:
    If that doesn't work, IDK what's wrong.  Looks right to me.  Try debugging with display_message, i.e.:

    插入代码块:
    (store_current_scene,":scene"),(assign,reg0,":scene"),(assign,reg1,"scn_multi_scene_1"),(display_message,"@Current scene ID: {reg0}.  Multiplayer Scene 1: {reg1}"),
    I.E., maybe the scene ID is wrong or something.

    Did't seems to change anything  :sad:
    I think I will forget all my modding dreams on this crappy engine...  :roll:
  11. Emfromkraland

    Warband Official Editor Weather reset?

    It's very strange, I've got a perfect compil of the module system, but nothing happen in game.  :neutral:

    But when I change something, I got a lot of errors, so I conclude that my code is right.

    I put the code here :
    插入代码块:
      (
        "back_alley_kill_local_merchant",mtf_arena_fight,-1,
        "You enter the back alley",
        [
          (0,mtef_visitor_source|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
          (3,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),
        ],
        [
          common_inventory_not_available,
          (ti_tab_pressed, 0, 0, [(display_message,"str_cannot_leave_now")], []),
          (ti_before_mission_start, 0, 0, [], [(call_script, "script_change_banners_and_chest")]),
    ##################################################################weather of the Citadel
    	  (ti_before_mission_start, 0, 0, [],
            [
           (store_current_scene,":scene"),
           (try_begin),
             (eq,":scene","scn_multi_scene_1"),
             (scene_set_day_time,20),
             (set_fog_distance, 50, 0x00666633),
    		 (eq,":scene","scn_multi_scene_4"),
             (scene_set_day_time,3),
             (set_fog_distance, 20, 0x00736252),
           (end_try),
    		]),
    ##################################################################weather of the Citadel
          (0, 0, ti_once, [],
           [
             (call_script, "script_music_set_situation_with_culture", mtf_sit_ambushed),
             ]),
    
          (0, 0, ti_once, [
              (store_mission_timer_a,":cur_time"),
              (ge,":cur_time",1), 
              (assign, ":merchant_hp", 0),
              (assign, ":player_hp", 0),
              (assign, ":merchant_hp", 0),
              (assign, ":merchant_agent", -1),
              (assign, ":player_agent", -1),
              (try_for_agents, ":agent_no"),
                (agent_get_troop_id, ":troop_id", ":agent_no"),
                (try_begin),
                  (eq, ":troop_id", "trp_local_merchant"),
                  (store_agent_hit_points, ":merchant_hp", ":agent_no"),
                  (assign, ":merchant_agent", ":agent_no"),
                (else_try),
                  (eq, ":troop_id", "trp_player"),
                  (store_agent_hit_points, ":player_hp",":agent_no"),
                  (assign, ":player_agent", ":agent_no"),
                (try_end),
              (try_end),
              (ge, ":player_agent", 0),
              (ge, ":merchant_agent", 0),
              (agent_is_alive, ":player_agent"),
              (agent_is_alive, ":merchant_agent"),
              (is_between, ":merchant_hp", 1, 30),
              (gt, ":player_hp", 50),
              (start_mission_conversation, "trp_local_merchant"),
              ], []),
          
          (1, 4, ti_once, [(assign, ":not_alive", 0),
                           (try_begin),
                             (call_script, "script_cf_troop_agent_is_alive", "trp_local_merchant"),
                           (else_try),
                             (assign, ":not_alive", 1),
                           (try_end),
                           (this_or_next|main_hero_fallen),
                           (eq, ":not_alive", 1)],
           [
               (try_begin),
                 (main_hero_fallen),
                 (call_script, "script_fail_quest", "qst_kill_local_merchant"),
               (else_try),
                 (call_script, "script_change_player_relation_with_center", "$current_town", -4),
                 (call_script, "script_succeed_quest", "qst_kill_local_merchant"),
               (try_end),
               (finish_mission),
               ]),
        ],
      ),
  12. Emfromkraland

    Warband Official Editor Weather reset?

    If I put the code before the last bracket, I have a lot of syntax error, and I don't know anything in Python, I just copy code from this board.  :???:
    Can you give me a clear code for this weather for the scn_multi_scene_01 ?
  13. Emfromkraland

    Scene Prop Limit?

    I just found a trick to make a planar face to be textured on the two face : in OpenBrf, there is an option "backfacing faces" and select "facesx2".
    So yes, you'are forced to doble your polycount bu not forced to make this multiface in your 3d soft.
  14. Emfromkraland

    Official 3D art thread - Warband

    Llew2 说:
    That is eeeeaaaassy to fix. Just select your model in OpenBRF, right click, and hit the Recalculate Normals option, then select the scale of hard to soft you want for the edges.

    If it work for you, you're a lucky man !
    Because for me, it don't work :

    Ido the trick and ...
    http://img10.hostingpics.net/pics/503367screen_15.jpg

    Maybe it could be caused by 3dsmax ? For every mesh I do I apply the "smooth" modifier setting on "auto smooth".  :neutral:
  15. Emfromkraland

    Official 3D art thread - Warband

    Albertus Magnus 说:
    Right! Same name, only "." and different number after it and in you scene_props.py you
    just have to write the name of the "one" object without "." and numbers.

    Thank you for this precision ^^
    And yeah, your model Roxx', AoE2 for the win !
  16. Emfromkraland

    Official 3D art thread - Warband

    Albertus Magnus 说:
    All textures used for the barracks have normalmaps.
    Weird problem, why?
    I used 5 textures (multimesh) and they were used overlapping.

    Because I have some damn problem using normalmaps and bump_shader... I made all my models in 3dsmax and very often, I have troubles with normalmaps and I don't know why.
    It's like the lighting is flipped on some faces... This is an old example :
    http://img7.hostingpics.net/pics/433024bug3.jpg
    http://img7.hostingpics.net/pics/100786bug4.jpg

    I use Xnormal to convert my normal by tangents.

    PS : ohhh, we can use multitexture ? Or multimesh, is like that : modelA.1, modelA.2 and modelA.3 ? So you export 4 differents mesh and join them in OpenBRF ?
  17. Emfromkraland

    Official 3D art thread - Warband

    Albertus Magnus 说:
    edit: There are many more barracks in AoEII
    edit2: I'd say mine is a mixture of the last three...

    Have you give a normalmap to your model ?
    And if, have you some weird problem with ?
    Is your UV overlaped ? Or just unwrap in a big texture ?
  18. Emfromkraland

    Warband Official Editor Weather reset?

    Enve if I erase bracket I have the same problem. Here is a picture of my coding file :
    Maybe you will find the error...

    857458test.jpg


    thanks a lot ^^
  19. Emfromkraland

    Warband Official Editor Weather reset?

    插入代码块:
    myweathertrigger = (ti_before_mission_start, 0, 0, [],
    [
           #(assign,reg1,"$g_daytime"),
           #(display_message,"@client time is: {reg1}"),
           #(scene_set_day_time, "$g_daytime"),
    	   # (set_rain)
    	   # set_global_cloud_amount
    	   # set_global_haze_amount
           (store_current_scene,":scene"),
           (try_begin),
             (eq,":scene","scn_multi_scene_1"),
    			(assign,"$g_time_of_day",20),
             	(set_fog_distance, 50, [0xFF736252]),
             # assign specific scene weather here
          (else_try),
             (eq,":scene","scn_multi_scene_1"),
    			(assign,"$g_time_of_day",20),
             	(set_fog_distance, 50, [0xFF736252]),
          (else_try),
    			(assign,"$g_time_of_day",20),
             	(set_fog_distance, 50, [0xFF736252]),
             # assign default scene weather here
          (end_try),
    	  # Setting the time server side then sending it to the clients is currently impossible.
          # This is due to the fact that the client must request data from the server "before_before_mission_start" as it were. Which it cannot recieve in time.
          # There is no trigger flag "before_before_mission_start" and there is no way to send this data before the mission template is loaded due to the server list and such being hardcoded.
          # - Yoshiboy
    ])
    
    	
    	
    ] >>> that is the last "]" of me file.

    That is what I wrote in my Module_mission_template and it's not working... I have a plenty of "syntax error" :sad:
    Please, help meeeeeeee !
  20. Emfromkraland

    Warband Official Editor Weather reset?

    Ah ah excuse me to be ignorant on code things.
    I will make a tutorial, I'm understanding what you and the link said... Hope It will works ^^

    thanks
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