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  1. Wuan

    OpenMB - Open Source Mount&Blade Series

    Is there any demo?
  2. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    ai_mesh_face_group_show_hide is invalid in ti_on_scene_prop_init. My guess is that the AI mesh loading order is later than scene_props, so use (3, 0, ti_once, for example, to initialize the display or hiding.
  3. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    In the next update I will make a separate material for ai meshes and fix operations for working with AI meshes.
    It's great to have this convenience, thank you. I'm also looking forward to what the new scene editor will be like in the future lol.
  4. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    But ai_mesh_face_group_show_hide seems to be invalid. I have specified the ID of an AI mesh face and controlled it by pressing keys, but the result is always ineffective. Tested on vanilla warband and wse2 at the same time, with or without edit mode.
    AI agents always pass through the gate.
    After modifying FONT.DDS, I successfully displayed the AI Mesh face. After that, the magic is that this OP CODE is effective! @

    K700



  5. Wuan

    From what version did the face mode in AI Mesh become deprecated?

    I have moved it here to the Forge since it is no real modding question. It's rather a question why that operation does not work as intended or has not been implemented in an useable way for which we cannot give a good answer. Since you are discussing about the functionality already with K700 we will watch it and hopefully learn something new by it :grin:
    It seems you have summarized it here:
    https://earendil_ardamire.gitlab.io...es/New_at_modding_Warband/In-game_Editor.html
  6. Wuan

    From what version did the face mode in AI Mesh become deprecated?

    I'm confused as to why the AI Mesh Face is bundled with the font.dds file, Taleworlds.
  7. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    The faces are texture mapped to the font.dds as they know that file is always loaded, on the cross of the capital T. Any mod with a custom font will break the UI mesh face view because of that.

    n2JQa.png


    Link to the conversation on discord.

    Maybe the Caribbean team changed the way the faces are mapped or got lucky.
    What a terrible, hilarious, and unexpected reason :grin: . Thanks for your answer, @SupaNinjaMan.
  8. Wuan

    From what version did the face mode in AI Mesh become deprecated?

    Now the problem is that using ai_mesh_face_group_show_hide doesn't seem to work, which is a vanilla warband operation. I don't know the specific usage of this operation.
  9. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    Send me your test code with module system, I'll check it
    The test module has been sent to you.
  10. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    But ai_mesh_face_group_show_hide seems to be invalid. I have specified the ID of an AI mesh face and controlled it by pressing keys, but the result is always ineffective. Tested on vanilla warband and wse2 at the same time, with or without edit mode.
    AI agents always pass through the gate.
  11. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    Face selection works and you must set the ai mesh id for the faces you need. Default ID is always 0. The ai_mesh_face_group_show_hide operation works for all faces with the specified ID.

    In the warband editor, selected faces are not highlighted in color, which is misleading. Bug or shortcoming?

    in the Caribbean editor they are highlighted

    I will take this point into account for the scene editor in WSE2
    You are correct. I have not tried moving the surface before, and the default AI mesh id is all 0, so I mistakenly thought it was invalid.
  12. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    From what version did the face mode in AI Mesh become deprecated?:roll:
  13. Wuan

    From what version did the face mode in AI Mesh become deprecated?

    As the title states, why was it deprecated? Answer: https://forums.taleworlds.com/index.php?threads/warband-script-enhancer-2-v1-1-0-3.384882/post-9880098 https://forums.taleworlds.com/index.php?threads/warband-script-enhancer-2-v1-1-0-3.384882/post-9880140
  14. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    did you test on WSE2 and the vanilla warband engine both?
    Since agent_get_current_ai_mesh_face_group is the operation of WSE2, so I test it on WSE2; as for the AI mesh editing mode, it was tested on vanilla warband.


    But I saw that ai mesh faces could be selected in previous tutorials, why can't they now?
  15. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    You can use ai_mesh_face_group_show_hide for enable and disable ai mesh when destroying or rebuilding a wall, for example.
    Also possible implement operation for moving ai mesh, check Carribean module system
    ai_mesh_face_group_translate = 2550 # (ai_mesh_face_group_translate, <group_no>, <position>), #translates the group by distance given in position.
    How can I get the ai mesh face group no? If I use agent_get_current_ai_mesh_face_group, it always return 0. I tried to view the AI Mesh-Face Mode in the vanilla edit mode. As a result, I couldn't select a face, and the actual AI Mesh ID on the left panel was always 0. Is this an incomplete or deprecated feature of Warband?
  16. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    You can use ai_mesh_face_group_show_hide for enable and disable ai mesh when destroying or rebuilding a wall, for example.
    Also possible implement operation for moving ai mesh, check Carribean module system
    ai_mesh_face_group_translate = 2550 # (ai_mesh_face_group_translate, <group_no>, <position>), #translates the group by distance given in position.
    Thanks, I will look into their usage.
  17. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    Is it possible to implement a dynamic AI navigation mesh function similar to the NavMeshObstacle component of Unity? This could facilitate AI pathfinding for handling dynamic game scenes props, such as castle gates, drawbridges, siege ladders, castle wall destruction, etc.
  18. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    Native? What map can you see this on?
    It's normal after the water reflection quality was set to medium, and I don't know what he did with the map. Never mind.
  19. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    wse2:
    QW2RSmP8.jpg

    native:
    GGQriabB.jpg

    Why did the underwater grass texture disappear? This is a question from another modder.
  20. Wuan

    Warband Script Enhancer 2 (v1.1.0.5)

    for human only switch to walking
    I understand, thank you very much for your answer!
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