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  1. Modding Q&A [For Quick Questions and Answers]

    Greetings, wrwlf.
    I'm not sure I understood what you mean by "ideal" right. I don't think there are any Warband specific options. Export UVs is for texturing. Triangulate is to convert faces to triangles. All options are more or less self-explanatory. If you place a mouse cursor over an option you will see a short description.
    You can find more information here: https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Wavefront_OBJ
    Everything depends on a situation. Example: you have an armour with mirror and subdivision surface modifiers. And you don't want to apply there modifiers for easier editing later. Then you can use apply modifiers during export.
    If you want to export a vertex animated mesh you can use animation option (to export each frame as a separate .obj file and merge those in a vertex animation in OpenBRF) instead of using .md3.
    But remember that for armours you need to use .smd format and not .obj.
    I hope this helps.
  2. Open BRF question

    You can read here:
    https://forums.taleworlds.com/index.php?topic=17475.0
    I hope it will help.
  3. Open BRF question

    Greetings, kufan1999.
    If the amount of triangles is the same in OpenBRF and Wings3D. Then you should check whether normals (on the part you can't see in OpenBRF) point inside the mesh.
  4. Skeletal Animation & BRF: An issue on next-gen softwares?

    I have only found tutorials. No documentation. So for now I can only guess. Check "Animated Model (Hierarchy or Sequence)" and uncheck everything else in the import menu.
    55rOq.png
  5. Skeletal Animation & BRF: An issue on next-gen softwares?

    I will need to take a look in the Wall Worm documentation (if there is one). Maybe someone who uses it can help you in a meantime.
    The following is only a guess. It looks like bones were not exported. Did you select all bones in a "Bone Nodes (Exclude Mesh)" window?
    Te0Wk.png
    Try to select the skeleton and use "Selection" instead of "Auto" in the "Export" menu. Uncheck "Export Non-Renderable mesh as Bone".
  6. Prophesy of Pendor 3.705 Bug and Support Thread (Ask all of your questions here)

    Kalar 说:
    I'm on the 3.705 version and this just happened haha.

    http://prntscr.com/bondg7

    What happened is this. I had just beat some mountain hermits (grinding that renown!) and was walking around for about 15 secs after the battle ended. I see a sprite on the map and I hovered over it, and it was crazy (couldn't get a screenshot). The enemies that I had just taken out were mixed in with the names of those in this new party. It's hard to explain, I wish I had gotten another screenshot before I engaged them haha.

    Not sure if this has already been noticed/fixed in a newer update, just reporting my find.
    I saw something similar in PoP V3.7063 about four times.
    A strange group and a Heretic Coven following it:
    1467732244-sn01.png
    I'm not sure what causes it. Groups such as this one appear on a map rarely and at random.
  7. Skeletal Animation & BRF: An issue on next-gen softwares?

    Greetings, Efe Karacar.
    Could it be, warband is an old game and all; skeleton is a dirty piece of garbage so next-gen softwares cannot import properly? If so, am I advised to install perhaps 3ds max 2009?
    I don't think that is a problem here. I'm using Blender and have no problems exporting OpenBRF->Blender->OpenBRF (haven't tried anything in game yet though).
    SMD file is quite simple and you can open it in a text editor.
    So, got my .smd in desktop. Now, I go my favourite warband program to import the .smd to BRF, and bam! It shows me this
    Maybe your file starts with "//Reference" (without "") and this is what causes the problem. Like this:
    插入代码块:
    //Reference
    version 1
    nodes
    0 "abdomen" -1
    1 "thigh.L" 0
    2 "calf.L" 1
    ...
    Try to change like this (remove everything before "version 1" (without ""), "version 1" should be the first line):
    插入代码块:
    version 1
    nodes
    0 "abdomen" -1
    1 "thigh.L" 0
    2 "calf.L" 1
    ...
    Bonus: I just tried to import a skeletal animation, "throwing_stone" specificly. And, the result when I play the animation in software
    To me it looks like the animation was imported wrong. What import options do you have? Maybe there is an option that needs to be selected (deselected)?
  8. Prophesy of Pendor 3.705 Bug and Support Thread (Ask all of your questions here)

    Greetings. There are two problems I encountered (PoP version 3.7063). Spoilers are for the length reason.

    A problem with the relation increase for freeing Fierdsvain Lady in waiting.
    Expected result:
    Freeing Fierdsvain Lady in waiting should increase your relation with a vassal of the faction.
    Actual result:
    Freeing Fierdsvain Lady in waiting increases relation with "{! heroes end" (without "").
    Steps to reproduce:
    1. save before talking to the Lady;
    2. select the option of freeing her.
    I'm not entirely sure whether you need that exact Lady. And it is hard to tell how long it takes (may take about 20 reloads or longer).
    Comment:
    Note: This action also can increase your relation with a vassal of another faction (example Lady Baotheia of the Baccus Empire or Lady Aliena of the D'Shar Principalities). This may be intentional, though the dialogue option says "... I am sure the Fierdsvain would be grateful".
    After freeing the Lady you get a message:
    Your relation with {! heroes end has increased from 0 to 5.
    You gain honour.
    Fierdsvain Lady in waiting left the party.
    I don't know whether it is "{!" before "heroes end". But it looks like it.
    In the Recent Messages menu "{! heroes" appears as a link that, if clicked, takes you to the Characters menu (the page is empty except for "Click on a link to view the notes" and the list of characters). There is no "{! heroes" on the list of characters.

    A problem with the enemy party "leader" if retreat is used (F1->F5).
    Expected result:
    The enemy leader should be able to move after the retreat command is used.
    Actual result:
    The enemy leader stays on one spot after the retreat command is used.
    Steps to reproduce:
    1. find an enemy party with a leader;
    2. at the start of the battle use F1->F5 (retreat) while you charge the enemy.
    Comment:
    Note: I think they can still use ranged and throwing weapons (if they have any) and fight with their melee weapons if you come close enough. The leader stays one the same spot even if you kill the horse.
    Tested: New Game; only soldiers and no companions; only the main character and no soldiers, no companions; only companions in your army.
    Enemy parties tested: Knights of the Lion (a party of 5 men); Snake Cult (Snake Priestess as a leader); Heretic Coven (Heretic Invoker as a leader); Heretic party (I'm not sure these are correct names, but the one with 3 Fallen Revenants, Fallen Footman, Fallen Veteran Footman; about 30 men overall).

    I hope this information will prove useful. I can add more details or provide screenshots if needed.
  9. Dev Blog 3: Prophesy of Pendor 3.8 -1/15/17- CHANGELOG ADDED

    Greetings. I modify existing lod meshes for weapons (possibly helmets) for my personal use. Several weapons are almost ready and one helmet is a work in progress. Maybe developers will find something useful for the mod among those.
    Weapons example:
    1463774207-example-weapons.png
    Helmet (WIP):
    1463774860-example-helmet-wip.png

    Edit: Added a description.
    The idea is:
    1. For LOD1 keep the shape of the original mesh with least triangles possible.
    2. For LOD2 remove small details and simplify the mesh without affecting the shape much.
    3. For LOD3 and LOD4 modify if needed.
    I try not to exceed the amount of triangles existing LOD meshes have. So new meshes should not reduce performance.
    Is this something developers might be interested in?
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