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  1. Official Saturday Linebattle

    Regiment/Division/Brigade/Army name ?:  1st Virginia Infantry
    Steam ID of Co and 2nd in CO ?:              Highderlander, Potatologic
    taleworlds thread ?:                                  http://forums.taleworlds.com/index.php?topic=247854.0
    faction ?:                                                  CSA
    class ?:                                                    Arty,Skirm,Line
    Amount of soldiers ?:                                10 Line; 8 Skirm; 5 Arty;
  2. SP Tutorial Module System Adding new items to m&b using Wings 3d (now with pictures!)

    dear yoshi,

    Thank you for your tutorial, I am however experiencing a problem.
    I have placed both texture, material and mesh in the same brf file named 'testmodel'
    The texture is in the texture folder of the mod(as a .dds), the brf file is in the resource folder of the mod.

    I have added the following in module_items.py:
    插入代码块:
    ["testmodel", "Test-Model", [("testmodel",0)], itp_type_one_handed_wpn| itp_primary|itp_secondary|itp_bonus_against_shield|itp_wooden_parry, itc_scimitar|itcf_carry_axe_left_hip,
    24 , weight(2) | spd_rtng(95) | weapon_length(75) | swing_damage(24, blunt) | thrust_damage(0, pierce), imodbits_axe],

    and the following in module_scripts.py:
    插入代码块:
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_testmodel", "trp_swadian_crossbowman_multiplayer"),

    And lastly, in the module.ini file I have placed (at the bottom of the page)
    插入代码块:
    load_mod_resource = testmodel

    As far as I know, this should work. I neither get errors when running the build_module batch file or the game itself.
    But, once in-game, my model is not in the troop list. I have tried to change the itm_testmodel in an already existing vanilla item, and that worked perfectly, but when I try to load in my own model it won't even show up in the equipment selection screen.

    What is causing this?

    Sincerely,

    DirtyMorth
  3. MP Fantasy [WB] Beyond The Wall

    At the moment I am working on stone weaponry, mainly stone axes, spears and maces. (basic stone-age weaponry)
  4. MP Fantasy [WB] Beyond The Wall

    As I have said :razz:. There is not much to no story authenticity, the arakh, is a weapon that can "drop" from the random weapons chest. As with my ability to create this mod, I have not created any mods (for mb:w) before, however, there are no more processes in the creation of this mod that I do not understand /  able to do. I have spent a couple of months studying tutorials, but I appreciate your input nonetheless :smile:

    And jacob, what could I do without you :grin:


    The choice of either a stark, lannister or member of the night watch are as of yet, based on cosmetics. I am however planning on giving each "faction" a slight advantage at a certain weapon skill. 
  5. MP Fantasy [WB] Beyond The Wall

    **Beyond The Wall is a modification for Mount and Blade: Warband. Beyond The Wall (BtW) focuses on the struggle to the north of the wall Even though the authentic quality of the mod of the Game Of Thrones: Song of Ice and Fire is important to me, I have chosen to take an approach more directed...
  6. SP Tutorial Module System Adding a Weapon/Item

    Thank you for this tutorial :smile:

    I have a problem though, I copied an item, and changed its texture.

    in module_items.py I have:

    插入代码块:
    ["tribal_warrior_outfit2", "WL outfit", [("wl_warrior_outfit",0)], itp_merchandise| itp_type_body_armor  |itp_covers_legs|itp_civilian ,0,
     0 , weight(14)|abundance(100)|head_armor(0)|body_armor(30)|leg_armor(10)|difficulty(0) ,imodbits_cloth ],

    in module_scripts.py I have:

    插入代码块:
     (call_script, "script_multiplayer_set_item_available_for_troop", "itm_tribal_warrior_outfit2", "trp_swadian_crossbowman_multiplayer"),

    In module.ini I have:

    插入代码块:
    load_mod_resource = NotW

    and finally I have a brf file named "NotW" in the resources folder, with a mesh named:  "wl_warrior_outfit"


    But for some reason, it won't show up in the item selection screen!  What am I doing wrong?

    Thanks in advance,

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

    Lumos 说:
    DirtyMorth 说:
    It means that there are too much(or not enough) spaces infront of the code. Python is quite nitpicky about those things. Just look at the amount of spaces on the code above or below it, and align the spaces infront of your code with that.
    Wrong answer, actually.
    It means that you've missed a bracked or a field delimited (comma, or some other bracket) somewhere in your module_parties.

    DirtyMoth, you're right, but this is not Python. This is MABL that gets compiled by Python, and given that no one would modify process_parties (real pythonic code) without having enough knowledge of what he/she's doing and how to avoid silly errors like bad indent, I'm 100% certain that the problem is in the module code, not in the compiler. Plus, bad input for the compiler results in it throwing errors like that.

    Ah, I see. The more you know :smile:
  8. Modding Q&A [For Quick Questions and Answers]

    Dion/Folcwar 说:
      File "process_parties.py", line 46
        file.write("%f %f "%(default_behavior_location[0],default_behavior_location[
    1]))
        ^
    IndentationError: unexpected indent

    What does this mean.
    I get this when I press build Module

    It means that there are too much(or not enough) spaces infront of the code. Python is quite nitpicky about those things. Just look at the amount of spaces on the code above or below it, and align the spaces infront of your code with that.
  9. Modding Q&A [For Quick Questions and Answers]

    I am looking for a full invasion Module system.
    I have tried adding the full invasion source code to a native version but that is bug ridden and just won't work.

    I read someones topic where he claimed to have the Full Invasion Module System, unfortunately this person is perma-banned so I wont be able to contact him :sad:.

    Does anyone know where I can find this Full Invasion Module System? I've tried google and the search option but that just leads me to the actual mod, rather than the python files.


    Thanks in advance,

    DirtyMorth
  10. OSP Kit MP Arch3r OS: Invasion mode - New expanded code being developed

    **edited all together

    Hello arch3r, thank you for sharing your source codes with the community,

    I however am encountering some problems.

    Your link for the maps is outdated, but I managed to download your maps from somewhere else, however in the command prompt of build_module.bat, an error shows up it cannot find the maps. (I have placed the maps in modules/mod/SceneObj and doublechecked they have the correct names).

    Next I added the troops that were missing (according to build_module.bat) but when I play the gamemode Invasion things dont go as planned.

    In the first wave I fight just regular invaders, but in the later waves I am fighting unarmed and unarmoured peasants all named "player". This is strange because I dont even have any troops named player.

    I tried changing all the different factions (invaders1, invaders2, invaders3 etc.) to just kingdom_invaders  so I won't have to fill up the faction menu with a bunch of invader factions.

    Help would be appreciated, thanks in advance

    DirtyMorth


    ps: Also these errors show up ingame
    http://gyazo.com/f26616148fbf440a7f01863eeb119f68
  11. Modding Q&A [For Quick Questions and Answers]

    Swyter 说:
    DirtyMorth 说:
    Thank you for your quick reply, you have helped me a great deal :smile:  The only problem I am facing right now is that I don't know how to re-reference the mesh to the new texture. The  Texture:[tribal_warrior_outfit_a]  box is greyed out, am I missing a button or am I just being a complete noobcake?

    Start by going to the Textures tab. Create or rename an existing texture reference to the
    插入代码块:
    tribal_warrior_outfit_a.dds
    you've dropped within
    插入代码块:
    /Textures
    , this will ensure that the game will find and load it at the start.

    Then switch to the Materials, name the material accordingly and in its properties set the diffuse to the texture reference you've just created (In our case
    插入代码块:
    tribal_warrior_outfit_a
    ), without extension or anything.

    The material holds a bunch of important properties related to shading and texture slots,
    use the ones which come with the game as reference.

    Finally use the material reference in the mesh properties, the disabled texture input box should reflect the change and pick its texture.
    If everything has been done nicely the model should appear alright in the viewer and Ctrl+E shouldn't throw any warning.

    Keep it going!

    **EDIT:  So I just launched my mod, and well look at that, all the textures right in place, np.  I had to restart OpenBrf for the proper textures to show up. Thank you for your help though. I will credit you in my mod.
  12. Modding Q&A [For Quick Questions and Answers]

    Swyter 说:
    DirtyMorth 说:
    Hello fellow modders, I am new to the modding scene and therefore have quite a noobish question, however I haven't been able to find a solid answer to my problem/question.

    I basicly want to change the texture of an existing item (the tribal_warrior_outfit_a_new texture), I already have the texture edited in .dds format, but I am not sure on how to change the texture of the tribal_warrior_outfit_a_new -without editing the commonRes-.   

    I would also like to have a second tribal_warrior_outfit_a_new with a slightly different texture, so how would I go about copying this item?

    so to put it simple, How do I change the texture of an existing item?
    and how do I copy an item?

    Hey there.

    Just select the mesh and use Edit > Copy complete (Ctrl+Shift+C). Then create a brand new BRF file under the
    插入代码块:
    /Resource
    folder of your mod, and paste. There you have a perfect clone of the mesh with all its materials and textures.

    Rename them, putting the correct references to your own texture file. Add a new
    插入代码块:
    load_mod_resource = <your_brf_without_.brf_extension>
    at the bottom of
    插入代码块:
    module.ini
    ,
    use the mesh name in the module system, item editor or whatever you're using to mod them.

    OpenBRF has great tools worth of taking a look and learn how to use them.
    插入代码块:
    Ctrl+E
    for diagnosing and locating all kind of errors is essential.

    Have fun!

    nistrum 说:
    Hi guys, im an environment artst and i saw the mount and blade modularity post on the polycount wiki this EVERYONE that wants to build buildings in M&B needs to read
    here http://wiki.polycount.com/ModularMountAndBlade
    and i was wondering if anyone knew what scale the grid was to snap to in M+B? i use unreal most of the time, does anyone know how it matches up?

    I've also seen it. Gutekfiutek is a master. I don't know about what grid you're talking about though.


    Thank you for your quick reply, you have helped me a great deal :smile:  The only problem I am facing right now is that I don't know how to re-reference the mesh to the new texture. The  Texture:[tribal_warrior_outfit_a]  box is greyed out, am I missing a button or am I just being a complete noobcake? 
  13. Modding Q&A [For Quick Questions and Answers]

    Hello fellow modders, I am new to the modding scene and therefore have quite a noobish question, however I haven't been able to find a solid answer to my problem/question.

    I basicly want to change the texture of an existing item (the tribal_warrior_outfit_a_new texture), I already have the texture edited in .dds format, but I am not sure on how to change the texture of the tribal_warrior_outfit_a_new -without editing the commonRes-.   

    I would also like to have a second tribal_warrior_outfit_a_new with a slightly different texture, so how would I go about copying this item?

    so to put it simple, How do I change the texture of an existing item?
    and how do I copy an item?
  14. B Tutorial 3D The Unofficial Video Tutorial Series - Modelling. (4/4 vids available!)

    If I were to credit you, who would you like to be credited as?
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