搜索结果: *

  1. Different 3D Program Interpretations?

    All I've ever used is 3ds Max, so I can't really debate what's better. However I can say that 3ds has kept me quite content, and I've never had the desire to try a different program because of it.

    Edit: And yes, Google Sketchup is a modelling program. Quite a few people seem to have started using it for game development with the Unity Game Engine, but I don't think I like it based on what I've seen.
  2. Official 3D art thread - Warband

    Lumos 说:
    Thanks. Reading the text and looking at the video, I actually remembered doing something like that before. Using that same method, I made a Beretta 2000 (which I seem to have lost) and an Arsenal Shipka.
    VohwBwt.png
    zybISJX.png
    I even imported it into Warband at one time. :lol:

    Didn't realise you were speaking about the same thing because I thought there would be a magical way to taking two lines derived from reference pictures (from the side and from the front, let's say), and in the click of a button, you'd get a full-fledged 3D shape. Yeah, I can bet that this can't happen.

    Extruding from a cylinder has given me some very nice sword-results, btw. "Nice" at least according to my no0bish standards.

    If only a magical way existed, though people who make a living modelling would probably disagree with me saying that, lol. Nice SMG btw.
  3. Official 3D art thread - Warband

    Lumos 说:
    Lanister 说:
    Explore how to model with lines and plains, works best, and fastest in my experience, and using lines is especially beneficial when you have found/drawn a reference image to place in a viewport.
    Sorry if it's a bit off-topic, but would you care to elaborate on that for a bit? Let's say that I've got a reference image in my viewport (also got a 3DS Max) and I use a line to re-trace the shape of the object. Now I've got a 2D shape that looks like a cardboar cutout of the reference image. What is the next step? How do I go from having one line to making it 3D?

    Ok, hopefully I explain this alright, I'll add a video of someone doing it in Maya, but they don't exactly explain what they're doing, it's just more or less a reference to what I'm saying.

    First you make the basic frame of the object you wish to design, clicking at major points for vert placement. Once the basic shape is complete, you'll want to go to the modify tab and select vertex. Then scroll down to the geometry section of slider, you'll find an option called "Refine". Check the "Connect" box beside refine, then select refine to start connecting verts as required. A dialog option will pop up asking if you wish to Refine or Connect Current Verts, refine will add new verts, while the other is obvious I'm sure. Once you have the basic wireframe structure done, you can select groups/single verts and begin the shaping if you wish, or you can shape it more after, your call. At this point though, you have no planes in between the edges, so in the modifier list, you'll want to select the option "Surface", which will add in planes. Keep in mind, for it to work properly, all areas need to be quads, or tris. Having 5 verts for a section will cause it to remain empty. Now once Surface has been added, you'll see an option that says "Patch Topology". Set the value of it to 0, or it'll add additional verts and edges. From there you can convert the object to a poly or mesh, your call, and continue refining it. Since what you'll be doing will act as only part of the object, like say one side of a sword, you can select "Symmetry" from the Modifier List in order to replicate the other side, and make sure Weld Seam is selected.

    That's pretty much all there is too it, hopefully I didn't over complicate it. And here is the vid for you to watch as an example.

    https://www.youtube.com/watch?v=-L7rapb6M-c

    Quick recap.
    -Draw basic shape
    -Refine (don't forget to check connect) Tris and Quads only.
    -Surface (Patch Topology = 0)
    -Symmetry (Weld Seam)

    Your first few attempts with this process may be slow and annoying, but once you get the hang of it, I swear you'll model stuff with insane speed.
  4. Official 3D art thread - Warband

    cwr 说:
    Leifdin 说:
    delete some porn

    You wrong me! :wink:
    Haha I wouldn't risk not deleting my porn...
    If I had any...
    I have a girlfriend so I'm not desperate. Yet.



    Anyway, I'll check those tutorials out after I get back home from vacation (I'm leaving tomorrow and get back Friday next week)


    [quote author=Tom426]
    Feel free to PM Me for anything about Wings3D Modelling you're curious about. Swords are definitely a good place to start, Then Furniture is usually good.
    I will definitely take you up on that offer when I get back. :smile:
    [/quote]

    Lies, lol. Just have her watch it with you :wink:

    As for working with multiple objects, it's much easier imo, you just have to know how to align verts from the various objects correctly so that you can weld them. In a lot of modelling cases, when adding cuts and stuff, people will often end up with extra verts without realizing, it's actually a good habit to occasionally go over areas you recently modified, click individual verticals, and move them, just to ensure you won't find duplicates hidden, as it can cause glitches. As for your 586 polys, double that to get an idea of the final count, as games render in tris (triangles). From what I've been told with M&B though, you need to ensure your mesh is designed with triangles as appose to squares in order for it to import properly. Supposedly their is a feature in most progs that will do this for you, I don't know, never looked, I typically like to do it all myself just to be safe, it's not a long process. But yah, back to the poly count, a number that high shouldn't be an issue, the only thing I'd say at this point is your sphere has far too many faces. You can easily reduce the amount of faces and use smoothing groups to get the effect you want. Without insane examination, you wouldn't even be able to tell it's a low poly sphere.

    As for texturing, it takes a fair amount more work then modelling, or at least I find it does. I can create most models in no time, but the texturing process can often take days depending on what it is I'm texturing. For some people texturing is easier though, so can't be certain, all depends on the person. There are a few good tutorials in the unofficial tutorials section if I recall though. I had looked through it awhile back to see if me adding modelling and texturing tutorials might be handy, but saw there was already a bunch, many of which were quite useful.

    Aside from that, I'd definately say hit up Tom for some help, I didn't read his post at first, but after looking I see he designs using planes, which is a great method to get used to, it will especially come in handy when you reach the stage of modelling armors and characters. Ok, I'm done, I always type too much to say something so basic.
  5. Official 3D art thread - Warband

    When I started in modelling, I always tried to create objects using a single shape. Over time I've discovered that is a complete waste of time and effort. When it comes to architectural structures, yes, working off a a cube for example is extremely useful, but for most things, bah. Explore how to model with lines and plains, works best, and fastest in my experience, and using lines is especially beneficial when you have found/drawn a reference image to place in a viewport (not sure if wings has viewports, never used). Wish I could say more then that, but seeing as I'm only experienced in 3ds max, it's hard to give pointers given the fact I can't know for sure what other programs offer.
  6. Question about scripting !

    I stated the module_troops not for the sake of creating new troops, but for the sake of assigning specific gear to be used in conjunction with tf_guarantee_all or tf_guarantee_all_wo_ranged, which will force the unit to have all equipment types (wo_ranged being without ranged weapons) so long as they're specified for use on that troop. With a small amount of work, you could probably even set it up so there are equipment bundles set to a unit, giving some variety in equipment style, but keeping it set so certain items are assigned with others.

    As for scripting, for the most part it's just english and math. Yah there will be a few terms/abbreviations you won't understand, but people are willing to explain the functions if asked, they've taken the time to explain them to me. They also appreciate the effort a person puts in that way, instead of being asked for a pretty much completed script. If needed, just go read about some programming features like variables, loops, enums, structs, arrays, regions, switches, operators, and so on. It won't require insane amounts of reading, but will hopefully give a basic understanding of requirements. Here is the wiki for M&B modding, perhaps it can help in understanding it all.

    http://mbmodwiki.ollclan.eu/Main_Page

    If my idea for gear isn't liked, and you don't want to take some time to read a bit and learn, best of luck to you, but that's the most I can offer right now.
  7. Question about scripting !

    http://forums.taleworlds.com/index.php?topic=240255.0

    It's stickied right on the page you posted this thread. From there look in module_troops to do what it is you want. Surely what you need to do will be obvious.
  8. Modding Q&A [For Quick Questions and Answers]

    cwr 说:
    MadVader 说:
    You are the one who changed the code. Hopefully learning is happening. :smile:

    Yes it is. :smile: There was a tuple for battle_reason_started, but it didn't work so I just put encounter_attack in the first fighting tuple.


    New problem: It is all compiling fine, but there is a problem: when going into a fight with him, it just gives the option to leave, no option to charge or have my troops do the work or anything else.

    I encountered that issue once before, after a bit of searching in the module system I came across.

    插入代码块:
    (assign,"$g_encountered_party_hostile",1),
    (assign,"$g_encountered_party_friendly",0),

    Hopefully that's something that'll help in your situation. You may be required to change the relation with the party/faction you encounter to make it work, not sure. In my scripts there is a lot of changes done to relationships to create new enemies/allies depending on choices, so I wouldn't know if it works without the change in relation.

    Edit: Be sure to have the friendly/hostile details run before the encounter attack.
  9. how to do 3 way battles? (and other questions)

    I haven't figured it out completely, stopped trying, as it seems I need some method of recording what troops I take from the temp party, or it just restores all of them again as though I took none. I just went ahead and added an option to certain NPC parties like bandits and manhunters to allow recruiting them. Anyway, if you want to clear the castles prisoners, place...

    插入代码块:
    (call_script, "script_party_remove_all_prisoners", "$g_encountered_party")

    in the script, after the lines creating the temp party. From there you'll have to find out how to add the temp party back, it's a bit beyond my grasp atm unless I start asking questions too, as I'm still not that familiar with the module system.
  10. Changing amount of starting XP?

    Well you just gotta know which module file to search in I guess. Sometimes it may require you to search through them all one by one, which is a pain, but yah. In this scenario, I simply searched in the dialog file, then game menus. the add_xp_as_reward was in the game menus file. I searched it as I found it more likely to find an appropriate line of code in their, seeing as the character creation data all works through menus. It could be the module you're using though, who knows what may have been added or removed for clean up. But yah, the add_xp_to_troop should work for you, and make the outcome a little more diverse, by adding different experience gain values to each choice throughout the stages of character creation. Just be sure to figure out required experience for each level, and add the values into the # portion of the code so you get something like "(add_xp_to_troop, 145, "trp_player"). Aside from that, I'd probably keep a native module system handy for searching. Of course if you still have issues, most are willing to help. I wasn't trying to be an ass or anything explaining the whole search bit, just didn't realize you were on a different module, and figured explaining my method would help you need to ask less in hopes of avoiding negative comments in the future.
  11. Changing amount of starting XP?

    Could you perhaps use " (add_xp_as_reward, #) "? This way instead of setting a starting level, different levels will be applied based on the experience rewarded from choices.

    Edit: Actually, after double checking, you need to find the locations in game menus such as " (eq,"$background_type",cb_nomad) " and add a line somewhere in the range of where it indicates profs and skills and such. I believe it would look like.

    插入代码块:
    (add_xp_to_troop, #, "trp_player")

    This will do the leveling for you, and ensure there are no experience issues. Or atleast I'd assume as much.

    Edit 2: Just to give you an idea how I came to this, and it literally took seconds of searching, nothing major. I simply thought of a circumstance where experience is rewarded to a character, like a quest. I remembered when finishing quests for a marshal, I got 3 statements I could choose, one of which was "A simple task". I searched it quick to see the first exp option, which I scratched out. I then searched for "A Veteran Warrior" as one of the options in the character creation game menu to see how stuff is awared/set based on choices, then thought, oh, the experience option I posted likely wouldn't fit into that scenario. Thus I searched "add_xp", as I figured there would be more methods of doing such, and I was right. I then found the one that assigned to the troop type, which I believe would make sense with the other lines of code used for character creation.

    In the end, it was a simpler task then explaining how I did it. Just saying this so you know how easy it is to find stuff you need in most cases. Think of something that relates to what you want, and search, usually the answer shows up easy.
  12. how to do 3 way battles? (and other questions)

    Ah, ok, well hopefully that's not an issue. So far Lords have been fine after the remove_all was performed, they remain as the sole prisoners, while all normal troops get the boot. As for returning the troops, when I used party_add_party_prisoners, nothing happened, if I use party_prisoners_add_party_companions, it returns all the prisoners that the prison originally had, as though I didn't take any. Thankfully the Lord remained no matter the circumstance, so when I do get this working, not worried about losing lords from prisons.
  13. how to do 3 way battles? (and other questions)

    My guess is he meant the prison guard npc. Anywho, no luck adding the leftover troops back as of this moment. Gonna take a break for a bit, starting to get a headache, if I figure it out later I'll update.
  14. how to do 3 way battles? (and other questions)

    Yah, I'm not sure how I'd put the temp leftovers back into the garrison though. Removing the ones in the garrison is easy enough.

    Or would it be something as ridiculously easy as just reversing the parameters using party_prisoners_add_party_prisoners to give them back?
  15. how to do 3 way battles? (and other questions)

    You'd have to create a function like that to work as there is nothing like it that I can see. To be honest, the module system confuses me a great deal still. Typically I like to go by the thought anything is possible, as in programming, it really is, but when working with a source code fully constructed by others in a style you're not accustom too... Yah, makes things a pain in the ass, lol. So I've just pretty much tossed any knowledge I have to the side while working in this.

    Anyway, I'm guessing you're just worried about the fact the troops don't remove from the garrisons prison? Best I can say at this time is perhaps look into party_remove_prisoners. It's likely that's what needs to be used, just not sure how at this time, and can't be arsed to do the trial and error right now, too hot in my place.
  16. how to do 3 way battles? (and other questions)

    No problem, it's a good thing you ask.

    If you look at the beginning of that line, you notice it's calling a script, if you check for it in the scripts file, you'll find...

    插入代码块:
      ("party_add_party_prisoners",
        [
          (store_script_param_1, ":target_party"), #Target Party_id
          (store_script_param_2, ":source_party"), #Source Party_id
          (party_get_num_prisoner_stacks, ":num_stacks",":source_party"),
          (try_for_range, ":stack_no", 0, ":num_stacks"),
            (party_prisoner_stack_get_troop_id, ":stack_troop",":source_party",":stack_no"),
            (this_or_next|neg|troop_is_hero, ":stack_troop"),
            (eq, "$g_move_heroes", 1),
            (party_prisoner_stack_get_size, ":stack_size",":source_party",":stack_no"),
            (party_add_members, ":target_party", ":stack_troop", ":stack_size"),
          (try_end),
      ]),

    As you can see by that, it requires 2 parameters. The script in itself is basically creating a new temp party so that the prisoners will display in the troop menu. The first parameter "p_temp_party" is to store the new party, but in order for it to store any troops in the party, it needs to know where to take them from, so the second parameter "$g_encountered_party" is to tell it what to grab from. As an example, if you changed it to "p_main_party", it would load your party. After that, the "set_mercenary_source_party,"p_temp_party" is telling it to load the temp party stored when the mercenary purchase menu opens, if you put $g_encountered_party instead, it would load the garrisons actual troops. Those however would actually be removed from the garrison when recruited since it's not a temp party. So yes, both are needed in order to make the whole thing function. As for spaces, in most situations they don't matter. Doesn't hurt to stay in the habit of not using them though, probably safer that way.

    This is the reason the units aren't being removed from the prisoner section of the garrison, because the temp party is just a clone, but at this time I'm a little stumped as to how to fix that, and haven't seen any other method for making prisoners display as troops. I had to look at the rescue prisoners script that initiates after battles just to get this, as no other material of this nature is in the coding that I saw.

    Hopefully that's not confusing, I'm not always great at explaining stuff, lol.
  17. how to do 3 way battles? (and other questions)

    Ok, so here is a base script to being able to purchase prisoners from castles and towns. It'll need a bit of work, as it's not perfect at this time. When you purchase the prisoners, they'll be added to your team, but the prisoners won't be removed from the castles garrison, so it can be abused.

    You'll need to add these to the prison guards dialog.

    插入代码块:
    [anyone|plyr,"prison_guard_talk", [],
    "I'd like to buy some prisoners.", "prison_guard_buy_prisoners",[]],

    插入代码块:
    [anyone,"prison_guard_buy_prisoners", [],
    "Take a look at what we have.", "prison_guard_buy_prisoners_2",[
    (assign, "$g_move_heroes", 0),
    (party_clear, "p_temp_party"),
    (call_script, "script_party_add_party_prisoners", "p_temp_party", "$g_encountered_party"),
    (set_mercenary_source_party,"p_temp_party"),
    [change_screen_buy_mercenaries]]],
    [anyone, "prison_guard_buy_prisoners_2", [], "Come back if you wish to buy more.", "close_window",[]],

    Hopefully I didn't make any typos.

    Aside from that, if you wanted to buy actual troops garrisoned in a castle or town, or from a travelling party, you can use the following.

    插入代码块:
    [(set_mercenary_source_party,"$g_encountered_party"),[change_screen_buy_mercenaries]]

    when using it in that manner, the units will actually be removed from the garrison/party. It's the temp being used in the prisoner version that stops the removal of the troops I'm guessing. Can't look into it right now.

    Hopefully this helps you progress with the idea more. It took 4 attempts at the code structure to make it work proper, which really isn't that much, the most work was put into searching and reading, so you'll need to have some time to dedicate to such.

    Edit: Modified to remove ability to recruit heroes.
  18. how to do 3 way battles? (and other questions)

    Doesn't hurt for someone to give an opinion, sometimes whether they have experience or not, it can spur a good idea. Aside from that, thanks for the change_screen_buy_mercenaries. I'll be sure to pay more attention to commented lines from now on.

    Edit: As for belligerent drunk, search in dialogs for

    插入代码块:
    drunk_player_high_renown

    to get the portion that causes him to leave.
  19. how to do 3 way battles? (and other questions)

    Not sure if you'd find any of the info in the wiki helpful, but here's a link in case.

    http://mbmodwiki.ollclan.eu/Main_Page

    I use it a little, not too much. Typically when I think of something I want to add, I try and think of features already in the game that may relate, I'll find dialog/game menus (in game) if there is any associated with the feature, and start searching them in the module files to find the stuff as reference. Often by looking at a few things I can create what I want without an issue. Aside from that, if you don't understand something you're reading in the scripting, I'm pretty sure just about anyone would explain it if needed.
  20. how to do 3 way battles? (and other questions)

    I didn't actually sell any, just went to a castle I saw with prisoners to see if they'd show up for purchase, which they didn't, only the ones I had were visible. Odds are the prisoners would just disappear when sold, not actually get added to the garrison. Adding a script to perform this function should be easy enough with some digging through the module system for references, I just don't have it in me for that much reading atm. Unfortunately I forget stuff really fast, horrible short term memory. I've already forgotten the steps to all the modifications I've made for my module, I typically have to rely on notepad notations constantly due to this xD

    But yah, I'll dive into this sometime soon, I like the idea of it so I wouldn't mind having it myself. As for credit, I don't care about credit tbh (specially since I've really done nothing here, lol). Just happy to try and help, as from personal experience in the past trying to learn how to do graphical work and programming, I rarely found anyone willing to give more help then the simple "use google" statement.

    Nuff rambling now, I'll drop a line if once I get to trying to implement this.

    Edit: And the whole past experience part was not directed at this forum. The members here are actually quite helpful and friendly, which is a nice change.
后退
顶部 底部