搜索结果: *

  1. How big are the texures allowed to be?

    hey,

    @soil: ok, you double the texturesize in each dimension, change from 1024x1024 to 2048x2048, whatever. i meant with the size, the dimension in both directions, not the size of the file.

    @cdvader: yeah, M&B uses DXTx compressions, so that they don't use to much space on the hard drive. But once uploaded to the graphic card, they get uncompressed, so that the graphic card don't need to uncompress the textures used every frame. So they need more space in the video memory, especially if the texture has mip-maps. If the texture uses 4 Byte (for red, green, blue, alpha) with a dimension of 2048x2048 and without mip-maps, it uses 16Mb (hope that is right).

    I know, my card is old, but for an age of 6, it is performing very good on most games (if i can play them).

    eierkopf
  2. How big are the texures allowed to be?

    hey,

    in most engines, the texturesize is only limited by the graphic card. the limiting factors are the memory and the shader-version. shader-version 2.0 (that is the minimum of mount&blade), supports 2048x2048. graphic cards with shader version 3.0 are supporting a maximum texture-size of 4096x4096, but i don't know, if this texturesize is supported by mount&blade.

    also notice, that if you double the texturesize, the needed memory is four times higher than before. so a texture with size 1024x1024 and 5 Mb filesize has 20 Mb at 2048x2048 (with mip-maps even higher). this memory is needed in the graphic card, not on the RAM! my graphic card for example has only 128 Mb, so one texture of 2048x2048 needs 16% of my graphic-memory!

    eierkopf
  3. B Tutorial Animation How to add New Animations to your module.

    hey,

    first the dance animation is not used in game, mainly because it only shows some animations like stand, jump after each other. As you look at the jump-animation for example, it has a duration of 1.09, the stand animation a duration of 3, so they have totally different running times. When you try to view all with one duration time, they will be shown in a constant time, so you have to take the lowest duration of all sequences, which is 0.3 (jump_end). that looks not like dancing  :lol:

    as well, i think the arf_blend_in_5-command blends in the fifth animation from the top, which is the first in "stand_man", but i'm not sure of this.

    a more comfortable way to edit the animation of the ladies is open the "module_scripts.py", goto "init_town_agent" and there change the animation after the loop between the kingdom_ladies_begin and kingdom_ladies_end.

    why did you change the dance- and poseanimations? they won't be used, as long the animation for the ladies points to "stand_lady".

    hope it clears something for you.

    eierkopf

  4. B Tutorial Animation How to add New Animations to your module.

    hey,

    i modified the smd_export.py a little bit and (for me) the exported animation and the rigged mesh loads into openbrf (although both messed up).

    here is the link:
    http://mitglied.lycos.de/dirk_schulz/blendertobrf/smd_export.py

    eierkopf
  5. B Tutorial Animation How to add New Animations to your module.

    hey,

    the script was first intended only for my personal usage, as i was too lazy to look after available smd scripts (theres no standard script for smds in blender).  :wink:

    but i thought, it could be useful for other people too, so i released it, no offense against your smd import/export.

    @begebies: if you don't want to spend so much time on trying out, what is a good roll value, select your armature, press tab, select all bones (press "a") and then press "Ctrl-N", "1" or goto Armature->Bone Roll->Clear Roll.

    that should align the bones for you.

    eierkopf
  6. Download link and main info! [latest ver 0.0.82e -- 19 Jun 2016]

    hey,

    @HokieBt: don't know, if the program will crash after editing, but what you can try is: open the "process_skins.py", goto line 48 and comment out:

    插入代码块:
      
    if len(skins) > 16:
    skins = skins[0:15]

    then all skins will be compiled. but i can't say, if the program will crash, just try it!

    @mtarini:
    in your reference data, weapon, hands, foots and shield are rigged, so they can be applied to your reference mesh. in the original-files it is not. Maybe you can create a property for a mesh for internal use, so that this mesh gets applied to the right bone? I mean something like: "item-type:" and then "weapon-left", "hand_l" or "foot_r". as it is only used for internal purposes, saving this would be hard, but isn't a must.

    or you write the item-type after "end" in the brf-file, a little hacking  :mrgreen:

    only an idea from me, don't know if someone would need it.

    keep going on your great work! and if you need a contributor, let me know!

    eierkopf
  7. B Tutorial Animation How to add New Animations to your module.

    hey,

    somehow, the rotation of vertical bones are not exported into blender, so everything will be turned around.

    so select the armature, press tab, select each bone which is vertical, press N and give the roll-entry a value of 180°.

    when you now export the script it should show everything right.

    i don't know if its the failure of openbrf when exporting, the import of the smd-script or if its my script.

    eierkopf
  8. annoying invalid syntax

    hey,

    seems that you don't have created the cb2_mummer.

    if you want everything in order, open the module_constants.py, goto:

    插入代码块:
    cb2_page = 0
    cb2_apprentice = 1
    cb2_urchin  = 2
    cb2_steppe_child = 3
    cb2_merchants_helper = 4

    (around line 600) and add after it:
    插入代码块:
    cb2_mummer = 5

    and what do you mean with "unable to open the python file"? you should always be able to open the file in a texteditor, or did i misunderstand you?

    eierkopf
  9. annoying invalid syntax

    hey,

    these failures don't tell us anything.

    you have added or modified some code and forgotten to close a bracket or set a comma, or what else and the compiler takes it. after a while, the bracket (or something else) is closed and the compiler expects something, that doesn't come or it's coming something that the compiler doesn't expect  :mrgreen: and gives you a failure.

    BUT! you know, which lines you have modified/added, so check these lines again (even long before the line, the compiler is complaining about) and search for the failure, or show us the lines, where you added/modified something. as you know, it compiled before, so it's no failure in the original code.  :wink:

    eierkopf
  10. Blender rigging and M&B

    hey,

    you can let your old scaling as it is! it is an option in the (new) export menu! there you can check a button, if you have the smd imported from openbrf, but you can export your mesh also with your original scaling.

    so nothings changing for you! only when you import another smd from openbrf, and you don't want to fiddle around with scaling, you can check this button.

    and no, you don't have to change the 4 (that creates a 4x4 matrix, if i type 3 a 3x3 matrix).

    the 0.1 is the scaling (1/10 = 0.1), if you want that this button has no influence, on whatsoever, change it to 1.0, that create an identitymatrix.

    but you don't have to! the button for scaling is standard unchecked.

    eierkopf

  11. Blender rigging and M&B

    hey,

    just want to tell you, that a new version is online! now you can export your mesh and it will be automatically scaled when you click on the button "imported smd from OpenBRF". I tried it with the woman_body and was success  :mrgreen:

    don't tried with skeleton and animation though, so maybe that must be fixed too.

    the link as always:
    http://mitglied.lycos.de/dirk_schulz/blendertobrf/brf_export.py

    eierkopf

    ps: i hate this button menu from blender, it never really shows everthing (or you have to click a thousand times)

    edit: at this moment i have uploaded a new version, which should export the skeleton with right scale too, animations are not influenced
  12. Blender rigging and M&B

    hey,

    then somethings wrong with your scale in blender for the mesh-export. maybe you imported the rig from an smd? if i'm not wrong, the smd-exporter scales everything by 10 or so (don't know why).

    my reference mesh (which is the man_body) has a dimension in Z of about 1.123, maybe try to scale your mesh to fit that.

    the advantage of my script is, that it takes all weights for a vertex and normalizes them. so if you have three bones with 100% weight on a vertex, my exporter will make 33.3% out of it.

    should i add a button "imported from smd", which scales everything down?

    eierkopf

    edit: you're using openbrf to export? because this scales everything up by 10 when you export an smd.
  13. Blender rigging and M&B

    hey,

    when you set "weight" in the paint panel to about 0.250, then that will be the maximum weight, that can be applied, so it will never become red! When you change the amount of "opacity" you can make slightly increase the weight on a vertex.

    if you rig the human skeleton, also check, if rotation/scale is applied ("Ctrl+A, 1") to your skeleton and the HeadZ-Position of the bone "abdomen" is about 0.910 (select the armature -> press tab -> select the bone "abdomen" -> press N -> search for HeadZ). maybe you must resize the skeleton and apply the new scale.

    maybe my blender-to-brf-exporter could help you too, the script normalizes all weights applied to a vertex to 1.

    here is the download-link:
    http://mitglied.lycos.de/dirk_schulz/blendertobrf/brf_export.py

    Instructions:
    rightclick on the link -> save target as -> save under: "(your blender directory)\.blender\scripts"

    please check it out and tell me, if it has bugs!

    eierkopf
  14. Living horses in scenes

    Hi,

    @Albertus Magnus: have you already tried this? or should i finish this and give you a quick tutorial?

    @LordRaglan: i can't think of a way, to add riderless horses, since they are defined as items, not as troops

    the ghost-items were a great idea, no more villagers visible:
    horses3.jpg

    i have two entrypoints now for the horses, but the villagers (as can be seen on the image) try to get to them and the horses try to get out of the fences, so the script is not yet perfect. In other villages, the horses are walking around everywhere, no clue, if you can bound the spawn of them with the entrypoints.

    and from me a little addition to the code as well:
    插入代码块:
    tf_mounted|tf_guarantee_boots|tf_guarantee_gloves|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_horse

    without the tf_mounted, the horses don't show up.
    and in the "mission_templates.py" at "village_center" all "af_override_horse" in "mtef_visitor_source" has to be changed to "0".

    eierkopf


  15. Living horses in scenes

    hey,

    i did a quick test, how this can be made. this is what i have so far:
    horses.jpg

    i create a new village_walker, gave him a horse and put an entrypoint between the fences. the ai-limiter looks like that:
    horses2.jpg

    you have to edit the "init_town_walker_agents" in module_scripts.py to let your new village_walkers only spawn on the entrypoint. As you can see, they try to get to another entrypoint, but you can create another entrypoint and edit the "set_town_walker_destination" in module_scripts, that your new walkers only walk between that entrypoints.

    only problem are the villagers on the horses, how can i make them invisible?

    eierkopf

  16. B Tutorial Animation How to add New Animations to your module.

    hey,

    thanks for the great explanation, i made myself a new animation and put it into the module and exchanged the stand animation of kings/lords with it.

    here is a video of it (sorry for bad quality):
    http://www.youtube.com/watch?v=1Nkl0Fimq9g

    my next goal is to have a (completly) new skeleton inside the game.
  17. Download link and main info! [latest ver 0.0.82e -- 19 Jun 2016]

    Hi Guys,

    thats my first post, but i'm reading on this forum for some time now, since i bought M&B.

    I myself worked on an brf-Editor but two days after i started, i saw this thread and this great Editor and stopped working on it.

    I wanted to test the new possibilities of the editor and because i'm working with blender, i have written an exporter for blender to brf's.

    It's possible to export the mesh, the skeleton and the skeleton-animation to seperate brf's.

    Here is the link:
    http://mitglied.lycos.de/dirk_schulz/blendertobrf/brf_export.py

    copy it to this path: "(path to blender)\.blender\scripts"

    please test it, if your using blender and tell me if there are any bugs!

    eierkopf
后退
顶部 底部