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  1. prowokator

    Modding Q&A [For Quick Questions and Answers]

    A couple of Q's:

    1.
    Is it possible to edit the armors so that they have different value for stopping blunt, cut and pierce damage?
    ((what is the point for different kind of damage types if the armors don't take any count?))

    2.
    Is it possible to add and define new entry points? Is it possible to have multiple same entry points (for troop spawn points in sieges as an example)

    3.
    Is it possible to have and scene prop that is destructible and when it is destroyed, another scene prop "replaces" it? Is this done in any released mod?

    I hope someone can give an answer or an educated guess :smile:
  2. prowokator

    Modding Q&A [For Quick Questions and Answers]

    Hi, I was wondering if someone could direct me to a list of the entry points used in game (especially in castle sieges)? I can't seem to find a simple list of which entry point number mean. Thanks :smile:
  3. prowokator

    Unofficial Mount&Blade Construction Set

    This looks very interesting - good luck with the project and I bet I'm not the only one who thinks there really is a demand for a tool like this!
  4. prowokator

    Some simple questions

    killkhergit 说:
    2. Can I export the mesh part from a smd, which is already in a .brf, copy the bones and use the new mesh in combination with the copied bones?

    You can export a smd BRFedit, and use the bones in it with any new mesh you wish. But you will need to skin that new mesh to the bones. Then export it as a smd again and import it to BRFedit. I guess thats what you ment..?
  5. prowokator

    Bump Mapping Question

    Madawg 说:
    I don't think BRFEdit support normal map rendering. During my experiments, I couldn't see it there it was working in game.
    And I might be wrong but I think bump_shader only is for static objects.
    Any of the dot3 should work on dynamic objects although I've read there are some problem with rigged objects (which I personally never noticed but I didn't experiment that much).
    Keep in mind that you won't have any specular with those shaders.

    So it is not possible to have speculars on normal mapped meshes? Very weird indeed.. kinda takes the whole point out of normal mapping then.. or is there some way to have them both?
  6. prowokator

    What 3D Graphics Program

    Anything goes really. Basically the only thing you need to be sure is that there is smd export possibility for your program if you plan to make rigged stuff like body armour. If you wanna make a sword, you will need atleast wings3d. And of course something to create the textures in, like GIMP. If you want to do rigged stuff, I think blender is your choise then. All those above are free. If you're planning a career on this area, forget wings3d. Get Blender atleast and start doing stuff. But Wings3d gets the job done if your job is to make a new sword or something like that. And of course everybody who are working in 3d biz bought their first 3dsMax/Maya/Cinema4d/XSI when they started.  :roll: I mean, wellfare, keeps you on the edge of tech revolution.
  7. prowokator

    Mistä kohtaa Suomea olette kotoisin?

    Pii100 说:
    Helsingistä.
    Ei niiltä köyhiltä alueilta vaan kunnollisessa omakotitalossa Laajasalon suunnilla.

    Laajasalo, Suomen suurin valaistu hautausmaa.  :wink: Vieläkö siellä on Daukkari eli Downtown?
  8. prowokator

    B Tutorial Animation Extension Tutorial - Rigging And Animation.

    mbfreak2 说:
    I did exactly the tutorial told me, now I'm done the tutorial... but how do I start rigging? How should I start rigging? I'm using 3ds max. I used it for months, never used skin modifier until now. I don't know if this question even deserve to ask, but I'll ask anyways. Thanks. I'm lost...

    I assume you have exported the skeleton from BRF editor and you have the needed plugins for Max to work with SMD files.
    Ok, so import a original M&B armor to Max, using the plugins. Use the original armour as a reference and scale and position your own ormour with it.

    Rigging:
    When your mesh is properly aligned with the skeleton, select your mesh, select Skin modifier from the drop down menu in edit panel. Click on the Skin modifier and scroll down to "Add" bones button - click it and select all the bones of the skeleton (they're named 1,2,3,4....). Now scroll up and click on "Edit envelopes" button. Edit envelopes by clicking and dragging the vertices of them. Resize them so that they affect (roughly) the desired area only (for example: arm bone affects the sleeve of the armour and not other parts). After editing the envelopes, you can "fine tune" skin by checking the "Vertices" tick box right under the "Edit envelopes" button. Now you can select vertice(s) by hand and give them weights (scroll down to find the weight field, you can type in a value or use other means to do this. Mount and Blade armour meshes are fairly simple but with more complex meshes you sometimes need to check things out with the "Weight table" window).

    Note:
    If you want to be 100% that only one bone is affecting a certain vertice(s), select the vertices and make weight 1.0 for that bone. Lets say you have 3 bones that all affect a certain vertex and you want to leave one of the bones out, do not try to put the weight value for that bone to 0 as it usually doesn't quite work. So instead, select one of the bones you want to affect the vertex, give it a weight of 1.00, then select the other bone you want to affect the vertice and give it a value.

    if you need more detailed help PM me.
  9. prowokator

    [Outdated] BRF Edit --out-of-date, see OpenBRF-- (last version 12/5/2008)

    At the moment you can only export and import SMD files and the skeleton that those files have "built in". Then you can import that SMD file to some 3d modelling program (you probably need plugins to do this) and rig the mesh to the skeleton that comes with the SMD file, then export it again as SMD and import that file to BRF editor. But as for creating custom animations, like new sword swings and stuff like that, it is not possible. Unfortunately. Atleast no one has come up with any solution to do them.
  10. prowokator

    Important question!

    I doubt there are any programs that magically know what you want to convert to an obj file from a max file.. If you have 3ds Max you can export models as obj from it. I repeat the same question, why do you have .max files if you don't have 3ds Max? If your friend or something has Max ask him to export the models in obj filetype.
  11. prowokator

    Mitä musiikkia kuuntelette?

    Wanha metallica kyllä luokiteltiin trash metalliksi - kuten myös megadeth, slayer jne.. ainakin joidenkin levyjen osalta. Ja eikös sen jokainen voi ihan itse päättää onko joku heviä vai ei. Paskakin hevi on parasta.
  12. prowokator

    Help

    the "mesh" tab.
  13. prowokator

    Mitä musiikkia kuuntelette?

    En yleensä paskaa.
  14. prowokator

    Nuken taivutus

    Nukkien. Toinen oli jumissä patterin takana, toinen naulattu kattoon. Kiitos äiti.
  15. prowokator

    Tupakointia lopettavan elämää.

    Tuskinpa minkäänlaisten palokaasujen keuhkoihin vetäminen on mitenkään "hyvä" juttu. Tsemppiä lopettamiseen. Ite vedän suht kohtuudella ja menee vielä cooperin testi 12 minuuttiin.
  16. prowokator

    Mistä kohtaa Suomea olette kotoisin?

    Helsingin Kalliossa lymyän, alunperin tuolta Itäkeskuksen nurkalta maailmaan ponnistanut.
  17. prowokator

    Fire and sword?

    http://forums.taleworlds.com/index.php/topic,43557.0.html

  18. prowokator

    3dsmax model help!

    1. Check a tutorial for 3dsMax unwrapping and how it is done. Google should give you a load of links on this matter.
    2. You can't use 3dsMax materials as textures unless you MAKE THEM textures - this can be done if you have unwrapped the model, but the results may vary quite a bit.. it is probably faster and makes more sense to learn how to create hand made textures anyway.. but you can use a feature in max to render a material as a texture and then save the image and use that image as a texture for the mesh instead of a Max material. Click "Rendering -> Render to texture" to take a look at it.
  19. prowokator

    3dsmax

    1. make a model in max
    2. unwrap it
    3. render the uwv-map and save it as .png for example
    4. open it in photoshop (or what ever you use to create textures) and create the texture
    5. save the texture in .dds format. DXT1 if you don't need alpha channel, and (I believe) DXT5 if you do need it. You can get the dds plugin for photoshop from Nvidia.
    6. export the model as .obj from max
    7. import it to brf edit
    8. make a material for it and use the texture you have created

    If you want to use a material that you have created in Max you have to use "render to texture", which is a bit more tricky if you have no idea what you're doing. I believe there are tutorials for that. But the rest is pretty much the same (you still need to make a unwrap for the mesh and convert the texture image into .dds format)
  20. prowokator

    OSP 3D Art Cloaks - RELEASED

    Dain Ironfoot 说:
    Yes you were dreaming. Taleworlds haven't even given us their own version of BRF edit to let us look at their animations, let alone a magic tool which a bunch of people seem to think we'll get. I'd be really happy with the same amount of animation functionality we had a few versions back where I could export animations as SMDs.
    Damn.. And I could swear I saw somewhere that they will release something related to animations.. It was a good dream - atleast  :razz:
    It is kinda weird that custom animations can't be done even though we can access the skeleton and do rigging..
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