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  1. Map Help Needed .... what am I doing wrong?

    ahh...cool...so I can just ignore them and place the towns another way.

    Thanks

  2. Map Help Needed .... what am I doing wrong?

    I don;t know if I have a problem...or if it's a 'feature' of the editor that I just need to get over and move around. I am trying to set up Thorgrim's editor, which did not prove tricky thanks to some good tutorials out there. Then I had a few goes at messing about with making height maps...
  3. Module System Download

    Excellent tutorial.

    Been a while since I had Warband installed...but decided to re-install, update to 1.158 and have a crack at modding. This has got me to the point of starting with no pain at all. Simple, easy to read, and comprehensive.

    There is a bugfix Python update to 2.7.5 ... 2.7.6... which I grabbed. Works a treat
  4. Where to start?

    Start here:  http://forums.taleworlds.com/index.php/topic,5408.0.html

    And work your way through.

    I have modded many games in the past, and it is rare to find documentation as good as that to help you get to the point where you can actually make changes to the game and see that it has an effect. There are other tutorials on adding items and maps ( something I am busy trying to get my head around) but none of that will make a huge amount of sense without a basic understanding of the structure of the game and which files/tools are key to editing it.
  5. Map Guidance needed

    Ahh....how did I miss that one :smile:

    I thought I had read ev ery map-making tutorial, but this is one I hadn;t spotted. Thanks foir that! Reading it now :smile:
  6. Map Guidance needed

    Been a bit of a struggle getting started with map editing, but I am finally off the blocks and running...I am just not getting the results I want. Using Thorgrim's editor, plus the Warband tool to make it easier to operate. Had to go back and reinstall M&B to make it work, but the tutorials out...
  7. Modding Q&A [For Quick Questions and Answers]

    thanks Somebody.....that clarifies a few things for me.

    So...I could make a 7' tall Barbarian, but he would have identical proprtions to a normal sized man. I would have to do the muscles in the mesh top make him look like a monster. Scale it up a fraction or down a fraction only.

    Dwarves could be done...but they would look more like hobbits...as they would lose the stature as well as the height.

    If I am interpreting this correctly it means the skeleton itself is fixed, but can be scaled. The relative positions of the bones are not editable.

    Does the same apply to mounts?

    I have read about someone doing elephants...which I guess is a scaled up horse skeleton with a new mesh....and Wardogs...which would be scaled down horse skeleton?

    So a dragon would be out.....as would a serpent, scorpion etc. as they would need whole new skeleton rigs. I can animate those no problem....but not a lot of point in putting in that time and effort if I can't use them!

    That is actually really helpful to know....as it pins down exactly form the ideas I was pondering whch mod I will start to work towards doing.
  8. Modding Q&A [For Quick Questions and Answers]

    Excuse me if I have missed this buried in this massive 600 page thread...but I have a couple of questions which I don;t seem to be able to find answers for.

    1) I want to make enemies with non-human proportions. Say...a Dwarf or an Ogre....can this be done? From what I have read, I can import meshes, I can get stuff showing up ingame and thanks to the excellent module system documentation have found getting started modding a lot easier than I expected. Now I am planning a mod of my own, I want to know where the boundaries are and what I need to work on. I can see how such things would need careful control in terms of armour etc. I have tried importing rigged meshes with different proportions, but have not had anything that worked. Does the mesh contain the skeleton...so if, say, I import a complete figure and just move the bones...should that work? Make the shoulders wider and the arms longer...Changes the look of hte mesh and would still use the same rotational movements. Do the animations apply rotations to the bones.....or do I need to design a full set of animations for my new skeleton? If it's the former...then it will work with stock animations. I can;t find anything that explains how the animation system actually works....just how to do things to it.

    2) Are animated weapons possible? Doesn;t look on the face of it that they are....but I could be wrong.
  9. I love it when a plan comes together!

    itp_merchandise is in there....may just have been unlucky and not had it show. I plan to play the thing a bit longer tonight and see if they pop up anywhere.
  10. I love it when a plan comes together!

    Added a couple more to make sure I have things down pat, and all went well. None of my stuff sems to show up in shops to start with, or for as long as I was prepared to wait for testing...so there might be some flag I haven't set, or else I need to put a much bigger number in the value to make the places stock it.

    I also need to play with the textures a bit. As it was a tet I didn;t put in specular or bump maps...just a basic texture....so I can play with that and make hte blades look much more shiny where the edges have been sharpened etc.

    Next job is to make shileds and helmets, and hten move onto armour etc. where the models need to be rigged. More reading needed to get my head around those things...then in with both feet!
  11. I love it when a plan comes together!

    Busy having that 'first working mod' moment! Finally worked out how to get a weapon in game, functioning and usable. HAd a real issue working through the tutorials as they are not consistant with a single method of working. This is a problem when tutorials evolve rather than all happen at once...
  12. Ne w Modder ....looking to see what is/isn't possible

    thanks guys ... looks like I will be able to mod the underlying skeleton to tweak things around. I really just want to tweak a few pivots locations so the models can take on the dimensions I want rather than being stuck to the stock human shape. Need to do some more reading and experimenting to pin down the way it all hangs together, but lots of what I have seen is fairly familiar in how it is done.

    My first experiemnt will be to turn stock peasant grade troops into Franken-troops so I can check my methods without worrying about too much model work going to waste. If I am going to make a troll mesh I want to know it will work first...so I will turn a stock mesh into a troll shaped creature by moving the bones/verts around to get the proportions right. Once I know that works....then I can start on the meshes and textures I want :smile:
    While I am asking...is it possible to add extra bones? Say to make a 4-armed creature? There is a nice dodge/workaround if it isn;t possible...but it's always nice to do it properly!

    I will look for the mod using other meshes for mounts to see what sort of things they did.

    Don;t think I will be going so far as hitting 65K verts on a model though :smile: That's quite a lot of polys to render! Plenty of scope to work within that limitation. I am used to having to design down to 1-2K polys for a higest detail lod, so this is luxury for me :smile:
  13. Ne w Modder ....looking to see what is/isn't possible

    I have been doing a lot of reading in between my gallopping around Calradia removing hte heads of the naughty with a big axe, but now have the urge to do more than just play the game. To be truthful...I bought Fire and Sword and hated it...so have gone back to Warband :) So I figured there was...
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