You will need Subversion, which is known as a CVS (http://en.wikipedia.org/wiki/Concurrent_Versions_System).Rylo 说:
export_dir = "C:/Program Files (x86)/Mount&Blade Warband/Modules/Work/"
Well that's ok because technically the module system isn't written in Python.Rylo 说:
scn_random_scene_steppe random_scene_steppe 1280 none none 0.000000 0.000000 240.000000 240.000000 -0.500000 0x0000000229602800000691a400003efe00004b34000059be
("random_scene",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x300028000003e8fa0000034e00004b34000059be",
[],[]),
("conversation_scene",0,"encounter_spot", "bo_encounter_spot", (-40,-40),(40,40),-100,"0",
[],[]),
("water",0,"none", "none", (-1000,-1000),(1000,1000),-0.5,"0",
[],[]),
("random_scene_steppe",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000032860c102400fffff000041ef00005ae800003c55",
[],[], "outer_terrain_steppe"),
("random_scene_plain",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000033860c102400fffff000041ef00005ae800003c55",
[],[], "outer_terrain_plain"),
("random_scene_snow",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000034860c102400fffff000041ef00005ae800003c55",
[],[], "outer_terrain_snow"),
("random_scene_desert",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000035860c102400fffff000041ef00005ae800003c55",
[],[], "outer_terrain_desert_b"),
("random_scene_steppe_forest",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000003a860c102400fffff000041ef00005ae800003c55",
[],[], "outer_terrain_plain"),
("random_scene_plain_forest",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000003b860c102400fffff000041ef00005ae800003c55",
[],[], "outer_terrain_plain"),
("random_scene_snow_forest",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000003c860c102400fffff000041ef00005ae800003c55",
[],[], "outer_terrain_snow"),
("random_scene_desert_forest",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000003d860c102400fffff000041ef00005ae800003c55",
[],[], "outer_terrain_desert"),
#flags
sf_indoors = 0x00000001 #The scene shouldn't have a skybox and lighting by sun.
sf_force_skybox = 0x00000002 #Force adding a skybox even if indoors flag is set.
sf_generate = 0x00000100 #Generate terrain by terran-generator
sf_randomize = 0x00000200 #Randomize terrain generator key
sf_auto_entry_points = 0x00000400 #Automatically create entry points
sf_no_horses = 0x00000800 #Horses are not avaible
sf_muddy_water = 0x00001000 #Changes the shader of the river mesh
Hi Somebody. Yeah I'd figured that out while looking at it. I'd rather just remap the object to use a different texture I think, just to make it easier to change.Somebody 说:
I could have edited my original question but suspect most people wont look at that again and I just wanted people to know the answer, just in case there's someone else who was wondering.Derek_Custer 说:
Actually the only stats you'd need would be the players and their companions. Troops are generated per battle from a troop list. ie. You have 4 housecarls? Well 4 housecarls are generated each time you enter a battle scene. They will never look exactly the same each battle unless they only have one face and one lot of gear defined in their entry in "module_troops.py". Since most have a face range and gear range, you will get troops that look different every time. However their stats are _always_ the same as they are defined by their entry in the troops file.simop 说:
I suspect what they did was add it to the player's inventory via troop commands at the end of the battle. IIRC troop commands access the more permanent side of things while agent commands are just for the scene you are in.Bluehawk 说:
Thanks! I appreciate the suggestion very much. Will record it and use it later. Reevaluating priorities at the moment, think I'll get back to this later. Got a lot of code I need to write first before I get too carried away with graphics. Vastly underestimated how difficult this would be for me to do. Live and learn.SacredStoneHead 说:
Not specific only general ones I'm afraid. You've made quite a few changes by the sounds of it so it's a bit hard to talk specific (although Somebody, CMP, Caba'drin etc. may be able to give you specifics). All I know is the one time I tried ripping out all the factions I had fun and games to get it all working again and that it was much harder (there was a lot of non-obvious changes required) than the basic guide I read suggested. There was a lot of non-obvious stuff I had to change too.Dawiduh 说:
Is that the tool that turns my computer into a pool of molten slag?Captain Lust 说:
Unreal, thanks! That worked. Hadn't noticed that commented out section in the animation file before.Somebody 说: