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  1. Khödölshgüi

    NA Siege Completed Sunday night Siege NA Jan 10th 2021

    Sounds good, siege servers are still a little buggy but I've missed SSN.
  2. Khödölshgüi

    I'm done being polite.

    Yes, it's quite difficult to find matchups with so many clans dropping off and going inactive. Within Legion there are many, myself included, waiting for major changes, and if they don't address many of the grievances being discussed these past weeks, we'll likely stop playing. It's sad to see a lot of friends being so excited back in March and then leaving after the first couple of weeks.

    So yeah, there's a point where even the people who have sunk 500 hours into mp will get burned out and trickle off.
  3. Khödölshgüi

    Confusing visual cues in mirrored matchups (ALSO AN EPIC COSMETIC SUGGESTION/FIX)

    Great idea, this Canton guy is really onto something folks.
  4. Khödölshgüi

    NA Siege Completed SUNDAY NIGHT SIEGE | NA

    Great attendance, some great tense moments. When servers are smoothened out, multiplayer can really get going.
  5. Khödölshgüi

    NA Siege Completed SUNDAY NIGHT SIEGE | NA

    If skirmishes crash once every fifty games, sieges crash once every other game, if not the majority.
  6. Khödölshgüi

    [CL] Calradic Legion [NA] | Recruiting!

    STEAM PROFILE LINK: http://steamcommunity.com/id/ huianxin /
    DISCORD TAG: Xin#3888
    PREFERRED BUTTER BRAND: Kerrygold or President
  7. Khödölshgüi

    A patch set in 1880

    I was fiddling with an idea similar to this, albeit set 20-30 years earlier, just so it could cover the Crimean War, or Bismark's wars. It was just some personal test work, and I was importing models from the Blood and Iron mod, but encountered some troubles with shaders. I think it's certainly a doable thing, you'd just need to find period-appropriate uniforms for all the nations, and maybe do the heavier work of adding more factions. Blood and Iron also has some great animations, just some simple OpenBRF exporting and importing. Goodness, I'm suddenly reminded of that Schleswig War mod a while ago, shame it never panned out.... Anyways, all of this I tried some year or so ago. With the release of the Imperial Grandeur 1853: Total Conversion mod, you'd have even more access to later 19th-century uniforms.

    Not quite the answer you're looking for, just some personal rambling, but again I think it's doable. Just a lot of dedication redoing all those uniforms and some other tweaking with factions and scening, but oh gosh are L'Aigle's models gorgeous. If only even a fraction of Warband mods had that much polish.
  8. Khödölshgüi

    B Musket Era [NW] Crimean War mod. (Need help with scripts)

    Sir, I've been following this project for quite a while now, and I'm really looking forward to the result of this fantastic work. I know most of the conversation is being held on the fse thread, but since I have an account here I just wanted to express my respect to the amount of dedication and work you've put in, all by yourself. With my own exposure to modding, I know it's a lengthy and meticulous process, but following this project every couple of months always makes me impressed and excited. I was just reading some Crimean Tatar history the other day and was reminded on this Crimean War mod, so it's absolutely wonderful news that the mod is shaping up to be ready for testing and playing, and I eagerly look forward to it! Best wishes for the continuation of the mod's development, it all looks phenomenal!
  9. Khödölshgüi

    Modding VC: basic tutorials and Q&A thread

    kalarhan 说:
    sure, the skins file also has info on stuff like hair and beards and faces, which are models/materials/textures defined on BRF files, so they are connected.

    one thingy you may be missing is the relation between models and the game code (modsys). If you try to combine Native (and mods) models with VC then you would need to rework those. If you try to use VC models on a Native base assets you would need to rework the VC ones. If you abandon all VC models (for characters) then you wont have much to worry about, but you will only have access to whatever assets you have from Native/mods.

    in other words, it would be easy to take Native and put VC features on it (features, not armor/helmets/etc).

    Alright thanks again for the info. My hope is to replace every VC model, be that npc/unique character/companion/lord, with Native skeletons and using modded skins, for example, from Vikingr or AWOIAF. In turn, I'd hoping to replace all the VC gear/equipment with Native/Modded models, that is if I can figure out what I'm doing with the skeletons. Nothing should be changed gameplay-wise, only the look and appearance of soldiers and their gear.

    And naturally I'll get the proper credit/permissions for OSPs used.
  10. Khödölshgüi

    Modding VC: basic tutorials and Q&A thread

    kalarhan 说:
    not much, you will mostly need to update/replace the models (using OpenBRF and 3D tools), and keep the .xml and skins file consistent.

    Oh dear, it seems I'll have to do a fair bit of research and browsing through old threads/guides to know what I'm getting myself into.

    I'm still not entirely sure what I need to edit with skeleton_bodies.xml, and I'll try and look into module_skins.py. Later on, would skins.txt be relevant? Using openbrf tells me that skins.txt is used by materials_face_gen.brf, and if I want to use Native skeletons I'd also have to use different faces. But I my be getting ahead of myself.

    Sorry to be repetitive, I'm feeling a bit lost but I'll refrain from asking too many questions until I've done my proper research.
  11. Khödölshgüi

    Modding VC: basic tutorials and Q&A thread

    LAST_ACTION_HERO 说:
    Have you tried " skeleton_bodies.xml "  in the Data folder of the Mod?

    kalarhan 说:
    Remember to read the permissions thread to know what you can (and cant) do with VC for modding.

    That file translates the body measures (bones) used in the models. Just as you mentioned it will affect the game (3D assets for characters like armor, etc).

    remember that module_skins.py is also used (for example to control the scale for kids).

    Thanks for the replies both of you. I've tried editing the skeleton_bodies.xml file in the past, and maybe I'm not editing it properly, but changing the number values don't seem to effect any of the skeletons in game. In fact, if I'm reading these files correctly, I believe that Viking Conquest and Native share the same values. For example:

    Native:

    <Bone name="hb_abdomen" bone_mass="10"> <Bodies> <body type="capsule" radius="0.14" pos_x="-0.04" pos2_x="0.04" pos_y="0.08" pos2_y="0.08" pos_z="-0.03" pos2_z="-0.03"/> </Bodies> </Bone>

    Viking Conquest:

    <Bone bone_mass="10" name="hb_abdomen">
        <Bodies>
          <body radius="0.14" pos_x="-0.04" pos_y="0.08" pos_z="-0.03" pos2_x="0.04" type="capsule" pos2_y="0.08" pos2_z="-0.03"/>
        </Bodies>

        </Bone>


    This is the case for all the other parts, thigh, spine, shoulder, forearm, etc. It would seem the only difference is the formatting, VC follows a more coherent and streamlined writing style. I have noticed that Viking Conquest's skeleton_bodies.xml does include a section called <Skeleton name="skel_human_reduced">, however, it has the same values as the regular <Skeleton name="skel_human"> section:

      <Skeleton name="skel_human_reduced">
      <Bones>
        <Bone bone_mass="10" name="hb_abdomen">
        <Bodies>
          <body radius="0.14" pos_x="-0.04" pos_y="0.08" pos_z="-0.03" pos2_x="0.04" type="capsule" pos2_y="0.08" pos2_z="-0.03"/>
        </Bodies>

        </Bone>


    I'm guessing this might be for skeleton references for kids? I haven't looked into this in particular, and I'm reluctant to touch it.

    That being said, how would I even change the values of VC skeletons to match those of Native, if they already share the same values? I thought I'd use the Native code or even the AWOAIF ones as reference to editing the VC bodies, but since they have the same numbers I don't think reducing or increasing them would help?



    How much of this is reliant on the python scripts? Would I have to edit those alongside the skeleton_bodies.xml to see actual change in game? I'll read through the guides relating to the Module System, but knowing what it does specifically beforehand could help give me an idea of what to look for.

    I'm assuming it's not as simple as just changing the numbers around in skeleton_bodies.xml, as I can't see any physical changes. Might there be something else? For example, the way the facial textures are mapped onto the head models are also different, Native and VC have different structures that trying to use one texture for another results in everything looking displaced and wrong. I could just be saying completely wrong things due to my lack of knowledge, but after editing around for a couple of hours nothing has actually changed in-game.

    Otherwise, I'll try my best hand at following any advice and fiddling around with editing/learning things, and ask anymore questions I haven't already found the answers to. There's just a lot to read with various guides that may or may not be relevant to what I want to mod; it's all very fun and interesting but also intimidating. Once again, I appreciate the responses.
  12. Khödölshgüi

    Modding VC: basic tutorials and Q&A thread

    I've scoured the forums looking for this, but haven't found an answer to my question: how would one change the VC skeletons/human models to that of Native? It should be possible, as the popular awoiaf mod, which is built upon VC, has native models instead of the VC ones.

    I understand that if one were to implement Native models into Viking Conquest, one would also have to change the armor, of that I believe I am capable of doing.

    Otherwise, I've tried looking around the VC folder files, but I'm at wit's end and thought perhaps someone more adept with editing would know.
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