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  1. as0017

    Official 3D art thread - Warband

    Rigadoon said:
    Someone told you to recompute normals, how is that not a good answer? That should fix it right away.  :wink:

    And here's a good hard edge tutorial.
    http://forums.taleworlds.com/index.php/topic,109766.msg2670241.html#msg2670241
    Thank you so much :smile:
    Recompute in brf file or in 3d software?
  2. as0017

    OSP Oriental 3D Art Some Vietnamese items

    Here is the pack of fixed weapons
    Even I had fixed some meshes...
    http://www.mediafire.com/?r5jervqjux9fa17
  3. as0017

    Official 3D art thread - Warband

    as0017 said:
    8078636142_6b24c6258a.jpg

    I got this error, so I wonder how to fix it?
    Does anyone have a explain about it? Why this error occur?
    I quote my post because I haven't received the best answer: Some triangle turn into dark at two sides of the back armour.
    I wonder why does it occur?
    And how to fix?
    And please explain to me what is hard edge, and how to use that skill?
    Thank you very much.  :eek:
  4. as0017

    Official 3D art thread - Warband

    Docm30 said:
    What error?
    some triangle turn into dark
  5. as0017

    OSP Oriental 3D Art Some Vietnamese items

    Subaathar said:
    I had download the weapons, but i have a little problem. In my mod they are transparent. Do you know what I am doing wrong?
    Ingame it have no problems (I tested). Because the texture is in format dtx3 (I made them long ago, but still haven't fix them yet)
    This sunday I will upload fixed osp pack. (Just save those textures in dtx1 no alpha)
    Please wait :smile:
  6. as0017

    Official 3D art thread - Warband

    8078636142_6b24c6258a.jpg

    I got this error, so I wonder how to fix it?
    Does anyone have a explain about it? Why this error occur?
  7. as0017

    Modding Q&A [For Quick Questions and Answers]

    dunde said:
    as0017 said:
    Is there any code let me press key e (for a while, such as 2 second)
    A bar appear, and be filled slowly, when it's full. The action come out?
    Thanks for replies
    It's easier to use a scene props. Make it useable. It will bypass the needs for distance check, presentation for displaying the bar, and the trigger. Use ti_on_scene_prop_use, it will be triggered after the progress bar's completed for x seconds (decided by spr_use_time(x)).

    PS. assuming you will use it for the cannon you asked before.
    Thanks. This is useful.
    Does it work with wb1.143?
  8. as0017

    Modding Q&A [For Quick Questions and Answers]

    Is there any code let me press key e (for a while, such as 2 second)
    A bar appear, and be filled slowly, when it's full. The action come out?
    Thanks for replies
  9. as0017

    Modding Q&A [For Quick Questions and Answers]

    Bravo2255 said:
    So, I have been messing with particles for a secret mod, I and a freidn are making. And for some reason, it turns green every once in a while. But when I edit the numbers a bit, it seems to go back to grey/white.

    Here is a screen:
    1024x640.resizedimage

    Any hints on getting it back to normal?
                                                  PLEASE DO NOT TAKE!
    Code:
    ("musket_smoke", psf_billboard_3d, "prt_mesh_smoke_1",
         92, 10.0, 0.6, -0.1, 58.0, 1.2,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
         (0.0, 0.75), (1, 0),       #alpha keys
         (0.0, 0.7), (1, 0.4),      #red keys
         (0.0, 0.7),(1, 0.4),       #green keys
         (0.0, 0.1), (1, 0.4),      #blue keys
         (0, 1.5),   (0.5, 11.0),   #scale keys
         (0.2, 0.1, 0.1),           #emit box size
         (2, 2, 0),                 #emit velocity
         0.1                        #emit dir randomness
        ),
    I think, a gun smoke particle should have these:
    Code:
    ("musket_smoke", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prtcl_dust_a",
         600, 9.5, 0.6, 0, 60.0, 4.5,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
         (0.0, 0.75), (1, 0),       #alpha keys
         (0.0, 0.7), (1, 0.4),      #red keys
         (0.0, 0.7),(1, 0.4),       #green keys
         (0.0, 0.7), (1, 0.4),      #blue keys
         (0, 3),   (1, 23.0),   #scale keys
         (0.1, 0.1, 0.1),           #emit box size
         (2, 2, 0),                 #emit velocity
         0.1                        #emit dir randomness
        ),
    amount of particles should be 600, for a medium quality. If you want high quality, it should be 1500~2000.
    And you should add more option:
    psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation
  10. as0017

    Modding Q&A [For Quick Questions and Answers]

    How to add an entry point from edit mode?  :???:
  11. as0017

    Modding Q&A [For Quick Questions and Answers]

    @dunde: thank you so much  :eek:
  12. as0017

    Modding Q&A [For Quick Questions and Answers]

    I need to know: how to spawn a prop to the playground with right way.
    I spawn one by script, but it doesn't stand upright, it just lay on the ground.
    Then I need it can be pressed key, then an effect come out.

    And the second question: is there a python command let we wait for a short while from the event go on, then effect come out?
    Thanks for replies.
  13. as0017

    Official 3D art thread - Warband

    LordKhan said:
    So I ticked DXT1 in DDS converter in options. Everytime i import the normal map into open brf, it appears black and shows DXT3? Ive tried many times, and im not blind i actually ticked DXT1 lol
    does anyone know where im going wrong?

    I tried again  with another program called dtxbmp and i exported it as DXT1 , yet when i open it in open brf its DTX3?
    You must replace your textures at both module folder (which item you had inserted into game) and your under-constructing resource (back up resource, or anything like that ...).
    (Because I think, when we open the resource file, the render call out the materials and textures of current mod. Or you press button 'change current mod' or you replace textures at module folder)  :mrgreen:
  14. as0017

    Modding Q&A [For Quick Questions and Answers]

    MadocComadrin said:
    For the first question, you'll need a mission template trigger (or clever use of a scene prop trigger) to remove the prop (most easily and safely done by moving the prop far underground).

    As for animating props, we're limited to simple movement (moving the whole prop at once) and rotation. With enough effort, it's very possible to create complex moving structures with multiple props.

    Finally, players can interact with usable props. If you want to make a player "carry" a prop, you'll need to have a mission template trigger/prop animation trigger update the position of every "carried" prop. I believe there is an OSP kit for large rock props that a player can pick up and throw around here somewhere. Take a look at that: it should be helpful.
    Thank you very much, but can you do some example?
    You can do example for me such as with which code I can make a catapult arm rotating.
    Is there any command can let we make something like a catapult arm rotating slowly, not instantly.
    Or what command let my character can pull something like a cart. I mean the prop move slowly. And I can rotate its face side to change the direction.
    You just
    I just need code command. Because I know just a bit about code.
    +) move command (slowly, not instantly)
    +) rotate command (slowly, not instantly)

    And a time ticker command. This is very important.
    Thanks for replies.  :smile:
    ---------------Update---------------------
    So, I will research the guide topic of Caba`drin  :smile:
  15. as0017

    Modding Q&A [For Quick Questions and Answers]

    as0017 said:
    New question: Is the any way to spawn a prop to the ground for a very short while, then remove it?
    So, anyone have solution?

    And I wonder how to make a prop do an animation?
    Does it have skeleton?
    Is there anyway to make player can move a prop?
  16. as0017

    Modding Q&A [For Quick Questions and Answers]

    @Roemer boy: alright, thank you.

    New question: Is the any way to spawn a prop to the ground for a very short while, then remove it?
  17. as0017

    Modding Q&A [For Quick Questions and Answers]

    @Roemerboy: thank you very much, it is helpful.
    But the scale key, I think this must have 3 stats such as x scale, y scale, z scale.
    But it have 4.  :shock:
    The last one, how it make effect?  :roll:
  18. as0017

    Modding Q&A [For Quick Questions and Answers]

    @Roemerboy:
    May be my English is bad, so I can't epress my idea correctly.

    So you can see in this picture, there are some pieces of ...dirt.
    7674822512_eba4c1b979_b.jpg

    Can you explain to me about the particle stats:
    for example
    Code:
     ("bomb_fire_1", psf_billboard_3d|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prt_mesh_fire_1",
         10000, 1, 6, 0.0, 0.0, 0.0,  #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
         (0.0, 1.0), (1, 0.0),          #alpha keys
         (0.0, 1.0), (1, 1),          #red keys
         (0.0, 0.6), (1, 0.6),          #green keys
         (0.0, 0.2), (1, 0.1),          #blue keys
         (0, 1.5),   (1, 4),            #scale keys
         (0.5, 0.5, 2),                 #emit box size
         (0, 0, 8),                     #emit velocity
         5,                             #emit dir randomness
         200,                           #rotation speed
         0.2                           #rotation damping
        ),

    gravity strength = 0 (I think this mean the particle don't have weight, and it doesn't fall down), so how does it make effect if the number = 5, or 6, or 7? The number "5" is a gravitational acceleration of 5 m/s^2?
    Does any other size stat use meter-unit?
    What about damping ?
    How to edit particle's corlor? (so much stat, don't look like a RGB  :mrgreen:)
    and scale key, why it have so much stat for this option? ----  (0, 1.5),  (1, 4),

    Thanks for helps and replies.
  19. as0017

    Modding Q&A [For Quick Questions and Answers]

    Roemerboy said:
    The dust etc. are particles. You find them in particle_systems.py . The whole is an own object. You must script, that if the grenade hits the ground the object "whole" will add at this position.

    I hope this help. :smile:
    Thanks, but I mean small pieces of stones.  :mrgreen:
    Such as:
    ins-zhan-wang-my-personal-universe.jpg

    And the grenade code of WFAS just have bomb blast, bomb smoke and bomb dust particle. It doesn't have pieces of stone (or I don't see  :mrgreen:, and don't need they can deal damage now)
  20. as0017

    Modding Q&A [For Quick Questions and Answers]

    Ok, I think that I should forget the adding race code. (Because I don't need it now)
    What I want to ask today is:
    I see in WFAS, whenever the grenade explodes, there is some pieces of stone come out. (I don't mean fragment bomb, just dust and stone)
    So I look the WFAS "oim" code, and I don't know which part of that code do it.
    Any help?

    Second, how to spawn some ground effect such as a hole left behind by an explosion.
    I see in Napoleonic mod, and some others. It fit with the surface, even with a slope. That's the things I wonder.

    Again, thanks for replies, and for helps.
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