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  1. Warband Script Enhancer 2 (v1.1.2.0)

    Oh wow the greater than 16 skins fix works! Thanks so much this will be a real game changer
  2. [WB] Warband Script Enhancer v4.9.5 for 1.174

    Oh my mistake is it wse2 only?
  3. [WB] Warband Script Enhancer v4.9.5 for 1.174

    Hi K700,
    I tried your greater than 16 skin fix.

    My results were that when I set
    troop_set_type > 15
    The troop defaults to one of the first 3 skins, male, female and skeleton. Tried numbers 16,17,18,30

    I've confirmed my skins.txt has the additional skins
    Do you think perhaps the troop_set_type function has a clamp when greater than 16?
    Have you confirmed greater than 16 skins have worked for you outside the default 3?

    Thanks
    Love your work
  4. B Tutorial Shader Ghosts and Shaders

    Tutorial as Word file Needed data: Warsword Ghost Pack Additional readings: https://forums.taleworlds.com/index.php?threads/minitutorial-adding-a-shader-in-game.215114/ https://forums.taleworlds.com/index.php?threads/shader-tutorial-by-scion.300499/ How to add custom shaders to the Warsword...
  5. Could someone please explain to me how to properly make a new hair model?

    I find hair really difficult. Its like a topic in itself.
    Here's a few buzz words:
    Alpha blending: Depending on the style you'll probably want to have alpha cut out at the end of the hair strand instead of geometry.
    Hair Cards/sheets: They are different shaped planes that can be repeated and overlapped to give the appearance of hair. 

    There's already a tonne of info floating around on the topic. A good resource is here: http://wiki.polycount.com/wiki/HairTechnique
    In particular the uncharted 2 model is in my opinion a great study.
    http://wiki.polycount.com/w/images/a/a4/Hair_uncharted2-drake-wires.jpg

    For warband application. Just grab the hair texture and start playing around with laying your planes and uvs out on the texture.
  6. Particle Problem

    Nps, yeah its not very well documented
  7. Textures For added Armor And shields not showing up

    Oh cool, do you know what version fixes the bug? In older versions hd textures overwrite mod textures, so lets say you changed background2 the overwrite order would be, native -> mod -> hdtextures.

    My thinking was to make sure this wasn't a factor before diving into other options.
    Seems kinda silly thinking now tho, as that would assume he had replaced the native weapon textures or something rather than adding his own.
  8. Particle Problem

    #num particles is per second(I think it's slightly faster to for add new? Untested). So particle_system_add_new will spawn a whole bunch as you found out.

    You can use particle_system_burst (particle_system_burst, "psys_", pos, 1), <- this last number is the total amount of particles to spawn. In this case 1.

    Ok so now say you wanted to work out how to make an effect last 3 seconds.
    If your particle system #num parrticles is 2 per second, then bursting (particle_system_burst, "psys_", pos, 6). 6 total particles will take 3 seconds to end.

    Hope that makes sense
  9. Textures For added Armor And shields not showing up

    Hmmm replacement for native textures not working?
    Do you have HD textures(in root warband folder) installed by chance?
    If so delete the folder.
  10. Substance painter exporting options

    Ok, well I'm not 100% what you want to change, so I'll just start firing random info at ya.

    Substance painter is mainly designed for generating maps for pbr shaders. Warband does not have pbr shaders so depending on what shader you apply to the material is warband will determine your textures.

    From your export settings it seems you'd like to use a diffuse, spec and normal map. so your shader in warband will be specular_shader_skin_bump_high.

    In substance I like to limit my channels to base color, specular, normal and opacity. Then change the substance shader to non_pbr. This will get show your model in substance as close as possible to what it'll look like in warband. (Tho it will still look different).

    Most of the materials in substance are made for a pbr setup, so will look weird in a non pbr warband mode.
    It looks like your diffuse and normal are going to be ok, so you just need to generate a better specular map to get that shiny look.

    Direct x for normal map is correct.

    So then the output
    Diffuse = base color rgb + opacity a
    Specular = Specular gray
    Normal = direct x normal rgb

    Hope that helps, maybe try generating your textures outside of substance first to gain a better understanding.
  11. Substance painter exporting options

    Need more info, like what are your input maps?
    Are you working with base color, normal, spec channels?
    You exporting open_gl normal map?

    What shader you using in openbrf?
    What do your exported textures look like?

  12. SP Fantasy Warsword Conquest - New Opening Post

    Thats interesting about the smoke particles, I will look at reducing the amount.
    @Kushana- That is the hair bug from native. Your save will corrupt and the hair and faces of the lords will be wrong. Dont know of any fix once it happens, so you have to be mindful of it and load old saves if it occurs.
  13. SP Fantasy Warsword Conquest - New Opening Post

    You need to use wse to load the game. Follow instructions in documentation folder
  14. Modding Q&A [For Quick Questions and Answers]

    Needed for mods where particles are used to limit your vision -- for example, by smoke from muskets or by fog, like in NW.

    Ohh interesting, we had some issues in warsword where our particles were being culled when their origin was outside the camera frustum. I wonder if those are related
  15. [MBMC] Mount & Blade Modding Contest [October 2018][3D Art]

    Forum username: Burspa
    Submission name: Green Dragon Shield
    Download link: https://drive.google.com/open?id=11z_YlKisGxAq52Uex0kE2jqkB1r1WEpS

    C8OFP.png
    4s7WW.png
    ZUTwX.png
    nGjrF.png
    4FbJ9.png

    By submitting this work I agree to the rules and regulations of this contest.
  16. The Burp of the Dragon

    is it possible something like this? Especially to spawn some fire from nothing?
    Its not spawning from nothing, but particle burst only needs a position to spawn from.
    You could probably use something like (position_get_distance_to_terrain, <destination_fixed_point>, <position_no>),
    Then if the position is less than x amount, spawn the particles.
    You might need to limit the amount of times this is called per second tho. I guess you could use a second trigger.

    it just "evokes" it almost to cover the enemy up
    If you find each agents position then you have the locations to spawn particles from. We usually attach scene props but that creates a new set of problems.

    Code:
    Has someone written something akin before?
    Yeah Sebastian's boe shaders have a lightning location that changes how all the shaders behave.
    I suggest you leave the shaders / red lighting until the rest of the project is done. It would be a complicated cherry on top. Better to spend your time on other areas first.
  17. The Burp of the Dragon

    I'll start by saying, I don't wanna get too involved with this. I can offer some suggestions tho.

    If you don't wanna use projectiles or props, then your best option is probably ray-casts.
    Sebastian wrote some useful ray-casting code, for detection of agents i'll include it in the code.

    If you're raycasting then your effects are probably gonna be some sort of flamethrower.
    Warband is a different system in that you can fire from horse back, you can aim in any direction.
    Keeping that in mind you're not always going to want to spawn fire/sparks depending on where you're aiming.
    You could detect how close the raycast is to the ground and if its close enough spawn some some fire/ sparks particle systems at ground location.

    Your particle systems are probably gonna be layers of, flamethrower flames, ground flames, fire sparks, possibly semi transparent light particles.

    As for the redshifting, I guess you could spawn and destroy a scene prop with a red point light. Or write shaders to alter the lighting. Both add a lot of complexity to what you are trying to achieve. Maybe you could get away with a layering your flame particles on top of quite transparent blend particles to give the illusion of red light.

    Here's some testing I did for a flamethrower type spell. Its not exactly optimized, but you might be able to learn from it.
    module scripts
    Code:
    ("fireball_spell", [
        (store_script_param, ":agent_id", 1),
        
    
        (set_fixed_point_multiplier, 100),
        (agent_get_look_position, pos2, ":agent_id"),
        (copy_position, pos7, pos2),
        (init_position, pos6),  
        (agent_get_bone_position, pos6, ":agent_id", 18, 1),
         (position_get_z, ":hand_z",pos6),
        (position_set_z,pos7,":hand_z"),
        
        (position_move_y, pos7, 300),
        (particle_system_burst, "psys_flamethrower", pos7, 3),#do a single burst only, adjust the particle system accordingly, 100 is max burst btw
          (position_move_y, pos7, 100),
         (particle_system_burst, "psys_flamethrower", pos7, 10),#do a single burst only, adjust the particle system accordingly, 100 is max burst btw
          (position_move_y, pos7, 100),
         (particle_system_burst, "psys_flamethrower", pos7, 10),#do a single burst only, adjust the particle system accordingly, 100 is max burst btw
        (position_move_y, pos7, 100),
        (particle_system_burst, "psys_flamethrower", pos7, 10),#do a single burst only, adjust the particle system accordingly, 100 is max burst btw
        (position_move_y, pos7, 100),
        (particle_system_burst, "psys_flamethrower", pos7, 10),#do a single burst only, adjust the particle system accordingly, 100 is max burst btw
        (position_move_y, pos7, 100),
        (particle_system_burst, "psys_flamethrower", pos7, 10),#do a single burst only, adjust the particle system accordingly, 100 is max burst btw
        (position_move_y, pos7, 100),
        (particle_system_burst, "psys_flamethrower", pos7, 10),#do a single burst only, adjust the particle system accordingly, 100 is max burst btw
        (position_move_y, pos7, 100),
        (particle_system_burst, "psys_flamethrower", pos7, 10),#do a single burst only, adjust the particle system accordingly, 100 is max burst btw
        
        (assign, ":ray_length", 1000),#10 meters, adjust the paricle life and emit speed accordingly
        (position_move_z, pos2, -90, 1),#pre applied center of body adjustment
    
        (try_for_agents, ":agent", pos2, ":ray_length"),
        (neg|agent_is_ally,":agent"),
          (agent_is_alive, ":agent"),
          (agent_is_human, ":agent"),
          (agent_get_position, pos3, ":agent"),
          (position_transform_position_to_local, pos4, pos2, pos3),
          (position_get_x, ":val", pos4),
          (is_between, ":val", -250, 250),#horizontal body size
          (position_get_y, ":val", pos4),
          (is_between, ":val", 0, ":ray_length"),#check forward only
          (position_get_z, ":val", pos4),
          (is_between, ":val", -500, 500),#vertical body size
          (agent_deliver_damage_to_agent,":agent_id",":agent"),
        (try_end),
      ]),

    module mission templates
    common_battle_flamers = (
        0.3, 0, 0, [],
        [
        (get_player_agent_no, ":player_agent"),

          (try_begin),
          (agent_get_wielded_item, ":player_item", ":player_agent", 0),
            (eq, ":player_item", "itm_flintlock_pistol"),
          (game_key_is_down, gk_attack),
        (call_script, "script_fireball_spell", ":player_agent"),
        (try_end),
            ]
        )

    Good luck
  18. The Burp of the Dragon

    I don't really get what you want to achieve. Can you explain what its for/ the desired look in game?
  19. Particle Effects

    No I don't want to write a tutorial.
    You should have enough to teach yourself if you stick with the torch as an example.

    The process requires 3 things.

    A mesh - prt_mesh_fire_1

    A Particle System -
    Code:
    ("torch_fire", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prt_mesh_fire_1",
         50, 0.35, 0.2, 0.03, 10.0, 0.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
         (0.5, 0.8), (1, 0),        #alpha keys
         (0.5, 1.0), (1, 0.9),      #red keys
         (0.5, 0.7),(1, 0.3),       #green keys
         (0.5, 0.2), (1, 0.0),      #blue keys
         (0, 0.15),   (0.4, 0.3),   #scale keys
         (0.04, 0.04, 0.01),      #emit box size
         (0, 0, 0.5),               #emit velocity
         0.0,                       #emit dir randomness
         200,                       #rotation speed
         0.5                        #rotation damping
        ),

    - A way to spawn your particle system in game :
    Code:
    ["torch",         "Torch", [("club",0)], itp_type_one_handed_wpn|itp_primary, itc_scimitar, 11 , weight(2.5)|difficulty(0)|spd_rtng(95) | weapon_length(95)|swing_damage(11 , blunt) | thrust_damage(0 ,  pierce),imodbits_none,
     [(ti_on_init_item, [(set_position_delta,0,60,0),(particle_system_add_new, "psys_torch_fire"),(particle_system_add_new, "psys_torch_smoke"),(set_current_color,150, 130, 70),(add_point_light, 10, 30),
    ])]],

    That's it.

    So grab a character with the torch, make a backup and start changing stuff in the above code/mesh and see what happens.

    Don't over think what the mesh needs to be, you could spawn in a bunch of 3d swords if you point the particle system code to a sword instead of prt_mesh_fire_1.

    I'm happy to answer more specific questions, but try figure things out for yourself first.
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