a few modding problems (python) I could use some help on if anyone has a moment

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vako

Sergeant at Arms
1.  I've added a bunch of new map locations, following a tutorial step by step.  The first two I added worked perfectly.  The others (added a few days later) go to a randomly generated scene with a jump screen with attack/cancel attack.  The scripting for all is identical except the names, they are all off scenes I worked myself from the ingame terrain generator.  The only thing I can see is that I think I copied and pasted the first two terrain numbers, where as the other ones were copied in by hand.  There was a similar problem posted in reply to the tutorial, but they seemed to have forgotten to build_module, and I did that, and saved each py.file I worked on, and have checked them probably a dozen times.  Getting really frustrated and could use some help.

edit= ok, not true.  It just occured to me that the first two used obsolete scos in the sceneobj file with my own terrain number inserted, while the latter group used copied and renamed ones.  Unfortunately one doesn't have an unlimited number of obsolete scenes to work with.  "desert_town" and "slaver_post" work; the last one is one I made last night on the same lines as the second group, which also just produces a random scene:
("desert_town",sf_generate,"kaga_center", "bo_kaga_center", (0,0),(120,120),-100,"0x2000050000025896000048a0000031f60000637c",
    [],[]),

  ("slaver_post",sf_generate,"slaver_post_main", "bo_slaver_post_main", (0,0),(120,120),-100,"0x3567d51180025896000027690000368f00002f3b",
    [],[]),
  ("new_inn",sf_generate,"new_inn", "bo_new_inn", (0,0),(120,120),-100,"0xb44005170000258960000563c000040eb00003025",
    [],[]),
  ("mountain_village",sf_generate,"mountain_village", "bo_mountain_village", (0,0),(120,120),-100,"0xb63024b880025896000079c3000040eb00001f45",
    [],[]),
  ("bandit_hideout",sf_generate,"bandit_hideout", "bo_bandit_hideout", (0,0),(120,120),-100,"0xbc63910600025896000053b2000000640000054d",
    [],[]),
  ("khergit_raider_camp",sf_generate,"khergit_raider_camp", "bo_khergit_raider_camp", (0,0),(120,120),-100,"0x300a060680025896000053b2000000640000054d",
    [],[]),

  ("small_island",sf_generate,"none","none",(0,0),(120,120),-100,"03000014008002589600000000000003e80000054d",[],[])

2.  I can't get any of the palisade objects that have more than one material to come up in the game.  First I tried adding each under seperate names, they went into the game, but in separate bits without the walkways or gangplanks.  Second I tried adding them under the same name (like this:

  ("palisade_a",0,"palisade_a","BO_palisade_a1", []),
  ("palisade_b",0,"palisade_b","BO_palisade_b1", []),
  ("palisade_c",0,"palisade_c","BO_palisade_c1", []),
  ("palisade_a",0,"palisade_a","BO_palisade_a2", []),
  ("palisade_b",0,"palisade_b","BO_palisade_b2", []),
  ("palisade_c",0,"palisade_c","BO_palisade_c2", []),
  ("palidade_ramp",0,"palisade_ramp","BO_palisade_ramp", []),
  ("palisade_door_a",0,"palisade_door_a","BO_palisade_door_a", []),
  ("palisade_gate",0,"palisade_gate","BO_palisade_gate", []),
  ("wooden_gate",0,"wooden_gate","BO_palisade_gate", []),
  ("palisade_tower_a",0,"palisade_tower_a","BO_palisade_tower_a1", []),
  ("palisade_tower_b",0,"palisade_tower_b","BO_palisade_tower_b1", []),
  ("palisade_tower_a",0,"palisade_tower_a","BO_palisade_tower_a2", []),
  ("palisade_tower_b",0,"palisade_tower_b","BO_palisade_tower_b2", []),
  ("new_palisade_tower",0,"new_palisade_tower","bo_lookout_tower", []),
  ("wooden_lookout_tower",0,"wooden_lookout_tower","bo_lookout_tower", []),
  ("palisade_keep",0,"palisade_keep","bo_palisade_keep", []),

and they show up in the sceneprops menu in the ingame editor, but all I get if I add object is the xyz-axis glowy.
And does anyone know what bo_ to use for the standing up gateposts (door_b I think).

I'd put this mod up, but at the moment it has no real storyline, no extra quests or dialogue, and lots of stuff I've pinched from other mods 'cause my modeling skills are limited to pulling out the corners of cubes and retexturing by pasting stuff over the right spot in ddss (I have a nifty green glass bowl and some nice mats).  I've tried putting tapestries in by using the flat mat, but it makes them into reflections and it looks dicky so for the moment the queen in carafa (sargoth) has carpets on her walls.  I can't seem to get texturing in wings3d, no matter what I try.  Seriously annoying as I desperately need some gers for my khergit encampment.  Ach well, I'll deal with what's infront of me for now.

Please, If anyone can help with the above two problems, I'd be very grateful.

ciao, Vako

oh, the other problem with posting my mod = I've never uploaded anything in my life.
 
What you need to do is edit module_simple_triggers.py so that when the player encounters your new party it jumps to the appropirate menu.

Secondly the naming for multi-mesh has changed. You need to open up the BRF and change all the ones which are numbered so that they have a . in front of the number, for example:

palisade_a.1
palisade_a.2
palisade_a.3

That should make it work.

For your tapestries make sure that that shader for their materials is "tex_mul_alpha", that should stop them from shineing.

I've wirtten a tutorial on unwrapping in wings3d:

http://forums.taleworlds.com/index.php/topic,11531.0.html

Also i have a small one on texturing.

http://forums.taleworlds.com/index.php/topic,14245.0.html


You might want to check those two out.

When you want to upload your mod head over to the Mount&Blade Unofficial File Repository

http://www.mbrepository.com/modules/PDdownloads/

and contact janus to ask if you can upload your mod.
 
Yes, I frequent the repository ...ah... frequently. 
Got the towns working and added simple_triggers to my checklist of files to change when making map locations.
Got all palisade objects working except the keep.

I've tried texturing in wings3d, following a tutorial posted here, and I can't get it to come up with a box with an 'm' in it.  I assume this means it isn't making it into a material, but, clearly, my knowledge of these things is very limited.  I think it might have something to do with the unwrapping process.  I'll get up the wherewithall to go and try again soon.

Thanks for the pointers.
 
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