Native OSP World Map [Code][Mesh] Emoticons OSP

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Kingdom lord: travelling to center (?), travelling to feast (wine), patrol (?), visiting village (?), following prey (?), fleeing (standard flee icon?), going to siege (ram), going to raid (?). Maybe some more as I delve deeper into scripts.

@Lav
Marshall - (crown and sword)
ai_bhvr_escort_party - (?)
 
How's this for a party fleeing icon? Also, feedback too on the art style....
this was a 5 min photoshop doodle, and I'm not entirely happy how it turned out

fleeicon.png


EDIT: and another quick mock up, this time for a party returning due to low force

lowhealthicon.png


@Mandible: Since you've already got a sweet mesh going, if you wanted to integrate/tweak my icons, PM me and I'll send you the base psd files
 
That's simple enough. I like your flag. Mine's a bit cartoony. Here's the sheet so far. Feel free to draw up any icons you want and Lav can pick and choose the ones he wants from all the options available.

icon_texture.bmp
 
That's cool. I'd suggest adding an arrow to the house to indicate returning to center. I drew one, but it ended up looking too modern so I scrapped it

Oh, and artistically speaking, I think your new sheet is just a tad too color shifted to the yellow range. I kinda liked the color of the first, but maybe it's just me :razz: Looking good though. What program are you painting those in?

I'm thinking a torch icon to indicate a raid might be appropriate too, so I might do that for variety's sake.

Other icon ideas:

Eye for spy/scouting action

EDIT: mock up done

spyicon.png


Horseman with lance couched w/ arrow pointing away - Lord party pursuing

EDIT: And for fun did up this..... meh still WIP

patrolpursueicon.png


EDIT 2: updated my 'low party health icon'

lowhealthicon.png
 
LegionaireR said:
Marshall - (crown and sword)
ai_bhvr_escort_party - (?)
Yup, forgot about these. Thanks!

Regarding icons, what's important for me is that we have at least one full set. If there will be more than one set - it's great, this means players will be able to choose the one they like most. But before that, obtaining at least one full set for release is more important IMHO. So Mandible, CounterPoint and whoever else wants to help: if cooperating will bring the results faster, by all means please do so.

And yeah, I really like the icons, though "low health" one feels slightly counterintuitive for me - resembles Switzerland flag too much, so my associations are not with low health, but rather with mountains, halberds, rifles and neutral policy. :smile:
 
Now that's weird. I have downloaded Mandible's icons and tried them with my script. However icons are completely transparent on global map. They are assigned correctly, I can even see the shadow of an icon rotating above peasant's head, but the icon itself cannot be seen.

I tried changing the shader to tex_mul_color_mul_factor_alpha, which most other map icons use, with no success. Converting texture from DXT1 to DXT5 did not help either.

Apart from that, everything seems to work fine. I still have to add icons to lord parties, but that's not so difficult, I'm more concerned with icons visibility and precise placement at the moment.
 
Yup, forgot about these. Thanks!
do not mention it :grin:


Try to put shader "simple_shader" and the flag of 3000108. Тhose meshes that contain an alpha channel, and presentations are used in such settings.
The idea should work.
Тяжело через переводчик.Попробуй поставить шейдер "simple_shader" и флаг 3000108 . Те меши которые содержат альфа канал и используются в презентациях и игровых окнах имеют такие параметры.
100 процентов не гарантирую, но должно работать.
 
Apparently the problem was in the way I was assigning those icons. Finally made it work after I remade the script. Had to use a party slot though. :sad:

Also found a few more problems, like icons not switching fast enough, but that's fixable.

Now, a few more experiments and the only thing that remains are the icons themselves.

UPDATE: I was too fast, there are still serious problems with icon visibility. *sigh*
 
I have uploaded current mod state to Nexus: http://mountandblade.nexusmods.com/mods/3756 . Installation instructions: make a copy of Native module, copy contents of archive over it, run.

Still no luck making icons display properly. Sometimes they do, sometimes they don't. In the end it seems it's not assignment that's the problem, but the visual part. At the same time the same icons display perfectly above the player (can be seen from the downloaded module by clicking 1 to 6, or 0 to clear player's icon).

Hopefully someone manages to solve this problem, because frankly I'm dumbfounded. :???:

All right, I'm officially pausing development of this until tomorrow, I need a break before I smash my PC. :smile:
 
Lav said:
Still no luck making icons display properly. Sometimes they do, sometimes they don't. In the end it seems it's not assignment that's the problem, but the visual part. At the same time the same icons display perfectly above the player (can be seen from the downloaded module by clicking 1 to 6, or 0 to clear player's icon).
Are party ai_behaviors simply getting reset/changed that frequently or with debug lines are the appropriate icons simply not showing up?
 
Caba`drin said:
Are party ai_behaviors simply getting reset/changed that frequently or with debug lines are the appropriate icons simply not showing up?
Icons are showing up. They are just invisible. I can see their shadows on the ground. If I look at water through the space where the icon is supposed to be, I can see it's shape.

Here's how it looks in-game:

8zhhxu.jpg


You can see an icon displayed correctly above player's party. You can also see the outline of the icon above looters party, but only because there's water in the background. So it's there all right, it's even animating and casting shadows.

Apparently something is wrong with shaders / shader parameters / material / texture, but I have no idea what.
 
I'm getting a prompt CTD upon trying them, as downloaded, in-game in v1.153 (had to modify module.ini too, but haven't touched anything else).
EDIT - ah, it's because the map_icons file isn't included. Will compile and test again.

EDIT 2 - only 1 change needed and they worked perfectly.
In your trigger, one argument was missing from the key operation:
(party_set_extra_icon, ":pid", ":emoticon", 0, 0, 33, 0), #I added the last '0' for the fade_in_out_frequency_fixed_point

apparently without the last 0 argument in the party_set_extra_icon, the engine wasn't being passed "0" as the fade-in-out time and the icons were slowly fading out and remaining faded out. Very strange that, unlike most operations, 0 isn't the assumed value of that last element.
I can't say why they weren't fading out for the player party though.
 
Hell yeah! It worked!

Great thanks. Seems the operation behaves somewhat differently for player party and all other parties, because for player everything is set correctly even without the last parameter. Really weird, but at least now it works.

Now, the only remaining things are:

1. Add processing of lord parties (will be done soon).
2. Add missing icons: cattle normal (bay of hale), cattle/peasant panic (wolf's head?), bandit patrol (black half-mask?), bandit panic (rope loop), lord escort (no idea), lord marshal (crown with sword?), runaway serfs returning to village (unhappy mask face?).
3. Remove debug stuff (once everything is done and tested).

Now another idea - perhaps add icons to villages as well, to indicate village prosperity?
 
You probably don't need to expand the use of the extra icon in the village and center status.
Looted villages have their main icon changed, so you may change the main icon to show prosperity, or siege or status stuff like that.
You also have the whole mouse-over text you can customize with additional status text (like prosperity).
Another option is to add right-click menu options for more extensive reports or actions.

Just my 2 (Euro) cents. :smile:

Can't wait to see the final result and some performance tests.
 
Added lord emoticons, uploaded the file to Nexus.

http://mountandblade.nexusmods.com/mods/3756

This is how it looks in-game:

mrsq2x.jpg


Now, we still lack about 6 icons and still have quick-start hack included in the pack, but otherwise everything is ready for testing.

Issue for consideration: interface. It would be nice to allow the player to turn emoticons on and off (hot key? camp menu item?), and possibly have a key (Shift?) to turn them on temporarily even when they are off.
 
Ah, good to see that you figured it out. I thought it might be a coding problem, since changing materials and such on my side did nothing.

I agree with MadVader in that changing the village model would be a better way to indicate prosperity than making new icons. All you need to do is remove one of the huts for a poor village and add another one or make them a little bigger for a prosperous one. I think that would get the idea across visually.
 
Perhaps. Though this would be better done as a separate mod, as it would include modifications of existing game scripts (responsible for village icon assignment), as opposed to this one, which does not interfere with Native code in any way.

All right, I have officially renamed this to Emoticons OSP. This is still in development, but now that all problems are solved I am reasonably certain that the pack will be released in time. :smile:

The only real question that remains is how to make it even better. Interface to turn emoticons on/off is one thing, adding other icon packs (if anyone else volunteers to make them) is another, can anything else be done to improve it I wonder... :smile:
 
Caba`drin said:
apparently without the last 0 argument in the party_set_extra_icon, the engine wasn't being passed "0" as the fade-in-out time and the icons were slowly fading out and remaining faded out. Very strange that, unlike most operations, 0 isn't the assumed value of that last element.
Only the first 3 parameters are zeroed. The rest are garbage if not set by the modder.
 
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