OSP Medieval Crusaders Way to Expiation - OSP Pack

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hoboistice said:
thewanderingknight said:
I need some help with some stuff, would like to know if this is on my end or not. The armors meant for faction leaders (either than the one for Saladin)  in game are messed up, even in the inventory, they have like invisible parts on it not the whole armor just small parts, the one for Saladin is fine, it's basically the one for Jerusalem King and the ones military orders leaders. These are the only items where this happen, yes I tested pretty much everything already. The heater shields meant for knights let the hand go through them in a very noticeable way when wearing it unless having a lance in the other hand because of the stance. I even tried with vanilla animations and body meshes to no avail. The textures for the 3 towns icons are missing (also for camp), all other textures for icons are there only those for towns and camp are missing. The material actually isn't created but I assume textures have the same name?  Now can someone confirm this? Or is this an issue on my end and if so can someone help me fix this? I really want to add those things to my mod, I already fixed other stuff I had trouble with but can't manage to fix this.
Bumping this, getting the same issue.

I must say though I was wrong about the camp textures ( I just assumed it was missing too), but for the towns yeah they're missing.
 
domipoppe said:
Again: I already have the textures.brf but without waterbump. So I copied the textures.brf from CommonRes into my Resource folder & implant my textures.
I changed the frames to 52. Now I went IG and there were wall textures in the water?

In this case it is necessary to remove from waterbump textures.brf of your module. And add waterbump in another brf.

thewanderingknight Send me PM with a list of textures that missing.
__________________________________________________________________________________________________

UPDATE 17.08.2015
Added: MS, Sounds and Scenes.
 
Thank you for the released stuff, again.
One more question(if it isn't too much to ask), will the MP Module system be released? It says Singleplayer on the folder. Also it says WSE, how much of it is usable since 1.165 featured some WSE operations into the regular module system.
Sorry, I'm not an expert  :???:
 
Soo I got this weird thing.. I have been playing 1.134 all the way up till today.. just finally updated(graduated) to 1.167.. now getting all the mods for once again customizing my own mod :razz:

I  hate that this mod is dead but might as well take the meat from the corps. I really like the bandit armors..  as I tried to add the items to my mod.. the texture doesn't seem to turn out right it turns white(haha that rhymed). I tried making a new brf, adding different combinations of dds files into it and making it's OWN line in the item kinds text..  as well as tried moving it around in the module.ini and tried different items inside the brf and different brf's in general. Any advice would be much appreciated. I am combining the merchantlism mod..  as well as got to the point of trying to just replace arena armor mesh with that simple mesh switcharoo that usually works with any item and it also came up WHITE. I checked spelling errors, the brf itself, every texture file... I have been messing with this for the last 6 hours straight.  I still seem to get this white shadowy blob: 



It obviously has something to do with the texture.. or maybe the version of  my game? Oh and yes I have the "Load texture on demand" checked.. (As you can probably tell I did my research too no avail)

Thanks,
Serrage
 
jacobhinds said:
That texture is the default "cannot find texture" texture. Make sure all the .brfs are referenced in module.ini (the ones with the materials in have to be placed above the models, and the textures go above the models.)

Alright.. I didn't quite get the last sentence you put..I only used the "cwe_armor_meshes_bandit.brf" file..so I put load_mod_resource = cwe_armor_meshes_bandit inside the module.ini at the bottom of my list  : The ones with materials (ere is the module.ini; I highlighted the brf in red.. all the way at the bottom were my other brf's with items all worked.) What do you mean by the "materials in have to be placed above the models, and the textures go above the models."? I apologize I may need a bit of a few"nooby" words in an explanation.. probably because I am staying up WAY to late thinking way to hard on this..

 
module_name = Calradia
compatible_with_warband = 1

num_hints = 12

auto_create_note_indices = 0 #Do not automatically search through all troops/factions/towns to check if they have note text.

map_min_x  = -180
map_max_x  =  180
map_min_y  = -145
map_max_y  =  145
map_sea_direction = -40 #wave foam direction
map_sea_wave_rotation = 300 #This is where the tear artefact is visible on the sea.
map_sea_speed_x = 0.02
map_sea_speed_y = -0.02
map_river_direction = 140
map_river_speed_x = 0.01
map_river_speed_y = -0.01

air_friction_arrow = 0.002
air_friction_bullet = 0.002

# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17
map_snow_tree_types  = 3
map_steppe_tree_types = 5
map_desert_tree_types  = 4

map_max_distance = 175.0
has_tutorial = 1

time_multiplier = 0.25
seeing_range    = 6.5
track_spotting_multiplier = 0.8

# heroes with health below this will not appear in battles and will not contribute to party skills.
player_wounded_treshold = 5
hero_wounded_treshold = 15

skill_prisoner_management_bonus = 5
skill_leadership_bonus = 3
base_companion_limit = 20

player_xp_multiplier  = 2.0
hero_xp_multiplier    = 2.0
regulars_xp_multiplier = 3.0


display_wp_firearms = 1

# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 3.0
# Same thing for multiplayer
damage_interrupt_attack_threshold_mp  = 1.0

# No extra penetration flags are set, so keep them ineffective
extra_penetration_factor_soak = 1.0
extra_penetration_factor_reduction = 1.0

# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.

armor_soak_factor_against_cut      = 0.8
armor_soak_factor_against_pierce    = 0.65
armor_soak_factor_against_blunt    = 0.5

armor_reduction_factor_against_cut      = 1.0
armor_reduction_factor_against_pierce    = 0.5
armor_reduction_factor_against_blunt    = 0.75


horse_charge_damage_multiplier        = 1.0
couched_lance_damage_multiplier      = 0.65
fall_damage_multiplier                = 1.0

#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 1.9
melee_damage_speed_power = 2.0

multiplayer_walk_enabled = 0

#change this to 0 if you want to keep the food slot in inventory window.
disable_food_slot      = 1

# Change this to 1 if you want to load
# textures from Modules/<Module_Dir>/Textures/

scan_module_textures = 1
scan_module_sounds = 1

#edit mode should be enabled
#give_performance_warnings = 1


#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.

load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials
load_resource = materials_face_gen

load_mod_resource = min_fac_materials
load_mod_resource = min_itm_materials

load_mod_resource = dedal_map_icons
load_mod_resource = dedal_map_icons_troops
load_mod_resource = icons_sarranids

################################################################################
# FISH&CHIP MODIFICATIONS START
################################################################################

load_mod_resource = fish&chip_banners
load_mod_resource = fish&chip_items

################################################################################
# FISH&CHIP MODIFICATIONS END
################################################################################


load_resource = uimeshes
load_resource = meshes_face_gen
load_resource = helpers
load_resource = map_tree_meshes
load_resource = map_icon_meshes
load_resource = particle_meshes
load_resource = skeletons
load_resource = tree_meshes
load_resource = xtree_meshes
load_resource = grass_meshes
load_resource = plant_meshes
load_resource = body_meshes
load_resource = object_meshes
load_resource = object_bodies


load_resource = goods_meshes
load_resource = item_meshes1
load_resource = horse_a

load_resource = arabian_horses
load_resource = arabian_castle

load_resource = food
load_resource = beards
load_resource = armors_b
load_resource = armors_c
load_resource = armors_d
load_resource = armors_e
load_resource = armors_f
load_resource = armors_g
load_resource = armors_h

load_resource = armors_i

load_resource = boots_b
load_resource = boots_c
load_resource = helmets

load_resource = helmets_b
load_resource = village_houses
load_resource = village_houses_a
load_resource = village_houses_b
load_resource = hair
load_resource = deneme

load_resource = interiors_a
load_resource = interiors_b
load_resource = interiors_c
load_resource = arena
load_resource = map_icons_b
load_resource = castle_a
load_resource = dungeon
load_resource = stone_houses
load_resource = snowy_houses
load_resource = snowy_castle
load_resource = helmets_d
load_resource = helmets_e
load_resource = helmets_f

load_resource = castle_b
load_resource = square_keep
load_resource = anim_b
load_resource = shields
load_resource = shields_b
load_resource = weapon_meshes_c
load_resource = xtree_meshes_b
load_resource = map_icons_c
load_resource = pictures
load_resource = user_interface_b
load_resource = user_interface_c

load_resource = scene_encounter_spot
load_resource = interior_thirsty_lion
load_resource = scene_small_tavern

load_resource = weapon_meshes1
load_resource = weapon_meshes_b

load_resource = houses1
load_resource = wall_meshes1

load_resource = town_houses
load_resource = doors
load_resource = churches


load_resource = town_houses_b
load_resource = castle_c
load_resource = castle_d
load_resource = castle_e
load_resource = castle_f
load_resource = castle_g
load_resource = castle_h
load_resource = castle_i

load_resource = gatehouse
load_resource = viking_houses


load_resource = fake_houses
load_resource = town_houses_c
load_resource = banners
load_resource = map_flags
load_resource = map_flags_b
load_resource = map_flags_c
load_resource = map_flags_d


#load_resource = costumes_a
load_resource = particles_2
load_resource = prisons
load_resource = prisons_b
load_resource = interiors_d
load_resource = costumes_b
load_resource = costumes_c
load_resource = arena_costumes
load_resource = boots_a
load_resource = terrain_borders
load_resource = terrain_borders_b
load_resource = skyboxes
load_resource = object_b
load_resource = tree_e_meshes
load_resource = destroy
load_resource = xtree_meshes_c
load_resource = grass_meshes_b



load_resource = interiors_steppe

load_resource = grooming_horse
load_resource = town_houses_d


load_resource = horses_b
load_resource = ani_horse_mounted
load_resource = deneme2
load_resource = horse_skeleton

load_resource = steppe_fake_houses
load_resource = weapon_meshes_d

load_resource = tableau_shields
load_resource = heraldic_armors

load_resource = spear
load_resource = weapons_e
load_resource = weapons_f
load_resource = instruments
load_resource = sarranid_armors

load_resource = custom_banner

load_resource = simple_primitives

load_resource = ani_man_walk
load_resource = ani_twohanded
load_resource = ani_onehanded
load_resource = ani_death
load_resource = ani_stand_guardsman

load_resource = ani_human_mounted
load_resource = ani_lady_stand
load_resource = ani_poses
load_resource = ani_stand_shopkeeper
load_resource = ani_man_cheer
load_resource = ani_stand_onhorse
load_resource = ani_throw_stone
load_resource = ani_strikes
load_resource = ani_equip_arms
load_resource = ani_run_p
load_resource = ani_run_forward_left_right
load_resource = uni_strikes3
load_resource = ani_walk_sideways
load_resource = ani_run_sideways
load_resource = ani_stand

load_resource = ani_crouch_down
load_resource = ani_low_walk
load_resource = ani_turn_man
load_resource = ani_attacks_single
load_resource = ani_lancer
load_resource = ani_attacks
load_resource = ani_kicks
load_resource = ani_parry_attack
load_resource = ani_walk_backward
load_resource = ani_run_lookingsides
load_resource = ani_defends
load_resource = ani_walk_lookingsides
load_resource = ani_jump
load_resource = ani_wedding
load_resource = arabian_props


#animations
load_mod_resource = dedal_tavern_anims

load_resource = uni_jump
load_resource = uni_stances
load_resource = uni_equip
load_resource = uni_strike
load_resource = uni_throws
load_resource = uni_fistswing
load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways

load_resource = dart

load_resource = armors_new_a
load_resource = armors_new_b
load_resource = armors_new_heraldic
load_resource = armors_new_arena

load_resource = crossbows
load_resource = arabian_armors
load_resource = rock
load_resource = costumes_d
load_resource = nordic_helmets
load_resource = sarranid_helmets
load_resource = sarranid_armor
load_resource = raw_materials
load_resource = khergit_lady_dress
load_resource = vaegir_helmets
load_resource = gauntlets_new
load_resource = sarranid_lady_dress
load_resource = sarranid_boots
load_resource = bride_dress
load_resource = full_plate_armor
load_resource = weapon_meshes_e
load_resource = fur_armors_a
load_resource = ui_server_filter
load_resource = warhorse_new
load_resource = ship
load_resource = arabian_houses
load_resource = object_c
load_resource = tree_f
load_resource = interiors_arabian
load_resource = arabian_village
load_resource = valleyProps
load_resource = workshops
load_mod_resource = min_bui_general
load_mod_resource = min_bui_pavise

load_resource = barrier_primitives
load_resource = town_houses_e

load_mod_resource = Tempered_mat
load_mod_resource = Tempered_mesh

load_mod_resource = min_fac_beards
load_mod_resource = min_fac_body
load_mod_resource = min_fac_face
load_mod_resource = min_fac_hair
load_mod_resource = min_fac_jewellery

load_mod_resource = min_itm_animals
load_mod_resource = min_itm_armors
load_mod_resource = min_itm_books
load_mod_resource = min_itm_boots
load_mod_resource = min_itm_cloths
load_mod_resource = min_itm_dresses
load_mod_resource = min_itm_gauntlets
load_mod_resource = min_itm_helmets_civilian
load_mod_resource = min_itm_helmets_war
load_mod_resource = min_itm_horses_normal
load_mod_resource = min_itm_horses_war
load_mod_resource = min_itm_instruments
load_mod_resource = min_itm_shields
load_mod_resource = min_itm_trade
load_mod_resource = min_itm_weapons_axe
load_mod_resource = min_itm_weapons_blunt
load_mod_resource = min_itm_weapons_ranged
load_mod_resource = min_itm_weapons_spear
load_mod_resource = min_itm_weapons_sword
load_mod_resource = pino_banded_armors
load_mod_resource = pino_peasant_armors
load_mod_resource = pino_rough_armors
load_mod_resource = pino_hauberk_pack
load_mod_resource = pino_medium_armor_pack
load_mod_resource = pino_surcoats_pack
load_mod_resource = pino_peasant_pack
load_mod_resource = pino_sarranid_pack
load_mod_resource = cwe_armor_meshes_bandit

load_mod_resource = narf's_transitional_armour_pack
load_mod_resource = men@arms


#Worldmap

load_mod_resource = min_map_icons

##


works_with_version_min  = 1000
works_with_version_max  = 1011
#compatible_module_version = 0 #can be used for multiplayer module versioning

limit_hair_colors = 1
show_faction_color = 1
show_quest_notes = 1

dont_load_regular_troop_inventories = 1

#assign '1' for moveable physics on all scene props; no sokf_moveable flag will be needed
disable_moveable_flag_optimization = 0

#You can change the following to 1 for ease in module development
show_party_ids_instead_of_names = 0

crush_through_treshold = 2.4
 
Hun said:
There is a material of the item that you've used. Look at it and import it's textures to that "cwe_armor_meshes_bandit"  brf.

Those materials pictured are the ones right? 

Here is the Openbrf.. this is what I am dealing with:

Materials tab:

and yes they are all in the textures folder as well.

In item kinds I did a switcharoo instead of  the usual "make your own line" because I was a tad lazy.

itm_arena_armor_green Arena_Armor_Green Arena_Armor_Green 1  dethertir_armor_f 0  16777229 0 650 704643236 16.000000 100 0 29 13 0 0 0 0 0 0 0 0
0
0
 
What you have to do is click import ---- new texture then you gotta import "dethertir_armor_f" , "dethertir_armor_h_normalmap" ,  "dethertir_armor_h_spec"  textures to this brf. Or you can simply copy "cwe_textures" and "cwe_materials" brfs to your mod and write "load_mod_resource = ....." to your module.txt .


About that code ; you have to correct it as

itm_dethertir_armor_f Arena_Armor_Green Arena_Armor_Green 1  dethertir_armor_f 0  16777229 0 650 704643236 16.000000 100 0 29 13 0 0 0 0 0 0 0 0
0
0
 
Dragonguard, the next update of Mercantilism will have this OSP included (not all christian kingdoms), just wait a week or so :smile:

A big thank you to the creators of these beautifull assets.
 
Hun said:
What you have to do is click import ---- new texture then you gotta import "dethertir_armor_f" , "dethertir_armor_h_normalmap" ,  "dethertir_armor_h_spec"  textures to this brf. Or you can simply copy "cwe_textures" and "cwe_materials" brfs to your mod and write "load_mod_resource = ....." to your module.txt .


About that code ; you have to correct it as

itm_dethertir_armor_f Arena_Armor_Green Arena_Armor_Green 1  dethertir_armor_f 0  16777229 0 650 704643236 16.000000 100 0 29 13 0 0 0 0 0 0 0 0
0
0

Alright, I see what you're saying. Thank you!

@keinPlan86m
Hey that's really great! I'll make sure to get it and watch closely. This is great though for future problems I may run into.

Thanks for the OSP! Again, thank you community for your kind help.
 
Dragnguard77 said:
Hun said:
What you have to do is click import ---- new texture then you gotta import "dethertir_armor_f" , "dethertir_armor_h_normalmap" ,  "dethertir_armor_h_spec"  textures to this brf. Or you can simply copy "cwe_textures" and "cwe_materials" brfs to your mod and write "load_mod_resource = ....." to your module.txt .


About that code ; you have to correct it as

itm_dethertir_armor_f Arena_Armor_Green Arena_Armor_Green 1  dethertir_armor_f 0  16777229 0 650 704643236 16.000000 100 0 29 13 0 0 0 0 0 0 0 0
0
0

Alright, I see what you're saying. Thank you!

@keinPlan86m
Hey that's really great! I'll make sure to get it and watch closely. This is great though for future problems I may run into.

Thanks for the OSP! Again, thank you community for your kind help.

Well my mod has all equipment implemented already. Anyway did anyone tried the scenes already? I'm getting some trouble implementing them.
 
If anyone with experience implementing scenes want to help me adding them to my mod pm pls since I'm kinda inexperienced doing it and I'm having a bit of a trouble.

Can you guys release the terrain borders, skyboxes, ground_specs.txt and flora_kinds.txt?
 
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