[Europe 1805] Main Topic: General debate, feedback, DOWNLOAD and news.

What are your 2 favourite new units?

  • Russian Dragoon

    Votes: 69 19.0%
  • Swedish Dragoon

    Votes: 75 20.7%
  • Danish Dragoon

    Votes: 26 7.2%
  • Danish Grenadier

    Votes: 52 14.3%
  • Norwegian Skier

    Votes: 72 19.8%
  • Saxon Hussar

    Votes: 45 12.4%
  • KGL Hussar

    Votes: 61 16.8%
  • Moscow musketeer

    Votes: 107 29.5%
  • Brandenburger Uhlan

    Votes: 46 12.7%
  • Russian Hussar

    Votes: 59 16.3%

  • Total voters
    363

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Here I come all without reading the previous posts, but I wanna ask you. Can we see some more screenies? :smile:
 
well if u can texture it, and make more types of houses, I can add it with ingame editor. the only thing i dont know with ingame editor is how to edit sieges
P.S. I think the houses should be 1 floor lower,
Yeo.
 
I don't think that will work. I use multimesh.

(PS: how to edit the siege, i think you need to siege a town and then try CTRL+E. Btw, do you know how i can add/remove the people in the ingame editor?)
 
you probably mean on  how to add/remove people in scenes. Well to remove its easy, u have to remove entry point, a little yellow arrow laying on floor or ground. but i dont. thats simple but I dont recommand it. Why would u remove people? For adding new people there are problems. Its more complicated, but ill tell u. First of all, u need to make people u want to add, ( u use module sistem, right?) in module_troops(just copy existing and change Id, scene where he/she enter and on what entry point***), second,go ingame and add entry point with number***, and third in module_dialogs u should copy exsting dialog to ur new person(merchant, tavern keeper etc.).NOTE: I didnt tryed anything with dialogs, so characters I added dont have any dialog.
Can u tell me exacly what u want to make? then i could help u a bit?
***
Villages;
0 - Player
11 - Village Elder
30 - 40 - Village Walkers
45 - Fugitive from Lord quest

Town Centres;
0 - Player whn entering on foot
1 - Player when entering on horseback
11 - Guild Master
23 - Castle Guard
24 - Prison Guard
25&26 - High Level Guards
27&28 - Low Level Guards
30-40 - Town Walkers
9 - Armor Merchant
10 - Weaponsmith
12 - Horse Merchant

Castle Indoors (In cities or in castles)
0 - Player
6&7 - Guards
16-24 - Lords

Castle Outdoors
40-42 Guards

Taverns
0 - Player
16-24 - Tavern Mercenaries, Travlers, etc.
9 - Tavern Keeper
these are the "what number should entry point be
these entry points are hardwired and if u place wrong it wont work
Hope I helped :smile:
And this for sieges wont work couse if u enter castle and press edit mode you can see there are alredy barriers for ladder

I don't think that will work. I use multimesh
Dont understand what wont work, and why? :???:
 
oO, i only wanted to know how to remove people so i can change the streets.
Could u tell me where the 'entry point' button exactly is?

But if you want to help me :grin:, i have created a sword and created 3 files and scripted a story in module.info. I don't know what i have to do now.

But, i think, i will stop with this. It's very hard and vague. I dont want to entrust you.

 
I think this 1http://forums.taleworlds.com/index.php/topic,6146.0.html will help u a lot. :smile:
Entry point right here
URL=http://img293.imageshack.us/i/newbitmapimagemj.png/]
newbitmapimagemj.png
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Well, I m still newbie in moding but i m learning a lot so soon i will be able to help you and everyone about this mod
in coding and scene editing
 
1280052476-222.gif

This is my texture map.

1280052476-224.gif

This is my resource map

1280052476-221.gif

This is my script in module.info


1280052476-210.gif

This is the python script in module_items

1280052476-225.gif

When i open BRFedit, i get this error, but i can edit the file.

- The build_module gives no errors.

1280052476-223.gif

When i open Mount&blade my own mod, i get this error.

I already have seen this text in the tutorial:

3. If you get a "get object failed" error what it means is that it is looking for either a material, a texture reference or a texture file which does not exist. Likely causes of this are - misspelling things, typos, BRFedit adding materials/texture references you don't want, forgetting to press the "set" button once finished editing materials or texture references and not having module.ini load the right files. Spelling is case sensitive.

But i can't find an error. Maybe you can find an eror?







 
well...........
when adding items dont use module system.
Much, much better is to use item editor.
but leave it now. Its not problem here.
I see you have written SwordThunder_mat
SwordThunder_text, and ThunderSword_mesh???
Not sure but this can be problem.
If u can send me files i think i could solve it.
Usually, when moding, u should always compare to Native that works or OPS-s, so compared to OSP weapons(working), the difference is that u separated mesh,tex,and mat file. this all should be in one brf. if this worked, you will be able to open that brf and see inside ur Thunder sword all with texture and and material and mesh.
Tell me if this worked, and again if u can send me this brf and tex it would be great
EDIT: Ah!, I see now, LOAD-MOD RESOURCE = SWORDTHUNDER_mesh_brf???????????????????
U messed everything with SwordThunder and ThunderSword
 
What a mess xD.
Unfortunately, i still get an error.
I have uploaded all files, inclusive the item uploader (maybe i have another item uploader?)

Item editor:
http://www.megaupload.com/?d=BFV5P493
Module items.py:
http://www.megaupload.com/?d=JUT9VAAK
Texture file:
http://www.megaupload.com/?d=5LXQ3JZK
Resource file: (btw, i have now 1 .brf file)
http://www.megaupload.com/?d=A39G1PZ2
Module.ini:
http://www.megaupload.com/?d=WXYFVWL7

(PS: If the item editor is better, learn me that. But i think it can't be used for scene props etc.)
 
Suggestion: Get OpenBRF. It's much better than that outdated BRFEdit and works pretty much the same with a few new things.
 
Got it:
So.....
1. Place BRf file into Resources folder in ur mod
2.Place dds file into Textures folder in ur mod
3.In module.ini add line
Code:
load_mod_resource = ThunderSword
below:
Code:
.....load_resource = uni_lord_stand
load_resource = uni_defence
load_resource = uni_sideways
save it
4.open item editor and locate item_kinds
5.in the main scrolling find Sword of war(or some simmilar sword) and select it
6.Click ond edit (upper) and then insert- at end of file
7.find your new sword at end of file and select it.
8.edit mesh name example: delete b_bastard_sword and write ThunderSword
9.If u want u can edit STATS of that sword- its really simple, just make sure that this item is merchantable(so it appear in shops)
IMPORTANT: always make sure u wrote exacly that mesh name( big and small letters are important!)

so here u have simple adding items tutorial
P.S. item editor is so simple that u ll know what to do.
P.P.S.Venitus, I use both of them, but esspecially when I only have to import/export files, BRFedit seems to be better
 
:shock: :grin: :shock: :mrgreen: =D! YAAAAAAAAAY.
I had some problems and had to travel to 5 towns, but i got MY SWORD =D!
Really, thanks alot!


Now, i can almost go on my house :grin:.
What should i do with scenes & scene props? If i can do that, i would help this mod =D.

(PS: multimesh= more .obj files with the same name, but with several objects, isn't it?)
 
well, scenes are scenes(no ****) like taverns, arenas, prisons, castles, villages,dialogues(!),......
Scnene props are objects like towers,walls,houses,and even items(axes,Swords, horses...
so u make scene props to add them into scenes.
I suggest u---"Whenever you want to add something, the best thing to do is to backup and edit existing"
Yeo 7|25|2010
 
Well, i have created 2 .brf files. A only col file and a only mesh file (i don't need to have inclusive mat and tex, do i?)

I added this line in module.info:
"load_mod_resource = Sword_col"

I added this line in module_scene_props.py:
" ("aaaaaaaaasword",0,"Sword_mesh","Sword_col", []),
]"

I open the game, no error :grin:, but i don't see my scene prop in the ingame editor.
 
Just a test. It's in alphabetical order and my sword is called: aaaaaaaaasword.col, thus.
Do you really think i have everything good? I need a brf file with only col and a brf file with only the mesh?
 
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