OSP Medieval 3D Art Heraldic knight armor

bogmir

Regular
Best answers
0
Hello ,this my pack Heraldic Armors also contains some weapons and other.
1.heraldic mail surcoat
2.heraldic brigandine
3.heraldic tunic new
4.heraldic surcoat over mail short
5.heraldic mail tabard
--------------------------------
6.new in progress(3arms)

heraldic pack: Download
No permission required, just give me credit.(I'm talking about cRPG mod)

Thanks;
me - for this Heraldic Pack
mtarini - for openBRF
Narf of Picklestink - some meshes and texture

P.S.
sorry for my english.
 

Somebody

Code Pope
Baron
WBWF&S
Best answers
1
Looks good, but the helmet's material is referencing the wrong textures (missing a 2 in the normal/specular reference).
 

MisterMelo

Regular
M&BWB
Best answers
0
Probably i am doing something wrong but when i try to install your OSP into my mod i obtain transparent textures where must be the heraldic textures. I copy the brf file to resources, the textures to texture folder, load the heraldic.brf file in module.ini, take the .py files and copy the text to the end of the correspondents files in the module sitem files finally i compile the mod and i obtain invisible heraldic textures. What i am doing wrong?
 

bogmir

Regular
Best answers
0
module_meshes
  ("tableau_mesh_heraldic_armor_d", 0, "tableau_mesh_heraldic_armor_d",  0, 0, 0, 0, 0, 0, 1, 1, 1),
###HERE_ADDING_NEW###
  ("tableau_mesh_mail_long_surcoat_new_heraldic", 0, "tableau_mesh_mail_long_surcoat_new_heraldic",  0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("tableau_mesh_brigandine_b_heraldic", 0, "tableau_mesh_brigandine_b_heraldic",  0, 0, 0, 0, 0, 0, 1, 1, 1),
  ("tableau_mesh_heraldic_tunic_new", 0, "tableau_mesh_heraldic_tunic_new",  0, 0, 0, 0, 0, 0, 1, 1, 1),

###
  ("outer_terrain_plain_1", 0, "ter_border_a", -90, 0, 0, 0, 0, 0, 1, 1, 1),
module_tableau_materials
  ("heraldic_armor_d", 0, "sample_heraldic_armor_d", 512, 512, 0, 0, 0, 0,
  [
      (store_script_param, ":banner_mesh", 1),

      (set_fixed_point_multiplier, 100),
        (store_sub, ":background_slot", ":banner_mesh", arms_meshes_begin), #banner_meshes_begin),
      (troop_get_slot, ":background_color", "trp_banner_background_color_array", ":background_slot"),
      (cur_tableau_set_background_color, ":background_color"),

      (init_position, pos1),
      (cur_tableau_add_mesh_with_vertex_color, "mesh_heraldic_armor_bg", pos1, 200, 100, ":background_color"),
      (init_position, pos1),
      (position_set_z, pos1, 10),
      (position_set_x, pos1, -0),
      (position_set_y, pos1, 130),
      (cur_tableau_add_mesh, ":banner_mesh", pos1, 113, 0),
#      (cur_tableau_add_mesh, "mesh_banner_a01", pos1, 116, 0),
      (init_position, pos1),
      (position_set_z, pos1, 100),
      (cur_tableau_add_mesh, "mesh_tableau_mesh_heraldic_armor_d", pos1, 0, 0),
      (cur_tableau_set_camera_parameters, 0, 200, 200, 0, 100000),
      ]),
###HERE_ADDING_NEW##################################################
###NEW_HERALDIC
  ("heraldic_mail_long_surcoat_new", 0, "sample_mail_long_surcoat_heraldic_new", 1024, 1024, 0, 0, 0, 0,
  [
      (store_script_param, ":banner_mesh", 1),

      (set_fixed_point_multiplier, 100),
        (store_sub, ":background_slot", ":banner_mesh", arms_meshes_begin), #banner_meshes_begin),
      (troop_get_slot, ":background_color", "trp_banner_background_color_array", ":background_slot"),
      (cur_tableau_set_background_color, ":background_color"),

      (init_position, pos1),
      (cur_tableau_add_mesh_with_vertex_color, "mesh_heraldic_armor_bg", pos1, 200, 100, ":background_color"),
      (init_position, pos1),
      (position_set_z, pos1, 50),
      (position_set_x, pos1, 53),
      (position_set_y, pos1, 125),
      (cur_tableau_add_mesh, ":banner_mesh", pos1, 103, 0),

      (init_position, pos1),
      (position_set_z, pos1, 100),
      (cur_tableau_add_mesh, "mesh_tableau_mesh_mail_long_surcoat_new_heraldic", pos1, 0, 0),
      (cur_tableau_set_camera_parameters, 0, 200, 200, 0, 100000),
      ]),
###
###
  ("brigandine_b_heraldic_new", 0, "sample_brigandine_b_heraldic", 512, 512, 0, 0, 0, 0,
  [
      (store_script_param, ":banner_mesh", 1),

      (set_fixed_point_multiplier, 100),
        (store_sub, ":background_slot", ":banner_mesh", arms_meshes_begin), #banner_meshes_begin),
      (troop_get_slot, ":background_color", "trp_banner_background_color_array", ":background_slot"),
      (cur_tableau_set_background_color, ":background_color"),

      (init_position, pos1),
      (cur_tableau_add_mesh_with_vertex_color, "mesh_heraldic_armor_bg", pos1, 200, 100, ":background_color"),
      (init_position, pos1),
###      (position_set_z, pos1, 10),
      #(position_set_x, pos1, -59),
      #(position_set_y, pos1, 140),#130#165
      (position_set_x, pos1, -59),
      (position_set_y, pos1, 155),
      (cur_tableau_add_mesh, ":banner_mesh", pos1, 113, 0),
#      (cur_tableau_add_mesh, "mesh_banner_a01", pos1, 116, 0),
      (init_position, pos1),
      (position_set_z, pos1, 100),
      (cur_tableau_add_mesh, "mesh_tableau_mesh_brigandine_b_heraldic", pos1, 0, 0),
      (cur_tableau_set_camera_parameters, 0, 200, 200, 0, 100000),
      ]),
###
###
  ("heraldic_short_tunic_new", 0, "sample_heraldic_tunic_new", 512, 512, 0, 0, 0, 0,
  [
      (store_script_param, ":banner_mesh", 1),

      (set_fixed_point_multiplier, 100),
        (store_sub, ":background_slot", ":banner_mesh", arms_meshes_begin), #banner_meshes_begin),
      (troop_get_slot, ":background_color", "trp_banner_background_color_array", ":background_slot"),
      (cur_tableau_set_background_color, ":background_color"),

      (init_position, pos1),
      (cur_tableau_add_mesh_with_vertex_color, "mesh_heraldic_armor_bg", pos1, 200, 100, ":background_color"),
      (init_position, pos1),
###      (position_set_z, pos1, 10),

      (position_set_x, pos1, 32),
      (position_set_y, pos1, 157),
      (cur_tableau_add_mesh, ":banner_mesh", pos1, 118, 0),
#      (cur_tableau_add_mesh, "mesh_banner_a01", pos1, 116, 0),
      (init_position, pos1),
      (position_set_z, pos1, 100),
      (cur_tableau_add_mesh, "mesh_tableau_mesh_heraldic_tunic_new", pos1, 0, 0),
      (cur_tableau_set_camera_parameters, 0, 200, 200, 0, 100000),
      ]),
###NEW_HERALDIC_END
##########################################################
  ("troop_note_alpha_mask", 0, "mat_troop_portrait_mask", 1024, 1024, 0, 0, 400, 400,
  [
      (store_script_param, ":troop_no", 1),
      (cur_tableau_set_background_color, 0x0088888:cool:,
      (cur_tableau_set_ambient_light, 10,11,15),
      (cur_tableau_render_as_alpha_mask),
      (call_script, "script_add_troop_to_cur_tableau", ":troop_no"),
      ]),
###
module_items
["heraldic_mail_with_tabard", "Heraldic Mail with Tabard", [("heraldic_armor_new_d",0)], itp_merchandise| itp_type_body_armor  |itp_covers_legs ,0,
3654 , weight(21)|abundance(100)|head_armor(0)|body_armor(51)|leg_armor(15)|difficulty(7) ,imodbits_armor,
[(ti_on_init_item, [(store_trigger_param_1, ":agent_no"),(store_trigger_param_2, ":troop_no"),(call_script, "script_shield_item_set_banner", "tableau_heraldic_armor_d", ":agent_no", ":troop_no")])]],
################AND_HERE#####################

["turret_hat_ruby", "Turret Hat", [("turret_hat_r",0)], itp_type_head_armor  |itp_civilian|itp_fit_to_head ,0, 70 , weight(0.5)|abundance(100)|head_armor(:cool:|body_armor(0)|leg_armor(0)|difficulty(0) ,imodbits_cloth ],
AND
Somebody said:
Looks good, but the helmet's material is referencing the wrong textures (missing a 2 in the normal/specular reference).
vuala
 

Warrior.X

Sergeant at Arms
WBNWWF&SVC
Best answers
0
I still have this on my PC

Here a download link: https://dl.dropbox.com/u/54549854/heraldics.zip
 

phlpp

Knight
WBWF&S
Best answers
0
You always do excellent work, bogmir, thank you for yet another contribution to the community
 

bakabaka

Recruit
Best answers
0
bogmir said:
some update (some weapon used native textures)
screenshot inside
Please add "module_tableau_materials" for the 2 new heraldic armors (the short surcoat and the tabard mails)

Thanx  :smile:
 

bogmir

Regular
Best answers
0
1
  ("heraldic_surcoat_over_mail_short", 0, "sample_heraldic_surcoat_over_mail_short", 512, 512, 0, 0, 0, 0,
  [
      (store_script_param, ":banner_mesh", 1),
      (set_fixed_point_multiplier, 100),
        (store_sub, ":background_slot", ":banner_mesh", arms_meshes_begin), #banner_meshes_begin),
      (troop_get_slot, ":background_color", "trp_banner_background_color_array", ":background_slot"),
      (cur_tableau_set_background_color, ":background_color"),
      (init_position, pos1),
      (cur_tableau_add_mesh_with_vertex_color, "mesh_heraldic_armor_bg", pos1, 200, 100, ":background_color"),
      (init_position, pos1),
      (position_set_x, pos1, -59),
      (position_set_y, pos1, 117),
      (cur_tableau_add_mesh, ":banner_mesh", pos1, 93, 0),
      (init_position, pos1),
      (position_set_z, pos1, 100),
      (cur_tableau_add_mesh, "mesh_tableau_mesh_heraldic_surcoat_over_mail_short", pos1, 0, 0),
      (cur_tableau_set_camera_parameters, 0, 200, 200, 0, 100000),
      ]),
2
  ("tabard_b_heraldic", 0, "sample_tabard_b_heraldic", 512, 512, 0, 0, 0, 0,
  [
      (store_script_param, ":banner_mesh", 1),
      (set_fixed_point_multiplier, 100),
        (store_sub, ":background_slot", ":banner_mesh", arms_meshes_begin), #banner_meshes_begin),
      (troop_get_slot, ":background_color", "trp_banner_background_color_array", ":background_slot"),
      (cur_tableau_set_background_color, ":background_color"),
      (init_position, pos1),
      (cur_tableau_add_mesh_with_vertex_color, "mesh_heraldic_armor_bg", pos1, 200, 100, ":background_color"),
      (init_position, pos1),
      (position_set_x, pos1, 52),
      (position_set_y, pos1, 160),
      (cur_tableau_add_mesh, ":banner_mesh", pos1, 110, 0),
      (init_position, pos1),
      (position_set_z, pos1, 100),
      (cur_tableau_add_mesh, "mesh_tableau_mesh_tabard_b_heraldic", pos1, 0, 0),
      (cur_tableau_set_camera_parameters, 0, 200, 200, 0, 100000),
      ]),

something like
 

bakabaka

Recruit
Best answers
0
bogmir said:
1
  ("heraldic_surcoat_over_mail_short", 0, "sample_heraldic_surcoat_over_mail_short", 512, 512, 0, 0, 0, 0,
  [
      (store_script_param, ":banner_mesh", 1),
      (set_fixed_point_multiplier, 100),
        (store_sub, ":background_slot", ":banner_mesh", arms_meshes_begin), #banner_meshes_begin),
      (troop_get_slot, ":background_color", "trp_banner_background_color_array", ":background_slot"),
      (cur_tableau_set_background_color, ":background_color"),
      (init_position, pos1),
      (cur_tableau_add_mesh_with_vertex_color, "mesh_heraldic_armor_bg", pos1, 200, 100, ":background_color"),
      (init_position, pos1),
      (position_set_x, pos1, -59),
      (position_set_y, pos1, 117),
      (cur_tableau_add_mesh, ":banner_mesh", pos1, 93, 0),
      (init_position, pos1),
      (position_set_z, pos1, 100),
      (cur_tableau_add_mesh, "mesh_tableau_mesh_heraldic_surcoat_over_mail_short", pos1, 0, 0),
      (cur_tableau_set_camera_parameters, 0, 200, 200, 0, 100000),
      ]),
2
  ("tabard_b_heraldic", 0, "sample_tabard_b_heraldic", 512, 512, 0, 0, 0, 0,
  [
      (store_script_param, ":banner_mesh", 1),
      (set_fixed_point_multiplier, 100),
        (store_sub, ":background_slot", ":banner_mesh", arms_meshes_begin), #banner_meshes_begin),
      (troop_get_slot, ":background_color", "trp_banner_background_color_array", ":background_slot"),
      (cur_tableau_set_background_color, ":background_color"),
      (init_position, pos1),
      (cur_tableau_add_mesh_with_vertex_color, "mesh_heraldic_armor_bg", pos1, 200, 100, ":background_color"),
      (init_position, pos1),
      (position_set_x, pos1, 52),
      (position_set_y, pos1, 160),
      (cur_tableau_add_mesh, ":banner_mesh", pos1, 110, 0),
      (init_position, pos1),
      (position_set_z, pos1, 100),
      (cur_tableau_add_mesh, "mesh_tableau_mesh_tabard_b_heraldic", pos1, 0, 0),
      (cur_tableau_set_camera_parameters, 0, 200, 200, 0, 100000),
      ]),

something like
They look awesome

Thanx a bunch  :grin: