Intro Movie for Mod

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ladanyi

Squire
Hello everyone,

I have a quick question concerning the intro "bink" movie when the game loads. I am currently working on a mod and I created a nice brief intro movie that I wanted to play when the mod was selected and started. I have converterd the movie into the exact format as the Paradox intro Bink. Resolution bit rate and audio format. So All should be good to go as far as format. I renamed my intro movie to the same name as the paradox and placed it into my modules folder. How ever the orginal movie still plays.

I searched through the module application looking for a way to pull that new one I placed into my module folder but I could not find out how to do it. I can get it t load if I replace the original in the main directory but I'd rather not do that for the purpose of a mod. Should I name the intro movie I created the same as the mod name in order for it to load or is there a refernce line somewhere I am missing within the module application?

Any help would be appreciated.
 
Sorry but I don't think it's possible, since the movies are in the original Mount&Blade folder.

The only I can think of is if you get an auto-extracter to install your mod, and which would replace the original paradox movie with yours.
 
Gotcha.

I did not want to do that as that would create havoc for others when they installed the mod. Nothing like having a particular mod video load for every other module you play :smile:

Thanks for the info though. Maybe I will find a way yet.



 
I will have to check that one out!!

I have been creating movies for over 10 years and I have gotten pretty good at it. it would be a shame if I had to overwrite the originals during an install though as I do not want to do that for the mod.

I am still researching it now. There has to be a way :smile: I am such a die hard!! hehe

 
I was thinking about that kind of stuff too. Basically, a program should temporarily swap the names of the mod video and the original video... If something like this works it could be done for all kind of other stuff like shaders, skyboxes.txt etc. too.
 
jik said:
Possibly though presentations?

I don't think so. I think it is called directly through the *.exe when the game is launched. You can disable it by re-naming the files, but I haven't seen them called anywhere in the module system.
 
Well I have put the intro movie on the back burner. 6 hours or so and no luck finding a work around. It would be a nice feature to have so that mods can even more so be a game of their own.

Maybe somewhere down the line it will be fit in as another option but from what i can see right now there is no way to do it..

Thanks for the input guys..

Now back to work :smile:

 
What you could do (even if it would take a lot of space) is make an installer for your game, and include the WHOLE M&B folder, so it install somewhere like C:/program files/Mount&BladeMod or something..

The only thing that I can think of.

Also PM the maker of Light&Darkness to ask him how he did.
 
That's actually a good idea..hmmm..  The only draw back to that is of course file size but if I made it available in rar format where it can be unziped into a new directory then it would work. That or like you said create an installer that installs the game to a new directory location all together..

Not a bad idea at all.

now you got me thinking on it again.. lol

now if I can get my completed map to be friendly I would have half the battle won. Map stalls at initializing..:sad: But that's a different story.... Sorry got off topic.

 
Another idea would be to supply a batch file that renamed the necessary movies when launching your mod.  So the player runs M&B through your batch file, which sets the right movie to launch, then on exit, fixes the movie files back to standard.

Not perfect, but do-able (or an EXE to do the same thing, but maybe with intelligence to find the correct M&B install folder, etc.)
 
Septa Scarabae said:
jik said:
Possibly though presentations?

I don't think so. I think it is called directly through the *.exe when the game is launched. You can disable it by re-naming the files, but I haven't seen them called anywhere in the module system.

Not the intro movies, I was thinking that you may be able to call up certain types of files in a presentation.  Possibly using this to show your movie in game.
 
Mordachai said:
Another idea would be to supply a batch file that renamed the necessary movies when launching your mod.  So the player runs M&B through your batch file, which sets the right movie to launch, then on exit, fixes the movie files back to standard.

Not perfect, but do-able (or an EXE to do the same thing, but maybe with intelligence to find the correct M&B install folder, etc.)

That would be the better solution.
 
Mordachai said:
Another idea would be to supply a batch file that renamed the necessary movies when launching your mod.  So the player runs M&B through your batch file, which sets the right movie to launch, then on exit, fixes the movie files back to standard.

Not perfect, but do-able (or an EXE to do the same thing, but maybe with intelligence to find the correct M&B install folder, etc.)

That's what I meant. I don't see why it would be bad in any way.
 
If you do find a way it should be posible to do cutsceens in the mod should it not?

Correct me if i'm wrong, but cant you make it so that when bla bla is said and you click it loads bink? No?
 
You aware of a primitive that loads bink???

Or that lets you shell out?

Or...

To my knowledge, no, that isn't possible. :sad:
 
I believe I have settled with an installer that installs another Full version of Mount&Blade to a different directory IE "Mount&Blade2" within the program structure.

That way I can use anything I like and not conflict with the originals. Within my Mod now every single texture is different as well as the entire menu and pretty much everything else so that is what I will probably be doing. it will just be so much more simple that way..
 
Yeah I guess it's a nice idea, you could maybe do more stuff than with a mod, like I don't know.. edit the hardcoded stuff :eek: like animations or stuff... Even if that's hard and I bet noone knows how to do it... (By noone I exlude the devs, since they are not considered as normal persons, but 'superior' persons)
 
yeah I don't believe I will be editing the code any but I have pretty much changed anything and everything else at this point  :grin:

I am new to modding Mount&Blade. only three weeks now, but I spent 3 years on a rFactor mod and you'd be surprised how much of those skills I can bring to this platform "modeling,texturing and so on. The hardest thing for me thus far has been to get used to the restrictions of the module system in terms of working in progression once my mod grew bigger and bigger. I honestly have found the simpler "3rd party" apps more helpfull for quick changes and such.. "even though they are more area specific".

Working with Mount&Blade has actually been a lot of fun and I honestly think the community is blessed to have a platform such as this to mod. I only found out about Mount &Blade about a month ago and I have spent every free moment since working on my Mod. I just can't get enough right now :razz:

I am currently trying to force feed the software to accept a smaller bink movie overlayed into my actual title screen... That has been fun!! LOL

On a different subject. I wanted to thank someone publicly for his time and efforts.

Armagan

He helped me through some serial key issues last week and he was very gracious and speedy. I just wanted him and the rest of the devs to know that it's people like that, that make purchasing software so much more pleasent. Also thanks for allowing all of us stick our grubby little fingers into your fine work.




 
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