Make a RPG with the warband's engine & codding source

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Dawiduh said:
I think other people thought of the day/night cycle in scenes before, only no one really needed it as mods worked different than what you guys want to do (or people who needed it had poor coding skills - as myself). So I'm pretty sure you weren't the first ones to think of that, but the first ones to actually do it. And that is a lot.

Now don't get all cocky and say people want tot copy the day/night cycle, because every human being can "have" that idea from real life. What if the first guy who coded a 3d working door in a game would blame other people of copying his brilliant idea of porting a door from real life to a 3d engine  :shock:

Don't twist my words! That's not what I said! :neutral:
 
Gotha said:
Dawiduh said:
I think other people thought of the day/night cycle in scenes before, only no one really needed it as mods worked different than what you guys want to do (or people who needed it had poor coding skills - as myself). So I'm pretty sure you weren't the first ones to think of that, but the first ones to actually do it. And that is a lot.

Now don't get all cocky and say people want tot copy the day/night cycle, because every human being can "have" that idea from real life. What if the first guy who coded a 3d working door in a game would blame other people of copying his brilliant idea of porting a door from real life to a 3d engine  :shock:

Don't twist my words! That's not what I said! :neutral:

Well then, I'm sorry, but that's what I understood.
 
As far as I recall Elvenpath for the Original M&B had a day/night cycle. I think it did get released to the general public at one point, before the move to Warband.
 
Thank you, but i wait  M&B 2  for make that :wink:

I work for a 1429 enhanced  :mrgreen:


Out of context: 1429 (and enhanced ) need a translation in english !


1429 contain how much gamplay and quests/ 18 news towns... and i will add:
TRavel by cart
Dices game/drunk game in tavern...
horses races
Gestion module (like on stronghold, construct some houses and we have new districts, pepole needs...
ect...
I do make 100 new villages and castles  :mrgreen:
And More!!!


new battle scenes (sorry for low quality)
G-052.jpg

GJmAv.jpg

Some towns
AKQSC.jpg

0x0TU.jpg

HcXLW.jpg


I make a english thread when the enchanced version is ready for the translation (it's a french war "hundred years war" but it's an very very good playing  :grin:)
 
Lumos said:
It's "enhanced" and good luck! I've got trouble making one scene, I can't even imagine what it's going to be like doing a hundred.

Thanks  Lumos :grin:

I'ts very easy (after learning :mrgreen:) for make scenes or quests /dialogues or other, just very long! i  like the m&b modding  :razz:


Sory for my english  :neutral:

 
Thanks Dawiduh  :mrgreen:

I going to make 1429E and i give my new script & ressources in osp if you want  :grin:

I have already "how to make my battle scenes" 'for make 6 or more battle scenes by terrain type for the battles on the world map...somebody want it ?

uB7GH.jpg
(with no generation script, just make 6 or more scenes yourself)
 
FantasyWarrior said:
I have already "how to make my battle scenes" 'for make 6 or more battle scenes by terrain type for the battles on the world map...somebody want it ?

uB7GH.jpg
(with no random script!)

Seek n Destroy said:
Go to module_scripts.py,
This is the script that handles the scenes generated for battles:
Code:
  # script_setup_random_scene
  # Input: arg1 = center_no, arg2 = mission_template_no
  # Output: none
  ("setup_random_scene",
    [
      (party_get_current_terrain, ":terrain_type", "p_main_party"),
      (assign, ":scene_to_use", "scn_random_scene"),
      (try_begin),
        (eq, ":terrain_type", rt_steppe),
        (assign, ":scene_to_use", "scn_random_scene_steppe"),
      (else_try),
        (eq, ":terrain_type", rt_plain),
        (assign, ":scene_to_use", "scn_random_scene_plain"),
      (else_try),
        (eq, ":terrain_type", rt_snow),
        (assign, ":scene_to_use", "scn_random_scene_snow"),
      (else_try),
        (eq, ":terrain_type", rt_desert),
        (assign, ":scene_to_use", "scn_random_scene_desert"),
      (else_try),
        (eq, ":terrain_type", rt_steppe_forest),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest"),
      (else_try),
        (eq, ":terrain_type", rt_forest),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest"),
      (else_try),
        (eq, ":terrain_type", rt_snow_forest),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest"),
      (else_try),
        (eq, ":terrain_type", rt_desert_forest),
        (assign, ":scene_to_use", "scn_random_scene_desert_forest"),
      (else_try),
        (eq, ":terrain_type", rt_water),
        (assign, ":scene_to_use", "scn_water"),
      (else_try),
        (eq, ":terrain_type", rt_bridge),
        (assign, ":scene_to_use", "scn_random_scene_plain"),
      (try_end),
      (jump_to_scene,":scene_to_use"),
  ]),

Then add custom scenes for rt_plain (plain terrain encounter in the game map) for example:
.....
    (else_try),
        (eq, ":terrain_type", rt_plain),
(store_random_in_range,":battle_scene",1,100),
(try_begin),
(is_between,":battle_scene",1,20),
(assign, ":scene_to_use", "scn_custom_battle_scene_plain_01"),
(else_try),
(is_between,":battle_scene",21,40),
(assign, ":scene_to_use", "scn_custom_battle_scene_plain_02"),
(else_try),
(is_between,":battle_scene",41,60),
(assign, ":scene_to_use", "scn_custom_battle_scene_plain_03"),
(else_try),
(assign, ":scene_to_use", "scn_random_scene_plain"),
(try_end),
      (else_try),
        (eq, ":terrain_type", rt_snow),
        (assign, ":scene_to_use", "scn_random_scene_snow"),
...
?

Bonne chance ! Eager to see the scene improvements you will make.
 
I 've already made it my friend  and partner :wink:

my script  :lol:


  # script_setup_random_scene
  # Input: arg1 = center_no, arg2 = mission_template_no
  # Output: none
  ("setup_random_scene",
    [
      (party_get_current_terrain, ":terrain_type", "p_main_party"),
      (assign, ":scene_to_use", "scn_random_scene"),
      (try_begin),
        (eq, ":terrain_type", rt_steppe),

        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_steppe1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_steppe2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_steppe3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_steppe4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_steppe5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_steppe6"),     
      (try_end),


     
      (else_try),
        (eq, ":terrain_type", rt_plain),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_plain2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_plain3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_plain4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_plain5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_plain6"),     
      (try_end),




      (else_try),
        (eq, ":terrain_type", rt_snow),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_snow1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_snow2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_snow3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_snow4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_snow5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_snow6"),     
      (try_end),



      (else_try),
        (eq, ":terrain_type", rt_steppe_forest),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_steppe_forest6"),     
      (try_end),



      (else_try),
        (eq, ":terrain_type", rt_forest),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_plain_forest6"),     
      (try_end),


      (else_try),
        (eq, ":terrain_type", rt_snow_forest),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_snow_forest6"),     
      (try_end),



      (else_try),
        (eq, ":terrain_type", rt_water),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_water1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_water2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_water3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_water4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_water5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_water6"),     
      (try_end),


      (else_try),
        (eq, ":terrain_type", rt_bridge),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_plain2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_plain3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_plain4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_plain5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_plain6"),     
      (try_end),




      (else_try),
        (eq, ":terrain_type", rt_bridge),
        (store_random_in_range, "$rand2", 0, 6),
      (try_begin),
      (eq,"$rand2",0),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),
      (eq,"$rand2",1),
        (assign, ":scene_to_use", "scn_random_scene_plain2"),
      (else_try),
      (eq,"$rand2",2),
        (assign, ":scene_to_use", "scn_random_scene_plain3"),
      (else_try),
      (eq,"$rand2",3),
        (assign, ":scene_to_use", "scn_random_scene_plain4"),
      (else_try),
      (eq,"$rand2",4),
        (assign, ":scene_to_use", "scn_random_scene_plain5"),
      (else_try),
      (eq,"$rand2",5),
        (assign, ":scene_to_use", "scn_random_scene_plain6"),     
      (try_end),

 
      (else_try),

        (eq, ":terrain_type", rt_desert_forest),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),
     
        (eq, ":terrain_type", rt_desert),
        (assign, ":scene_to_use", "scn_random_scene_plain1"),
      (else_try),

    (try_end),
     
      (jump_to_scene,":scene_to_use"),
  ]),

module scene

  ("water1",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000230028563c00691a400003efe00004b34000059be",
    [],[], "outer_terrain_plain5"),
  ("water2",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000230068563c00691a400003efe000061bb0000741e",
    [],[], "outer_terrain_plain5"),
  ("water3",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000023003c863c00691a400003efe0000120100001af3",
    [],[], "outer_terrain_plain5"),
  ("water4",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000230000b63c00691a400003efe00003ab7000073d6",
    [],[], "outer_terrain_plain5"),
  ("water5",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000230010563c00691a400003efe00001e460000122c",
    [],[], "outer_terrain_plain5"),
  ("water6",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000230010563c00691a400003efe000016c10000450f",
    [],[], "outer_terrain_plain5"), 
#######
  ("random_scene_steppe1",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000022004c563400691a400003efe00004b34000059be",
    [],[], "outer_terrain_steppe"),
  ("random_scene_steppe2",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000022008c563400691a400003efe00004b34000059be",
    [],[], "outer_terrain_steppe"),
  ("random_scene_steppe3",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000220018600400691a400003efe00004b34000059be",
    [],[], "outer_terrain_steppe"),
  ("random_scene_steppe4",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000220018600400691a400003efe00004b34000017e5",
    [],[], "outer_terrain_steppe"),
  ("random_scene_steppe5",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000220028600400691a400003efe00004b34000017e5",
    [],[], "outer_terrain_steppe"),
  ("random_scene_steppe6",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000220028500400691a400003efe00004b3400004543",
    [],[], "outer_terrain_steppe"), 
#######
  ("random_scene_plain1",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000230028563400691a400003efe00004b34000059be",
    [],[], "outer_terrain_plain2"),
  ("random_scene_plain2",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000002300006e3400691a40000437e00004b34000059be",
    [],[], "outer_terrain_plain"),
  ("random_scene_plain3",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000002300285e3400691a4000043af00004b34000059be",
    [],[], "outer_terrain_plain"),
  ("random_scene_plain4",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000002300285e3400691a4000043af00004b3400001e5c",
    [],[], "outer_terrain_plain2"),
  ("random_scene_plain5",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000002300285e3400691a40000612600004b3400000585",
    [],[], "outer_terrain_plain"),
  ("random_scene_plain6",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000002300485e3400691a40000461c00004b3400006d3b",
    [],[], "outer_terrain_plain2"), 
#######
  ("random_scene_snow1",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000002400586e3400691a400003efe00004b34000059be",
    [],[], "outer_terrain_snow"),
  ("random_scene_snow2",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000002400586e3400691a400003efe00004b340000458e",
    [],[], "outer_terrain_snow"),
  ("random_scene_snow3",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000002400586e3400691a400003efe00004b34000038e2",
    [],[], "outer_terrain_snow"),
  ("random_scene_snow4",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000002400c06e3400691a400003efe00004b3400003eb1",
    [],[], "outer_terrain_snow"),
  ("random_scene_snow5",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000024011c563400691a400003efe00004b34000051ab",
    [],[], "outer_terrain_snow"),
  ("random_scene_snow6",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000240034563400691a400003efe00004b34000020c2",
    [],[], "outer_terrain_snow"),
   
#######
  ("random_scene_desert",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000229602800000691a400003efe00004b34000059be",
    [],[], "outer_terrain_desert_b"),
#######
  ("random_scene_steppe_forest1",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000a00011804003e8fa0000034e00004b34000059be",
    [],[], "outer_terrain_plain3"), 
  ("random_scene_steppe_forest2",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000a00011804003e8fa0000034e00004b340000023a",
    [],[], "outer_terrain_plain3"),
  ("random_scene_steppe_forest3",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000a0034c004003e8fa0000034e00004b34000017b3",
    [],[], "outer_terrain_plain3"), 
  ("random_scene_steppe_forest4",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000a0034c004003e8fa0000034e00004b3400001bf6",
    [],[], "outer_terrain_plain3"),
  ("random_scene_steppe_forest5",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000a00687004003e8fa0000034e00004b3400001bf6",
    [],[], "outer_terrain_plain3"), 
  ("random_scene_steppe_forest6",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000a00b45804003e8fa0000034e00004b34000043db",
    [],[], "outer_terrain_plain3"), 
#######
  ("random_scene_plain_forest1",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000300305634003e8fa0000034e00004b34000059be",
    [],[], "outer_terrain_plain5"),
  ("random_scene_plain_forest2",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000300785634003e8fa0000034e00004b340000318f",
    [],[], "copy_outer_terrain_plain5"),
  ("random_scene_plain_forest3",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000be34003e8fa0000034e00004b3400002449",
    [],[], "outer_terrain_plain5"),
  ("random_scene_plain_forest4",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000003000c6634003e8fa0000034e00004b3400004ae7",
    [],[], "copy_outer_terrain_plain5"),
  ("random_scene_plain_forest5",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000003000c6634003e8fa0000186a00004b3400002449",
    [],[], "outer_terrain_plain5"),
  ("random_scene_plain_forest6",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000300406634003e8fa0000520b00004b3400002449",
    [],[], "copy_outer_terrain_plain5"), 
#######                     
  ("random_scene_snow_forest1",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x0000000040008fe34003e8fa0000034e00004b34000059be",
    [],[], "outer_terrain_snow"),
  ("random_scene_snow_forest2",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000400246e34003e8fa0000034e00004b3400003669",
    [],[], "outer_terrain_snow"),
  ("random_scene_snow_forest3",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000400446e34003e8fa0000034e00004b34000071b8",
    [],[], "outer_terrain_snow"),
  ("random_scene_snow_forest4",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000400446e34003e8fa0000034e00004b3400003d60",
    [],[], "outer_terrain_snow"),
  ("random_scene_desert_forest",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000400446e34003e8fa0000034e00004b34000071b8",
    [],[], "outer_terrain_desert"),
  ("random_scene_snow_forest5",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000400246e34003e8fa0000034e00004b3400002069",
    [],[], "outer_terrain_snow"),
  ("random_scene_snow_forest6",sf_generate|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000000400506e34003e8fa0000034e00004b3400003d78",
    [],[], "outer_terrain_snow"),

Warning with the terrain border codes! "outer_terrain_plain5" is only in my brf, but i give all in osp when it's finished...just place "outer_terrain_plain" ,and copy /rename the scn_random_scene_plain,forest,plain in your ScenObj data...like on the module scene (scn_random_scene_plain1,scn_random_scene_plain2...) and make your scenes...
you do enter in terain generator if you want not trees for place your trees yourself, copy the terrain codes in the module scene base, click past on the terrain generator, place the trees cursor to the left, click generate/click copy, and past it to the module scene. (make your setings with the mountain, flora...)


"Eager to see the scene improvements you will make."

With pleasure  :razz:

i work actualy for the shadder, i will make a fake hdr  :lol:

before
nprmg.jpg
after
k_D7I.jpg

before
L04Ut.jpg
after
-3fXN.jpg

It's just a test dont worry  :lol:
 
As a tip, you really don't want to use a global $rand2 for just randomizing a scene, which can be accomplished by doing (store_random_in_range, ":scene_to_use", "scn_random_scene_steppe1", "scn_random_scene_plain1"), etc. If you really need to track what scene you're on, use store_current_scene.
 
Yes it's better like that, thanks  :smile:

And, it's not finished, i do make a new script for the rivers...not simple.
The script is not complet...

Work perfectly but if you are on the river terrain or mountain, you go to a plain or stepe  scene for the moment...?

And for the snowny scenes:
esxjI.jpg

Not bad, but not perfect, i need to make new scenes prop  :evil:
But what ?

 
Ah?

0 is never used in this script ? I remeber i've made a random script with (store_random_in_range, "$rand2", 0, 2),
and the game crash if i make :
(eq,"$rand2",1),
        (result 1,,,)

(eq,"$rand2",2),
        (result 2,,,)

Because if the result number is 0...What's happen?  :mrgreen:

And no problem with:

(store_random_in_range, "$rand2", 0, 1),

(eq,"$rand2",0),
        (result 1,,,)

(eq,"$rand2",1),
        (result 2,,,)


If i understand... and I have to make some tests i'm not sure now  :evil:



:mrgreen:

b-7Hf.jpg

1t_Lo.jpg

6Dqt2.jpg
 
Here's why:
store_random_in_range      = 2136    # (store_random_in_range, <destination>, <range_low>, <range_high>),
                                    # Stores a random value in the range of <range_low>..<range_high>-1.
 
I understand finaly !  :lol:

Thank you MadVader, I've edited my post  :smile:




Edit: the latest battle scenes  :grin:

_SxID.jpg
vjKAg.jpg
ss5pr.jpg
8jIRF.jpg
n0kY3.jpg
Up_Xh.jpg
ygKV5.jpg

You can follow the mod on the french forum, and remeber : french to english translation needed.
http://forums.taleworlds.com/index.php/topic,218355.1650.html

I've got to do some real castles like that
OnupP.jpg

And i want make a module game with "stronghold ellements"  :razz: like people needed, construct new houses and new districts...
 
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