Modding Q&A [For Quick Questions and Answers]

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Hi. I'm making my first mod and the only Calradic faction remaining are the Rhodoks.
I changed their name to "Rhodok Protectorate" because their ruler is "Lord Protector Graveth", but I want to make it so that if the player rebels with the Rhodok claimant (called "King Kastor") then their faction is named "Kingdom of Rhodoks". I know how to change the rebel faction names, but if I change that, then whoever I rebel with, the faction is called "Kingdom of Rhodoks". So is there anyway to make the name change faction specific?
 
enalbe cheats, crtl-shift-f4.

press it many times.

when you have killed all of them, hope they never return
 
@ Alexandros:
Only Ctrl + F4 in battle to deal damage to opponents and eventually knock them unconscious.
WARNING: The game is not fun when using this.
Instead try and look in module_party_templates or use HokieBT's Troop Editor to edit the text files.
 
Colonel_Ryan 说:
amade 说:
Colonel_Ryan 说:
Okay, how do i import a file so it is possible to export it as a smd file

What do you mean? Import from where to where?

how do you import a mesh as a uniform, armor which you wear like a sweater ?

If the mesh is a static mesh (e.g. obj file), you need to rig it. Options are to import it into 3ds, Blender or gmax and rig it manually, this method should give the best result but some learning curve is involved, the other option is to use an autorigger tool such as manitas' obj2smd and recently mtarini's openBRF has the same feature too, but results can be unpredictable.
 
amade 说:
Colonel_Ryan 说:
amade 说:
Colonel_Ryan 说:
Okay, how do i import a file so it is possible to export it as a smd file

What do you mean? Import from where to where?

how do you import a mesh as a uniform, armor which you wear like a sweater ?

If the mesh is a static mesh, you need to rig it. Options are to import it into 3ds or Blender and rig it manually, this method should give the best result but some learning curve is involved, the other option is to use an autorigger tool such as manitas' obj2smd and recently mtarini's openBRF has the same feature too, but results can be unpredictable.

yes, i have Obj2Smd, but the problem is how do i make it riggable, so i can export it as an smd, the mesh isn't right. how?
how do i rigg it manually with 3ds or blender, is it any tutorials? if it is. send me link!
 
Colonel_Ryan 说:
amade 说:
Colonel_Ryan 说:
amade 说:
Colonel_Ryan 说:
Okay, how do i import a file so it is possible to export it as a smd file

What do you mean? Import from where to where?

how do you import a mesh as a uniform, armor which you wear like a sweater ?

If the mesh is a static mesh, you need to rig it. Options are to import it into 3ds or Blender and rig it manually, this method should give the best result but some learning curve is involved, the other option is to use an autorigger tool such as manitas' obj2smd and recently mtarini's openBRF has the same feature too, but results can be unpredictable.

yes, i have Obj2Smd, but the problem is how do i make it riggable, so i can export it as an smd, the mesh isn't right. how?
how do i rigg it manually with 3ds or blender, is it any tutorials? if it is. send me link!

I've never used obj2smd before, but its thread should already clearly explain how to use it. You need an existing SMD (from some other armor) to use as reference or template. What obj2smd does is "transfer" the rig from that SMD into your OBJ, and it will output as a new SMD. With any luck it will be rigged decently.

For 3ds/blender tutorials, just google for 'em. There's so much of it you can't miss it. Most tutorials will assume that you already have a basic familiriaty with the software.
 
amade 说:
Colonel_Ryan 说:
amade 说:
Colonel_Ryan 说:
amade 说:
Colonel_Ryan 说:
Okay, how do i import a file so it is possible to export it as a smd file

What do you mean? Import from where to where?

how do you import a mesh as a uniform, armor which you wear like a sweater ?

If the mesh is a static mesh, you need to rig it. Options are to import it into 3ds or Blender and rig it manually, this method should give the best result but some learning curve is involved, the other option is to use an autorigger tool such as manitas' obj2smd and recently mtarini's openBRF has the same feature too, but results can be unpredictable.

yes, i have Obj2Smd, but the problem is how do i make it riggable, so i can export it as an smd, the mesh isn't right. how?
how do i rigg it manually with 3ds or blender, is it any tutorials? if it is. send me link!

I've never used obj2smd before, but its thread should already clearly explain how to use it. You need an existing SMD (from some other armor) to use as reference or template. What obj2smd does is "transfer" the rig from that SMD into your OBJ, and it will output as a new SMD. With any luck it will be rigged decently.

For 3ds/blender tutorials, just google for 'em. There's so much of it you can't miss it. Most tutorials will assume that you already have a basic familiriaty with the software.


YEESSS, ive forgot it :lol:


THANKS ALOT MY FRIEND :grin:
 
Lord_Cheap 说:
Hi. I'm making my first mod and the only Calradic faction remaining are the Rhodoks.
I changed their name to "Rhodok Protectorate" because their ruler is "Lord Protector Graveth", but I want to make it so that if the player rebels with the Rhodok claimant (called "King Kastor") then their faction is named "Kingdom of Rhodoks". I know how to change the rebel faction names, but if I change that, then whoever I rebel with, the faction is called "Kingdom of Rhodoks". So is there anyway to make the name change faction specific?


How about this?
 
I'm not sure if this is the right place but i have searched and cant find an answer.

sorry if this is a very stupid Question .

i am having trouble putting a new map in to a mod (using thorgrim map editor)

it might be that i have not installed right  or just don't know what to do (i am new to moding and mapping) sorry if this is a bit of a stupid question
 
Ok im trying to increase the amount of looters spawning, but im kinda confused. Could someone please take time and explain this to me:

"pt_looters Mercenary_War_Band 2251799813685257 0 2 312 54 6 11 0 43 0 15 1 34 6 11 0 38 6 11 0 35 2 4 0 41 6 11 0 "

I really wanna know whats each value here... I tried this http://forums.taleworlds.com/index.php/topic,12203.0.html but i dont get it, i think its outdated or something.

While im at it: Im also trying to make regular forest bandits drop iron/tools, does anyone know how to do that?

" itm_iron Iron Iron 1  iron 0  65547 0 264 0 60.000000 100 0 0 0 0 0 0 0 0 0 0 0
0 "

I figured out that 264 is items value, 60.00000 is weight, 100 should be frequency of item appearing and thats it. No idea what other stuff is, nor how to make specific enemies drop any item...

For any help, thx in advance!
 
I WANT to increase the value of the "habilities".

so, 1 point in leadership, +20 men,  1 point in strenght +3 HP...


 
Kaltan 说:
I'm not sure if this is the right place but i have searched and cant find an answer.

sorry if this is a very stupid Question .

i am having trouble putting a new map in to a mod (using thorgrim map editor)

it might be that i have not installed right  or just don't know what to do (i am new to moding and mapping) sorry if this is a bit of a stupid question
Did you edit the M&B Map Editor Configuration file to save changes to your mod. Follow the steps below:
M&BMapEditor => EditorData => Settings (Open in Notepad) => Under Module to Open, change the mod to the name of your mod. And check that the MB Path just above is the path to your M&B directory (e.g. C:/Program Files/Mount&Blade1.011/). That should fix it :grin:

SmellyOne 说:
Ok im trying to increase the amount of looters spawning, but im kinda confused. Could someone please take time and explain this to me:

"pt_looters Mercenary_War_Band 2251799813685257 0 2 312 54 6 11 0 43 0 15 1 34 6 11 0 38 6 11 0 35 2 4 0 41 6 11 0 "

I really wanna know whats each value here... I tried this http://forums.taleworlds.com/index.php/topic,12203.0.html but i dont get it, i think its outdated or something.

While im at it: Im also trying to make regular forest bandits drop iron/tools, does anyone know how to do that?

" itm_iron Iron Iron 1  iron 0  65547 0 264 0 60.000000 100 0 0 0 0 0 0 0 0 0 0 0
0 "

I figured out that 264 is items value, 60.00000 is weight, 100 should be frequency of item appearing and thats it. No idea what other stuff is, nor how to make specific enemies drop any item...

For any help, thx in advance!
Sorry I can't help you actually answer your question but I can tell you that the link is for people using the module system, not text files. Just so you don't spend hours trying to work out what to do.
 
Hey ppl,i hope here i can find some help.

I'm trying to replace the texture of the weapons allready existing in Native.
I exported a weapon's model (with and without its scabbard) and i textured it in wings3d.
I exported a texture allready existing and got the images i wanted to use in it.
I got my texture in .dds form and saved it in "textures" replacing the original one,then i imported the textured models in the brf file with the original name of the weapon and i deleted the original models.
Saved,tested and allthough the texture came out ok,check this out:
http://img27.imageshack.us/img27/5169/mb103.png
The sword is unsheathed and sheathed.

Also,in brfedit in the "material" tab,i check options like "specular enable" but it doesn't stay selected for some reason. :???:

Any help would be great.
 
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