Hello, how can I remove player inventory chest in scene?
Great, thanks.?️NS Marko 说:Yes, we started using single large(2k-4k) textures for props in Bear Force.
It will significantly reduce the amount of draw calls for your props, items, et cetera. If you have the time to re-UV everything, go for it. Loading speed of 4k texture vs 16 1k texture difference is minimal, and won't make an impact compared to the amount of optimization previously mentioned.
kalarhan 说:Tingyun 说:Thanks, do you know if they are rounded or truncated? Ie, in the example, would charisma 16 or charisma 20 be the breakpoint to get an additional 1 added?
different things
numbers are integers and truncated
engine entities like skill have a soft or hard limit, usually based on 2^n. For skills its 10 (+bonus).
Tingyun 说:I don't understand what you mean by "different things"?
Tingyun 说:So the charisma
Leonion 说:Great, thanks.?️NS Marko 说:Yes, we started using single large(2k-4k) textures for props in Bear Force.
It will significantly reduce the amount of draw calls for your props, items, et cetera. If you have the time to re-UV everything, go for it. Loading speed of 4k texture vs 16 1k texture difference is minimal, and won't make an impact compared to the amount of optimization previously mentioned.
With OpenBrf's 'Transform texture coords' it shouldn't take much time (I only plan to do it for weapons).
Yeah, it's a little tricky.Khamukkamu 说:How do you use that feature? It seems like im just moving it randomly![]()
Tingyun 说:I understood all of that fully from the start--if I didn't, I wouldn't be asking about truncating.
Khamukkamu 说:Leonion 说:Great, thanks.?️NS Marko 说:Yes, we started using single large(2k-4k) textures for props in Bear Force.
It will significantly reduce the amount of draw calls for your props, items, et cetera. If you have the time to re-UV everything, go for it. Loading speed of 4k texture vs 16 1k texture difference is minimal, and won't make an impact compared to the amount of optimization previously mentioned.
With OpenBrf's 'Transform texture coords' it shouldn't take much time (I only plan to do it for weapons).
How do you use that feature? It seems like im just moving it randomly![]()
NPC99 说:It’s easiest to understand mtarini’s simple example in reply 1 https://forums.taleworlds.com/index.php/topic,366255.0.html
Silver Wolf 说:Is there any way to automatically find out which .bfr files from CommonRes aren't being used at all in your mod?
Silver Wolf 说:NPC99 说:It’s easiest to understand mtarini’s simple example in reply 1 https://forums.taleworlds.com/index.php/topic,366255.0.html
Thank you for bringing up this topic people...
I've been playing around with the idea of mod optimization a lot lately.
This link definitely deserves a place in my bookmarked pages.
I've also been wondering one more thing related to .bfr files and loading times...
Is there any way to automatically find out which .bfr files from CommonRes aren't being used at all in your mod?
I'd simply like to remove the useless ones from the loading order in order to speed up the loading time a bit.
(set_spawn_position, pos12),
(spawn_agent, ":troop_no"),
(assign, ":new_agent", reg0),
(agent_set_team, ":new_agent", ":player_team"),
(agent_set_group, ":new_agent", ":player_no"),
kalarhan 说:are you using the option to detect which resources (F3 shortcut) are unused? It marks them so you can delete/remove from a .brf.
you can also F7 to see it listed (used + unused) assets
NPC99 说:AFAIK you need to check brf files individually with ‘scan module for usages’. If a commonres file is empty delete it from your module.ini load order.
I have moved commonres brfs into my mod’s resource folder and deleted 80% of their content. It trades off an increased one-off downdload time for quicker loads of each game session. Obviously needs the module.ini references changed from load_resource to load_mod_resource.
Check if reg0 has been manipulated by any ti_on_agent_spawn trigger and double check the values for the team and group.K.A. 说:Hi.
Why when i spawn an agent and use agent_set_group the agent doesn't listen for commands ?
插入代码块:(set_spawn_position, pos12), (spawn_agent, ":troop_no"), (assign, ":new_agent", reg0), (agent_set_team, ":new_agent", ":player_team"), (agent_set_group, ":new_agent", ":player_no"),
add_visitors_to_current_scene = 1265 # (add_visitors_to_current_scene,<entry_no>,<troop_id>,<number_of_troops>, <team_no>, <group_no>), #team no and group no are used in multiplayer mode only. default team in entry is used in single player mode