Modding Q&A [For Quick Questions and Answers]

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Download Paint.net.  It handles .dds files fantastically. 

Compression options as well.  (Mipmaps, DXT1, DXT3, etc)

Have you tried restarting your computer?  What size files are you trying to convert?  As far as I know, though, there's nothing you can do about it, except ask the program's creator.  It's a coding problem. 
 
Thanks. I tried restarting, reinstalling, etc. but the problem seems to persist. I downloaded the dds. plugin for photoshop and although it converts to dds, it doesn't seem to save the alpha. I'll give Paint.net a shot.
 
Mandible said:
Thanks. I tried restarting, reinstalling, etc. but the problem seems to persist. I downloaded the dds. plugin for photoshop and although it converts to dds, it doesn't seem to save the alpha. I'll give Paint.net a shot.
You have to save the .dds as a certain type (dxt5, I think), and you have to flatten the image first (right click a layer and click "flatten image").
 
Oh really? Maybe that was my problem. I wasn't flattening the image. That would actually make sense since when I got it in game, only one of the banners on banners_a showed up. Probably the just the one I had on the top layer. Sounds kind of obvious now, doesn't it?

EDIT: Messed around with Paint.net for a few minutes and I have already forgotten DDS Converter 2.1.
Everything is working beautifully.
Banners-1.jpg

mapbanners.jpg


 
I have made new factions, but i want to set a faction colour.... e.g. like red, black, green, brown etc....

What are the different codes that i need?

e.g. 0xFF33FF - Is the colour of Vaegir i think......

what other colour codes can i choose from?
 
Sphinxy93 said:
I have made new factions, but i want to set a faction colour.... e.g. like red, black, green, brown etc....

What are the different codes that i need?

e.g. 0xFF33FF - Is the colour of Vaegir i think......

what other colour codes can i choose from?
Just Google hex color codes...and add 0x to the beginning of the various codes you find.
 
Right I've looked through way too many pages of both this thread and the Mod Development, Pioneer's Guild, Cartographer's Guild and Caravanserai boards to no avail. 

Has anyone made a script for the firing of a Nest of Bees Rocket Battery.  I'm talking something that would allow the firing of about twelve projectiles over the same range as an arrow with quite a large spread. 

If such a script has not been made, could a coding genius please do so as I have tried and failed quite miserably.  The one time I didn't get a CTD I blew my character up. 

Thanks in advance,
 
I found the solution with some digging (150 pages back or so :smile:). I'll re-post Hokie's solution, so if anyone encounters it again in the near future, to have an easier time.

Lumos said:
Why did the problem with leveling up 25 times on startup occur again? The bandits' XP at game_start searched for an inexistent troop or what was it?
HokieBT said:
I and other have run into similar issues.  See this thread and some of the other threads they link to:
http://forums.taleworlds.com/index.php/topic,51484.0.html
 
I am fiddling around with 'team_get_riding_order' to make riders when unmounted become grc_infantry but I wouldn't post if I am succesfull at it right now. So I wonder if these are the operations I should use to do so?

Another question that rose up is that I for some reasons don't really get the difference between 'divisions', 'classes' and 'subclasses'. Some enlightening would be quite appreciated. So far I get that divisions are those you can call in a battle with the number keys...like infantry, archers and such. And subclasses are for example a different tier of archers. But what's the fuzz about classes then? Seems like I have to use classes at times and sometimes division for something that in my eyes seems to be the same. Well, yes, some enlightening could really help.
 
Ritter Dummbatz said:
I am fiddling around with 'team_get_riding_order' to make riders when unmounted become grc_infantry but I wouldn't post if I am succesfull at it right now. So I wonder if these are the operations I should use to do so?
Might you want to look at the code I've posted to do this? It's in the Module System code link in my sig. I only was interested in riders with dead mounts becoming grc_infantry. If you want any that dismount to become infantry, I'd suggest using ti_on_agent_dismount   
# Trigger Param 1: agent id
# Trigger Param 2: horse agent id

Ritter Dummbatz said:
Another question that rose up is that I for some reasons don't really get the difference between 'divisions', 'classes' and 'subclasses'. Some enlightening would be quite appreciated. So far I get that divisions are those you can call in a battle with the number keys...like infantry, archers and such. And subclasses are for example a different tier of archers. But what's the fuzz about classes then? Seems like I have to use classes at times and sometimes division for something that in my eyes seems to be the same. Well, yes, some enlightening could really help.
Classes are from original M&B. They are always--unless you code them differently--either infantry, archers, or cavalry (class numbers 0, 1, and 2).
Divisions are from Warband and are as you say the 1-9 keys (or division numbers 0-:cool:.
Classes apply to troop templates, while divisions only apply to agents in battle.

For the most part, you can ignore classes in Warband without much consequence.

Sub-class is a messy way to refer to divisions, typically, in the various order operations.
 
Thank you very much! That clears things up a lot.

About the ti_on_agent_dismount...although I haven't spent to much time thinking about it, well, I would prefer to make the division switch  ( :smile: ) out of module_scripts that's why I tried 'team_get_riding_order'. The funny thing is it worked once...just once. The next battle I upgraded a unit and the higher unit didn't switch just the others and after that it didn't work at all anymore. That time I didn't even use 'team_get_riding_order' but 'team_get_movement_order' until I discovered the 'riding_order' operation.
Well, weird stuff...

If you or someone else can confirm the obvious that this operation returns if the order is to mount or to dismount I would be happy. I then will try it out again and finally go to mission_templates to make use of ti_on_agent_dismount  or simply screw it all.  :mrgreen:


 
Ritter Dummbatz said:
If you or someone else can confirm the obvious that this operation returns if the order is to mount or to dismount I would be happy. I then will try it out again and finally go to mission_templates to make use of ti_on_agent_dismount  or simply screw it all.
The trigger fires any time an agent chooses to dismount...whether they are stuck in infantry and then get off their horse, or if they are ordered to dismount and then get off their horse, the trigger fires. It does not fire when the horse is killed out from under them, however, which is what lead to my multi-trigger system for dealing with dead mounts (and being forced to store agent IDs in slots).

I guess I'm not fully sure what you meant by doing it all in scripts, rather than in mission_templates...you still need the script to be called in the mission, no?
 
you still need the script to be called in the mission, no?

Yeah, of course. I am anxious to have that kind of stuff  not spreaded over too many places and seperated into too many pieces. I am pretty good in confusing myself. :razz:  The script acually keeps track of a lot of different conditions but in this case it simply might not be needed. So, yes, I'll give the trigger a try.

Hey, your knowledge is of great help. Thanks a lot!
 
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