Modding Q&A [For Quick Questions and Answers]

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Okay so on some of my items its turned white, how can i fix this? Yes scan_module_texture is on, yes i added the brf to Module.ini, from what i see the material is set up right and the textures in brf, and also the textures are in the right folder. Its displaying correctly in BRF but not in-game.

One last question is there a list of Shaders anywhere, with what they do and what they are good to use for. I know theres a Brf with the list of all the shaders, but I don't know what they all do.
 
OrangeKnight said:
One last question is there a list of Shaders anywhere, with what they do and what they are good to use for. I know theres a Brf with the list of all the shaders, but I don't know what they all do.
Look for a resource file called core shaders are something of that nature.

Question :
(map_get_water_position_around_position,<dest_position_no>,<source_position_no>,<radius>),

If there is no water within the radius does the script fail?
 
@Celestialred:  Took a quick look with grep to see how it works.

Fire up a grep parser or search tool (if you don't own one, grab Abacre's Advanced Find and Replace, it's like grep on steroids, it's a tool every coder needs unless they really, really like grepping from consoles and worth paying for, and no I don't work for them lol) and do a search of slot_troop_father. 

You'll see it's cited in dialogue states and scripts that return the appropriate information for various logic.  Basically, the Native code simply doesn't care who mothers are, and determines them via slot_troop_spouse instead (if your father is X, and his spouse is Y, that's your mom- there are no bastards nor divorces nor remarriage after death- none of that exists in Calradia).  The only time I see slot_troop_mother in the code is during the initial assignment; after that it doesn't seem to ever get pulled again. 

It looks like an unfinished feature, basically; probably what happened is that they were originally going to do full family trees and somebody just decided that logically it was un-necessary.  But you can re-write that code that pulls that information (dialogues, the menu code) very easily; instead of executing its current logic, rewrite it to require an explicit mother and return an error if not defined (i.e., -1) so that you can debug your people.  Rewriting it so that it's no longer random has a big bonus in that it would then be possible to fix bugs without having to start new games all the time, too, because code would point back to constants.  You could literally set it via a trigger, for bug-fixing purposes, then port it over to stock scripts only when entirely sure it's bug-free.

As I said, kinda tempted to rewrite this to do exactly that, it's straightforward logic and what's happening to you indicates that a cleaner approach might be worth doing.  Would probably help out modders who want to add a bunch of Lords, and it's really not a lot of scripts.  Kinda busy atm though so don't expect that today, lol.
 
Gergin Adam said:
dia151 said:
Specialist said:
yoshiboy's tutorial on mp sounds, then use a standard trigger. It's really simple

i searched for that tutorial, but found nothing

http://forums.taleworlds.com/index.php/topic,94854.0.html

Are you looking for this?

yes, i guess thats probably it, thanks,

Since i want to make a code that when button is pressed, sound plays, i guess its gonna be a little different.
So i would have to make code that does the deed,then the server side of it, and then client side?
 
@celestialred, as you manualy switch the slot_troop_spouse, slot_troop_father and slot_troop_mother for all lords and ladies, I think you don't need to use ":mother" local variable.

@xenoargh: not all things at initialize_aristocrazy are random. Only fathers of 6 senior lords and all lord's and ladies' reputation type that being randomized. The basic family, (father, mother, 1 son and 1 daughter or 1 lord with 1 sister) are always the same. Removing randomizing compeletely will reduce game replaybility (at least in my opinion).

 
Just popping back in to say thanks for the responses. :smile: I used to do a lot of re-texturing in old M&B, but it's my first go around with Warband... and my first time working from a customized mesh. Hopefully it'll turn out well. (Now to try and figure out how to keep fur from looking so flat.)
 
is it possible to force the player to use first-person via script for a short amount of time?
I'm considering a small sequence in my mod which would be somewhat ruined if you could see the back of your own head.
 
Hi Guys,
I implented shield bashing but i still get this memoryerror:

Initializing...
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
Exporting scene data...
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting info_page data...
Exporting scripts...
Exporting mission_template data...
Exporting game menus data...
exporting simple triggers...
Traceback (most recent call last):
  File "process_dialogs.py", line 6, in ?
    from module_dialogs import *
MemoryError
Checking global variable usages...
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .

and i don't know how to fix that, i tried to shield bash ingame, and it didn't work, any possiblity that this memoryerror could be the root of all evil?

thanking you in anticipation
 
OrangeKnight said:
Okay so on some of my items its turned white, how can i fix this? Yes scan_module_texture is on, yes i added the brf to Module.ini, from what i see the material is set up right and the textures in brf, and also the textures are in the right folder. Its displaying correctly in BRF but not in-game.

One last question is there a list of Shaders anywhere, with what they do and what they are good to use for. I know theres a Brf with the list of all the shaders, but I don't know what they all do.
 
It's really self explanatory. Though I've never seen all the shaders put together, does core_shaders.brf actually have an entire list?

Basically, the name tells you what it is. Simple as that
 
Specialist said:
It's really self explanatory. Though I've never seen all the shaders put together, does core_shaders.brf actually have an entire list?

Basically, the name tells you what it is. Simple as that

Not completely that simple. For example the nospec_blablabla shaders actually do have a specular component, just not a spec map. If you want no specular you have to use the standard_.... shaders. And of course the specular_ uses a specular map. There are a quite a few more special shaders that I don't really know about what they do, but you probably don't need them anyway.
 
Is a mod made by me more like private or like non-profit use?


(I need to know this because of the terms of use of one resource I'd like to add to Renaissance.)
 
Barabas said:
If you distribute the mod to other people it's non-profit I guess.

Ok, thanks! :smile:

What's it gotta do with all those Africans-in-Berets-and-Millstone-Collar-Avatars? I've seen them many times on the forums recently.
 
Caba`drin said:
celestialred said:
(try_for_range, ":troop_no", kingdom_1_lords_begin, kingdom_1_lords_end),
    (troop_slot_ge , "trp_american_standard_bearer", slot_party_standard_bearer, 0)
            (add_companion_party, "trp_american_standard_bearer")
(try_end)

I have a grave feeling this is completely incorrect syntax. Any help?
Your feeling is quite correct.

In order to do this without any scripting, you could simply add a standard bearer to the reinforcement party templates of those factions and ensure they each have such a troop...but if your concern is that the party has a standard bearer at all times, that won't do as they could die or end up with multiple bearers after a few reinforcements, so scripting would likely be best.

You'll want to loop through all parties, not through a range of troops:
(try_for_parties, ":party_no"),

will get you started there. If you are talking lord's parties in the field, you want to be sure that
(party_slot_eq, ":party_no", slot_party_type, spt_kingdom_hero_party),

Then, you'll want to check if that party has the troop you want. For that, you'll need to loop through the party's troop stacks. For that, you'll need:
(party_get_num_companion_stacks, ":num_stacks", ":party_no"),
(try_for_range, ":stack", 0, ":num_stacks"),
    (party_stack_get_troop_id, ":troop", ":party_no", ":stack"),

and that should get you started looping through the troops a party actually has. Check for equality with the appropriate standard bearer (likely the best way to do this would be to store the relevant standard bearer's troop ID in a faction slot and then retrieve it via (store_faction_of_party) and (faction_get_slot). So you won't need your _begin, _end looping ranges, at least not for this. See scripts and the use of slots like slot_faction_tier_1_troop for more ideas here.

Finally, the command to add your troop is
(party_add_members,<party_id>,<troop_id>,<number>),
though you might want to use (party_force_add_members,<party_id>,<troop_id>,<number>),
in case the lord is at his party member limit

Alrighty Caba'drin,

Here's what I wrote

#Script for Standard Bearers
  ("update_standard_bearers",
  [
    (try_for_parties, ":party_no"),
(party_slot_eq, ":party_no", slot_party_standard_bearer, spt_kingdom_hero_party),
(party_get_num_companion_stacks, ":num_stacks", ":party_no"),
    (try_for_range, ":stack", 0, ":num_stacks"),
      (party_stack_get_troop_id, ":troop", ":party_no", ":stack"),
  (party_force_add_members, ":party_no", "trp_american_standard_bearer", 1),
    ]),

It's not adding them in. What am I doing wrong? :sad: Lol.
 
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