Modding Q&A [For Quick Questions and Answers]

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CTCCoco said:
Azrooh said:
Is the .brf called Potion, or the model inside the .brf?
It's the .brf | Don't know the inside name, I receive these files, the problem is that it's the first time that I tryed to add a custom 3D weapon, but I haven't maked it (there is a 3D modeller).

A .brf is a collection of resources, not just a single file, so get OpenBRF and make sure everything's what it should be inside of it.
 
CTCCoco said:
Em... somebody can help me, please?

I'm trying to adding a new throwing weapon with a new model, I have a .brf called "Potion" and a .dds called "potion_txt".

Somebody made these things for me, but I don't know if it's my problem or what, but I can't see the item in-game.

I have used load_mod_resource = Potion before materials.

And I have edit a Dart item, and I have set it to the end of module_items (before items_end):

["potion",        "Potion", [("Potion",0),("Potion", ixmesh_carry)], itp_type_thrown |itp_merchandise|itp_primary ,itcf_throw_javelin|itcf_carry_quiver_right_vertical|itcf_show_holster_when_drawn,
155 , weight(4)|difficulty(1)|spd_rtng(95) | shoot_speed(2:cool: | thrust_damage(22 ,  pierce)|max_ammo(7)|weapon_length(32),imodbits_thrown ],


What's the problem? :s

Hm, i thought you didn't know of importing things and sent you the game-ready files. Only now, you need to open the BRF file with OpenBRF, find the mesh and set the item's mesh what name BRF shows for the mesh.
 
I really need to know how to change the food consumption rate and  the amount of food consumed, someone plz help
 
Belendor Torheal Artendor said:
CTCCoco said:
Em... somebody can help me, please?

I'm trying to adding a new throwing weapon with a new model, I have a .brf called "Potion" and a .dds called "potion_txt".

Somebody made these things for me, but I don't know if it's my problem or what, but I can't see the item in-game.

I have used load_mod_resource = Potion before materials.

And I have edit a Dart item, and I have set it to the end of module_items (before items_end):

["potion",        "Potion", [("Potion",0),("Potion", ixmesh_carry)], itp_type_thrown |itp_merchandise|itp_primary ,itcf_throw_javelin|itcf_carry_quiver_right_vertical|itcf_show_holster_when_drawn,
155 , weight(4)|difficulty(1)|spd_rtng(95) | shoot_speed(2:cool: | thrust_damage(22 ,  pierce)|max_ammo(7)|weapon_length(32),imodbits_thrown ],


What's the problem? :s

Hm, i thought you didn't know of importing things and sent you the game-ready files. Only now, you need to open the BRF file with OpenBRF, find the mesh and set the item's mesh what name BRF shows for the mesh.

Thanks for the help. Like I said, I'm still learning the warband Module System (I have only some weeks learning the Module System, and only programming things which is what I have experience in other languages), things like particles and this is the first time that I use .brf files.

So, I will do it now.
 
I've tried to change the clothes of the multiplayer characher window. I know that the codes are this:

Code:
  ["multiplayer_profile_troop_male","multiplayer_profile_troop_male","multiplayer_profile_troop_male", tf_hero|tf_guarantee_all, 0, 0,fac_commoners,
   [itm_sohei_armor2, itm_khergit_leather_boots],
   0, 0, 0, 0x000000018000000136db6db6db6db6db00000000001db6db0000000000000000],
  ["multiplayer_profile_troop_female","multiplayer_profile_troop_female","multiplayer_profile_troop_female", tf_hero|tf_female|tf_guarantee_all, 0, 0,fac_commoners,
   [itm_yida, itm_khergit_leather_boots],
   0, 0, 0, 0x000000018000000136db6db6db6db6db00000000001db6db0000000000000000],

But i write the name of one of my new items, it doesn't appear. I think I must do something in module_scripts.py but i don't know what. Do you have an idea?

2012012100001.jpg
 
@Tomy44: If only one of your items won't appear then it is a problem with the item itself, more specifically a problem with the mesh being loaded. Double check that the item has a mesh defined and that the mesh is properly sized, positioned, textured, etc.
 
CTCCoco said:
Belendor Torheal Artendor said:
CTCCoco said:
Em... somebody can help me, please?

I'm trying to adding a new throwing weapon with a new model, I have a .brf called "Potion" and a .dds called "potion_txt".

Somebody made these things for me, but I don't know if it's my problem or what, but I can't see the item in-game.

I have used load_mod_resource = Potion before materials.

And I have edit a Dart item, and I have set it to the end of module_items (before items_end):

["potion",        "Potion", [("Potion",0),("Potion", ixmesh_carry)], itp_type_thrown |itp_merchandise|itp_primary ,itcf_throw_javelin|itcf_carry_quiver_right_vertical|itcf_show_holster_when_drawn,
155 , weight(4)|difficulty(1)|spd_rtng(95) | shoot_speed(2:cool: | thrust_damage(22 ,  pierce)|max_ammo(7)|weapon_length(32),imodbits_thrown ],


What's the problem? :s

Hm, i thought you didn't know of importing things and sent you the game-ready files. Only now, you need to open the BRF file with OpenBRF, find the mesh and set the item's mesh what name BRF shows for the mesh.

Thanks for the help. Like I said, I'm still learning the warband Module System (I have only some weeks learning the Module System, and only programming things which is what I have experience in other languages), things like particles and this is the first time that I use .brf files.

So, I will do it now.
It didn't work yet. I have set the texture with OpenBRF as well, but I can't see it on the world.

This is the only thing that shows in-game: http://cloud.steampowered.com/ugc/613847892825233208/9F205CCDF180AA5229A2C4B58F33E55F0E02746B/

This is the Open BRF (before it haven't a Mat or Text, I have add it):

http://s7.postimage.org/bat0e0qsp/potion_bottle.jpg

The code:

["potion_combined",        "Potion", [("potion_combined",0),("dart_b_bag", ixmesh_carry)], itp_type_thrown |itp_merchandise|itp_primary ,itcf_throw_javelin|itcf_carry_quiver_right_vertical|itcf_show_holster_when_drawn,
155 , weight(4)|difficulty(1)|spd_rtng(95) | shoot_speed(2:cool: | thrust_damage(22 ,  pierce)|max_ammo(7)|weapon_length(32),imodbits_thrown ],

What's the problem? :s

 
Look for the comment "Consuming food at every 14 hours" in module_simple_triggers. You should be able to do what you want from there.

i am trying to edit a previous mod and the simple triggers and triggers.txt in the module section only have numbers
could you give me a step by step solution?
Thx in advance
 
Dear god someone help me, I ave been trying for two hours now and I just gave up there now because its never the way I want it. So angry I could hit someone or rip their head off their shoulders for ****s sake. Sorry for the bad language but I have to express my frustration, just wasted two hours for nothing. Loading the game up and exiting back out changing things loading back up and im always plagued by heavy loading times so its even worse.

Here is my problem I have been trying to get this dotted fence working ingame and it looks great in brf then ingame its not the way it should be. On the materials I have alpha testand blend add ticked, anything missing. Specular shader as the shader.

In brf

Ingame
 
I didnt do a spec map but just added a totally black one (Just did it the same as the window base glass i did) after the post and that didnt help anything. Could someone could get this right for me, my head has just melted trying to get this to work and its probably just something stupid that I did wrong or didnt do.

Here is the texture


Here is the alpha
 
Noob question. How can I increase the chance to disguise myself into enemy settlement? The 100% chance would be perfect. I know I should change some numbers in these lines:
Disguise_yourself_and_try_to_sneak_into_the_{s7}  19 522 3 1224979098644774912 144115188075856960 30 1601 2 1224979098644774913 648518346341351424 1602 2 1224979098644774914 648518346341351424 2105 2 1224979098644774913 1224979098644774914 2107 2 1224979098644774913 2 2108 2 1224979098644774913 3 2120 3 1224979098644774915 1224979098644774912 1224979098644774913 2136 3 1224979098644774916 0 100 4 0 1073741854 2 1224979098644774916 1224979098644774915 31 2 144115188075856284 144115188075856336 2133 2 144115188075856284 0 2133 2 144115188075856278 1 2133 2 144115188075856279 1 2060 1 864691128455135374 2133 2 144115188075856213 1 5 0 2060 1 864691128455135375 3 0  .  mno_castle_start_siege

but I dunno which numbers are responsible for that.
 
2136 3 1224979098644774916 0 100

that is
(store_random_in_range, ":local_var", 0, 100),

within
Code:
         (faction_get_slot, ":player_alarm", "$g_encountered_party_faction", slot_faction_player_alarm),
         (party_get_num_companions, ":num_men", "p_main_party"),
         (party_get_num_prisoners, ":num_prisoners", "p_main_party"),
         (val_add, ":num_men", ":num_prisoners"),
         (val_mul, ":num_men", 2),
         (val_div, ":num_men", 3),
         (store_add, ":get_caught_chance", ":player_alarm", ":num_men"),
         (store_random_in_range, ":random_chance", 0, 100),
         (try_begin),
           (this_or_next|ge, ":random_chance", ":get_caught_chance"),
           (eq, "$g_last_defeated_bandits_town", "$g_encountered_party"),
           (assign, "$g_last_defeated_bandits_town", 0),
           (assign, "$sneaked_into_town",1),
           (assign, "$town_entered", 1),
           (jump_to_menu,"mnu_sneak_into_town_suceeded"),
           (assign, "$g_mt_mode", tcm_disguised),
         (else_try),
           (jump_to_menu,"mnu_sneak_into_town_caught"),
         (try_end)

so change 0 to 99
 
Tomy44 said:
I've tried to change the clothes of the multiplayer characher window. I know that the codes are this:
Your items might have strength requirements that aren't met by the template characters.
CTCCoco said:
What's the problem? :s
The game sets a different camera angle for different item types. Since you defined it as a throwing weapon, the camera angle is from above. Make a copy of the mesh, tag it with ixmesh_inventory, and rotate it until it looks good.
luadog said:
i am trying to edit a previous mod and the simple triggers and triggers.txt in the module section only have numbers
could you give me a step by step solution?
Thx in advance
In Native this should be the only entry in simple_triggers that start with 14.000000.
2133 2 1224979098644774913 0 Base consumption amount. After this point, the number of people in your party is added up.
2108 2 1224979098644774913 3 That amount is then divided by 3. You can change this or change 2108 to 2107 for multiply.
 
I wish to rotate a shield so when its in the relaxed position it will be up against his side and not going off to the left. How do I do that?

 
hi friends,
I want to know, if you can help me.
I searched in many places, but can not find much, I found the script too old, and do not work

I need a script for my new mod: "Guerra del Pacifico 1879- 1884"

- Move and drive a boat (for naval battles)
- Put and shoot one automatic weapon pedestal (type scene_prop, machine gun)
- and a grenade code, because I have does not work.

*** all this for multiplayer ***


thanks in advance    :roll:
 
Look for the comment "Consuming food at every 14 hours" in module_simple_triggers. You should be able to do what you want from there.

i am trying to edit a previous mod and the simple triggers and triggers.txt in the module section only have numbers
could you give me a step by step solution?
Thx in advance
 
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