Nope , all blocks run for all agents, the 5 agents were only example (short one), there may be as well 1000 agents or more.Sayd Ûthman said:thank's it made it clearer in my mind,so if i understand correctly, the first block will run for the first agent, the second block for the second agent and so on ?? but it is supposed to take only 3 and you said 5 agents
Lav said:Check the syntax in your module_troops.py file. Apparently one of your troop tuples has a number where the MS expects to see a string. In troops, this is either name or plural name I think.celestialred said:Anyone have an idea what this error code could be point towards?
Somebody said:No, you can only repurpose Native ones, which may or may not have the correct set of animations and ai behaviour associated with it.
as0017 said:How to tangent-dir a mesh. I knew how to make a normal-map, but haven't known how to tangent dir?
Is there any one know ?
SonKidd said:Is it possible to add new ground textures?
Also, are auto-generated trees in scenes more efficient than those placed as scene-props?
We assume there are enough banners for all kingdom heroes.
#faction banners
(faction_set_slot, "fac_kingdom_1", slot_faction_banner, "mesh_banner_kingdom_f"),
(faction_set_slot, "fac_kingdom_2", slot_faction_banner, "mesh_banner_kingdom_b"),
(faction_set_slot, "fac_kingdom_3", slot_faction_banner, "mesh_banner_kingdom_c"),
(faction_set_slot, "fac_kingdom_4", slot_faction_banner, "mesh_banner_kingdom_a"),
(faction_set_slot, "fac_kingdom_5", slot_faction_banner, "mesh_banner_kingdom_d"),
(faction_set_slot, "fac_kingdom_6", slot_faction_banner, "mesh_banner_kingdom_e"),
(faction_set_slot, "fac_kingdom_7", slot_faction_banner, "mesh_banner_kingdom_f"),
(faction_set_slot, "fac_kingdom_8", slot_faction_banner, "mesh_banner_kingdom_b"),
(faction_set_slot, "fac_kingdom_9", slot_faction_banner, "mesh_banner_kingdom_c"),
(faction_set_slot, "fac_kingdom_10", slot_faction_banner, "mesh_banner_kingdom_a"),
(faction_set_slot, "fac_kingdom_11", slot_faction_banner, "mesh_banner_kingdom_d"),
(faction_set_slot, "fac_kingdom_12", slot_faction_banner, "mesh_banner_kingdom_e"),
#(faction_set_slot, "fac_kingdom_13", slot_faction_banner, "mesh_banner_kingdom_e"),
(try_for_range, ":cur_faction", npc_kingdoms_begin, npc_kingdoms_end),
(faction_get_slot, ":cur_faction_king", ":cur_faction", slot_faction_leader),
(faction_get_slot, ":cur_faction_banner", ":cur_faction", slot_faction_banner),
(val_sub, ":cur_faction_banner", banner_meshes_begin),
(val_add, ":cur_faction_banner", banner_scene_props_begin),
(troop_set_slot, ":cur_faction_king", slot_troop_banner_scene_prop, ":cur_faction_banner"),
(try_end),
#(assign, ":num_khergit_lords_assigned", 0),
#(assign, ":num_sarranid_lords_assigned", 0),
#(assign, ":num_other_lords_assigned", 0),
(try_for_range, ":kingdom_hero", active_npcs_begin, active_npcs_end),
(this_or_next|troop_slot_eq, ":kingdom_hero", slot_troop_occupation, slto_kingdom_hero),
(troop_slot_eq, ":kingdom_hero", slot_troop_occupation, slto_inactive_pretender),
(store_troop_faction, ":kingdom_hero_faction", ":kingdom_hero"),
(neg|faction_slot_eq, ":kingdom_hero_faction", slot_faction_leader, ":kingdom_hero"),
(try_begin),
(eq, ":kingdom_hero_faction", "fac_kingdom_1"), #French
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_a"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_2"), #British
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_b"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_3"), #HRE
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_c"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_4"), #Bavaria
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_d"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_5"), #Dutch
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_e"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_6"), #Spanish Bourbons
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_f"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_7"), #Denmark
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_g"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_8"), #Sweden
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_h"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_9"), #Prussia
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_i"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_10"), #Spanish Habsburgs
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_k"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_11"), #Poland
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_j"),
(else_try),
(eq, ":kingdom_hero_faction", "fac_kingdom_12"), #Russia
(troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_banner_l"),
(try_end),
#(try_begin),
# (this_or_next|lt, ":banner_id", banner_scene_props_begin),
# (gt, ":banner_id", banner_scene_props_end_minus_one),
# (display_message, "@{!}ERROR: Not enough banners for heroes!"),
#(try_end),
Dargor said:SonKidd said:Is it possible to add new ground textures?
Also, are auto-generated trees in scenes more efficient than those placed as scene-props?
1. You can't add but can replace ground textures, look at materials.brf file. It's very simple.
2. Auto-generated trees allow to create smaller scenes (I mean *.sco files with less Kb) and save your time, but if You will change Flora_kinds.py after creating scenes, some trees may appear in places where you don't need at all.
For all things optimization, trust in xeno: [INFO] Texture optimization: some fine print.celestialred said:1. What is a good way to optimize all the textures in a mod? I would like to find ways to reduce the CPU/RAM load with things like texture quality, lots of rigged meshes, etc.
3. What are some good tips/ideas about music file formats? While .ogg is preferred due to it's size, I'm finding that due to encoding issues, some of my .ogg files simply won't play. They are tagged correctly, because when I move them into being wav files, they play fine.
Error: Unable to load town_british_purcell.ogg StoreStats - success
Might want to chat with monnikje about that...he's done more combining and recombining of .brfs from Native and umpteen OSPs than I can shake a stick at.celestialred said:2. What are some good ways to combine and condense the number of BRF files? Are there any do's and don't's you'd recommend?
Caba`drin said:For all things optimization, trust in xeno: [INFO] Texture optimization: some fine print.celestialred said:1. What is a good way to optimize all the textures in a mod? I would like to find ways to reduce the CPU/RAM load with things like texture quality, lots of rigged meshes, etc.
3. What are some good tips/ideas about music file formats? While .ogg is preferred due to it's size, I'm finding that due to encoding issues, some of my .ogg files simply won't play. They are tagged correctly, because when I move them into being wav files, they play fine.
Error: Unable to load town_british_purcell.ogg StoreStats - success
[Info] Optimization Announcement: Sound and your Mods
Might want to chat with monnikje about that...he's done more combining and recombining of .brfs from Native and umpteen OSPs than I can shake a stick at.celestialred said:2. What are some good ways to combine and condense the number of BRF files? Are there any do's and don't's you'd recommend?
Put this to one side for a while but now I'm trying to work it out again.Caba`drin said:The mission_template_trigger named "common_battle_init_banner" calls the script "script_troop_agent_set_banner" that in turn calls another script "script_agent_troop_get_banner_mesh" that figures out which banner to draw over the various agents.captain lust said:Just started scripting in the module system...
Wondering if there is any code for the banners that appear above the heads of friendly troops or if it's all hard-coded. Basically, I'm looking to modify it so that a spectator (in multiplayer) can view these banner icons for all troops, as a way to give a clearer indication about which team each player is on.
Any advice or nudges in useful directions would be appreciated .
You likely need only to concern yourself with the final of these scripts.
Dargor said:Do you mean Ground_specs.py ?
Sorry for the poor advice lust. I could have sworn there was an (agent_is_ally) check in one of those scripts or in the tableau material code ("game_troop_label_banner"), but it must have been a figment of my imagination.captain lust said:Put this to one side for a while but now I'm trying to work it out again.Caba`drin said:The mission_template_trigger named "common_battle_init_banner" calls the script "script_troop_agent_set_banner" that in turn calls another script "script_agent_troop_get_banner_mesh" that figures out which banner to draw over the various agents.
You likely need only to concern yourself with the final of these scripts.
Cannot, for the life of me, see where it tells the game to only show the banner icons for your teammates. Any clues?