Modding Q&A [For Quick Questions and Answers]

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He use all .py file, make spell really hard, so he us menues, scirpts, dialougues, evn prisentationees I thing u look everywere in all py fiels, not as simpl as say "wat file", maby in Engliesh grammaer book aswell k thx buy.
 
Lumos 说:
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> Establishing translation uplink...
He use all .py file, make spell really hard, so he us menues, scirpts, dialougues, evn prisentationees I thing u look everywere in all py fiels, not as simpl as say "wat file", maby in Engliesh grammaer book aswell k thx buy.


all??????


ok i looked thx
 
Are you spanish or something, if you are I apologize for being rude, I thought you were yanking my chain.
 
Lumos 说:
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> Establishing translation uplink...
He use all .py file, make spell really hard, so he us menues, scirpts, dialougues, evn prisentationees I thing u look everywere in all py fiels, not as simpl as say "wat file", maby in Engliesh grammaer book aswell k thx buy.
I am surprised that he actually understood that better than your previous statements.  :lol:
 
How would i go about changing denars to something else? I just want to change the name mind you, nothing else...
 
Michadr 说:
How would i go about changing denars to something else? I just want to change the name mind you, nothing else...
script_game_get_money_text will guide you. Some occurrences also exist in dialogues or menus or whatever, fields which are not governed by this script, so you may need to do a Find All and replace where necessary.

Zirkhovsky 说:
I am surprised that he actually understood that better than your previous statements.  :lol:
So am I, to be honest. :lol:

Thane Delphi 说:
Are you spanish or something, if you are I apologize for being rude, I thought you were yanking my chain.
Bad English and an incomprehensible name are the two requirements for fulfilling the "Generic Chinese Person" stereotype. Moverover, he's asking about a chinese mod, so this further strengthens this impression.
 
i have a problem that piss me off and happened to me in the past. I have this piece of code in a scene prop code block
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                                               (try_begin),
							(eq,":type",itp_type_bow),
							(assign,":itm2","itm_practice_arrows_100_amount"),
						(else_try),
							(eq,":type",itp_type_crossbow),
							(assign,":itm2","itm_bolts"),
						(else_try),
							(eq,":type",itp_type_pistol),
							(assign,":itm2","itm_cartridges"),
						(try_end),

and when i try to compile i get name 'itp_type_bow' is not defined...what could be the cause?(i did NOT modified any header_ files)
 
I want to setup an invasion with a simple trigger, not time but as a result of a quest.
Can anybody help me with this please.
If no one wants to that's fine but its kind of critical to my mod.
 
This is a noobish question and I'm embaressed to ask it, but how would I go about doing that?

*Sighs loudly at his own stupidity
 
Sigh. I'm at a complete loss. Again.

There was me wanting to create a new skeleton for the Goblins of my mod. I did so. I went into OpenBRF, exported the human skeleton as a .smd, posed it in Blender. All went swimmingly.

Then, I exported it in .smd, re-imported to OpenBRF - to find that nothing had changed.
My changes to the skeleton had done nothing.

What am I doing wrong? I've searched on the forum, there is nothing. No one else seems to be having this issue, so I am guessing it is part of the way I'm exporting the .smd which I'm doing wrong.

Perhaps MadVader or Lumos can help me? I know both of you have worked with skeletons in M&B before.

This really is becoming a headache.
 
Jarvisimo 说:
Sigh. I'm at a complete loss. Again.

There was me wanting to create a new skeleton for the Goblins of my mod. I did so. I went into OpenBRF, exported the human skeleton as a .smd, posed it in Blender. All went swimmingly.

Then, I exported it in .smd, re-imported to OpenBRF - to find that nothing had changed.
My changes to the skeleton had done nothing.

What am I doing wrong? I've searched on the forum, there is nothing. No one else seems to be having this issue, so I am guessing it is part of the way I'm exporting the .smd which I'm doing wrong.

Perhaps MadVader or Lumos can help me? I know both of you have worked with skeletons in M&B before.

This really is becoming a headache.

Skeletons are easy to do jarvy  :wink: do not export it as a smd, in open brf instead go down to make a skeleton modification mesh, exports it as an obj. Then import into a modelling program and reposition the bones as you so desire, then go back into open brf and duplicate your initial human skeleton and rename it (like goblin_skeleton or whatever), then right click and click on modify from a skeleton modification mesh and you should have your new skeleton. It will ask you something when you attempt to close openbrf about modifying hitboxes (I think) allow it to do so and it should save them in a file in the data folder
 
Yep, I tried that. The skeleton looked fine, but when I applied it to a model, the model was slightly leaned back and stretched.

Edit: Nevermind, it's resolved now. Thank you Grandmaster for trying to help!
 
Jarvisimo 说:
Yep, I tried that. The skeleton looked fine, but when I applied it to a model, the model was slightly leaned back and stretched.

Edit: Nevermind, it's resolved now. Thank you Grandmaster for trying to help!

http://xkcd.com/979/
 
Anyone know how to change the sand effect you get from placing the ocean terrain near the shore to create waves on the campaign map to something else? It looks gash in some places with sand on the shore and it don't seem to blend very well.

Cheers
 
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