Modding Q&A [For Quick Questions and Answers]

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Seek n Destroy said:
Not sure about that one but maybe you could use vertex painting on the swamp part of the map, if I remember correctly in one of the world map creation tutorials that is somewhere in the forge the author used vertex painting to make the roads which used the grass material.
Vertex painting is out of the question as far as I can tell,
You cannot vertex paint in thorgrims, you also cannot use obj  to map.txt converters  -  as Obj's do not support vertex painting - they dont save vertex painted data.

If vertex painting was possible on the world map it would open up so many different possibilities for modding "hacks",  you could literally quadruple the number of map textures used (and I mean entirely new textures) by altering shader files, amongst so many other things. If only there was a way.

Seek n Destroy said:
Making the swamp as a map icon might be viable too if you are inventive.
Possible however you would need to split it into multiple small map icons if you have a medium to large sized swamp. Map icons glitch out of the screen/dissappear when their center point (defined in module_parties) is outside of the area on screen. The maximum size of a map icon is probably about 4-5 times the width of one of natives towns, any bigger and the glitching out of shot effect makes it look stupid.


 
Hey there. I'm having trouble with Server-Client Interaction.

Here are the problematic scripts:
Code:
          (eq,":event_type", multiplayer_event_agent_submits_animation),
	  (store_script_param, ":agent_no", 3),
	  (store_script_param, ":animation", 4),
	  (store_script_param, ":option", 5),
	  
	  (display_message, "@Server Side Animation Started"),  #Debug
	  
          (get_max_players, ":num_players"),
          (try_for_range, ":cur_player", 0, ":num_players"),
			(display_message, "@Loop Started"),  #Debug
                        (player_is_active,":cur_player"),
			(display_message, "@Player Is Active"),  #Debug
                        (multiplayer_send_3_int_to_player, ":cur_player", multiplayer_event_agent_set_animation, ":agent_no", ":animation", ":option"),
          (try_end),
	  
	  (else_try),

Code:
   		(else_try),
			 (eq, ":event_type", multiplayer_event_agent_set_animation),
			 (display_message, "@Client Side Pre-Started"), #Debug
			 (store_script_param, ":agent_no", 3),
			 (store_script_param, ":animation", 4),
			 (store_script_param, ":option", 5),
			 
			 (display_message, "@Client Side Animation Started"),  #Debug
			 
			 (agent_set_animation, ":agent_no", ":animation", ":option"),

The problem is that the animation does not get played at all. The debug messages "Server Side Animation Started", "Loop Started", and "Player Is Active" get triggered, but  "Client Side Pre-Started" and "Client Side Animation Started" do not . Basically, it goes to the server but doesn't come back to the client.

Can anyone help?
 
Nord Champion said:
Hey there. I'm having trouble with Server-Client Interaction.
Just use agent_set_animation on the server: it is one of the operations that is automatically synchronized with clients in the game engine.

Your problem might be caused by defining the new network message (for multiplayer_event_agent_set_animation) as a number outside the range 0 - 127: the message type is truncated to a 7 bit integer, so 145 will just be recognized as message number 17 (= 145 - 12:cool:. Also make sure you have added the message handler code correctly associated with the else_try blocks for the client messages: consistent and logical indentation helps a lot with that, unlike the messy code snippets in your post.
 
HyperCharge said:
First ;

HyperCharge said:
Im copied modmerger files,and necessary files,I added the mods to mod_active.And,I opened the installer.when i Installing,İt gives to me;

Code:
Traceback (most recent call last):
     File "C:\Users\Spring\Desktop\Module Sys\Module_system 1.158\modmerger_installer.py", line 424, in (module)
       main_menu ()
     File "C:\Users\Spring\Desktop\Module Sys\Module_system 1.158\modmerger_installer.py", line 483, in main_menu
       install_modmerger ()
     File "C:\Users\Spring\Desktop\Module Sys\Module_system 1.158\modmerger_installer.py", line 339, in install_modmerger
       if(   brand_component_source_file(comp_name)   ):
     File "C:\Users\Spring\Desktop\Module Sys\Module_system 1.158\modmerger_installer.py", line 233, in brand_component_source_file
       f  -  open(source_filename)
|OError|  [Error 2] No such file or directory : 'module_animations.py'

And CMD window is closing quickly by itself.

Why it gives to me ?

Second;

Im opening the saved Wings files,but when i opened,my model is missing.


Third;

How can i do troop trees window in the Camp menu ? there have a topic and link.But its dead.

Thank you for now.

Please answer it..always falling to back...
 
Hello, I Was wondering if you mod something like Napoleonic Wars, Is there away to Increase the team amount, say how in NW there would be like british vs russia, is there away to make it like british vs russia vs germany? I would assume it would start by the choose your team screen and have one team on the left side, one on the right (which is pre set) and then some how add another team in the middle of the screen?
 
Quick questions: how taxing is the alpha test on performance? I feel like I'm relying on it a bit too much when simply being more economical with my polys would suffice.

Also how would i check for the lord troop of a party? I want to give certain lords different reinforcement compositions, but i can't find any examples of such troop checks in the native code.
 
They're not too bad if you have the right settings - if you're worried about the performance you can remove smaller parts (like tassels and other smaller parts that needs alpha) in the lod models. As for lords, either iterate through all the parties, check the template (for kingdom hero party) and then check the first troop in the party stack (the hero). You can also iterate through all the active npcs, find their leaded_party slot, and do reinforcements either. Alternatively, just go in script_cf_reinforce_party and add the first troop check or implement it in the outer script_hire_men_to_kingdom_hero_party (which has the troop as the parameter).
 
Vornne said:
Nord Champion said:
Hey there. I'm having trouble with Server-Client Interaction.
Just use agent_set_animation on the server: it is one of the operations that is automatically synchronized with clients in the game engine.

Your problem might be caused by defining the new network message (for multiplayer_event_agent_set_animation) as a number outside the range 0 - 127: the message type is truncated to a 7 bit integer, so 145 will just be recognized as message number 17 (= 145 - 12:cool:. Also make sure you have added the message handler code correctly associated with the else_try blocks for the client messages: consistent and logical indentation helps a lot with that, unlike the messy code snippets in your post.

Thanks, now I have another question.

When I use "add_missile", the bullet appears to be firing incorrectly. When I'm firing it normally, the bullet spawns a couple feet to the right of me and whenever I'm pointing the gun at the ground, it fires as if I was pointing it in front of me. I'm hosting a dedicated server on my computer, so I don't know if that is the problem or not. I also use "agent_get_look_position" to get the position for the bullet.
 
Make a copy of the look position and move it in the y direction about 80 and then z to about 240 if mounted. You don't need to anything extra to the position if you're adding it from inside ti_on_weapon_attack, however.
 
so, spr_stand_cloth uses the texture from one of the banners in banners_a. Is it possible to remove this banner from the banner selection page without messing up spr_stand_cloth's textures?
 
If you're not modifying all the banners on that sheet make your modification into a separate material and change the references to map to banner meshes using your new material instead of the Native one. Otherwise go in and re-map the uv texture of that prop and update the reference to spr_stand_cloth.
 
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