My Problems

Users who are viewing this thread

jestersheep

Recruit
I am a student studying game development in the UK.
I recently bought this game and have played it over 10 hours in the past 24 hours (:razz:)...

I use 3Ds max on as daily routine and believe that I am at professional standard (Too modest?).
I really feel my skills could be put to use in this game as the mods I have seen look some what, awesome.
For instance creating new body armor pieces and importing them into the game along with scenary and friends.


My problem is, there is far too much information about mods in this game... I have downloaded Python (2.6.2) and I am having trouble with the installation part. I am almost certain there would be a simple guide to it out there but to be honest I have come across far too much information that is flooding my mind almost forcing me to give up.
After looking through all of the files I cant find a specific installer application (Rather annoying). I feeling stupid and it's more than likely right infront of me.

If Python is not what I need to import my 3Ds models into this fab game then please direct me into the right direction as I am a very puzzled person
.

On another note that more than likely doesn't belong here (But worth mentioning as a small question) - On the map (The big one) when you are stationary it pauses the game; is there a button that I can press to unpause the game? Thus I stay still and others walk around me.

Edit: It's just set up camp right? :S
 
You can Set Up Camp; Wait for some time, to pass time very quickly. You can also use the Space Bar to pass time somewhat more slowly.

Also, what you need to import models is BRFEdit, and it'd be best if you used Wings for any modeling you do for M&B as in my experience, it's simplest.
 
Austupaio said:
You can Set Up Camp; Wait for some time, to pass time very quickly. You can also use the Space Bar to pass time somewhat more slowly.

Also, what you need to import models is BRFEdit, and it'd be best if you used Wings for any modeling you do for M&B as in my experience, it's simplest.


Do I not need Python then? I am quite confused on how this engine runs and how certain properties are put in place.
What polygon count can the engine hold and does it support bump maps?

If I were to model, say... A sword and used this BRFEedit tool you talk of, will I be able to set propities like; where the sword it heald, how it is heald, what animations are played and then further propties such as damage ect...

P.s Thanks a lot for all the help, this game is underated (Community and Overall Gaming Experience)
 
jestersheep said:
Do I not need Python then? I am quite confused on how this engine runs and how certain properties are put in place.
What polygon count can the engine hold and does it support bump maps?

If I were to model, say... A sword and used this BRFEedit tool you talk of, will I be able to set propities like; where the sword it heald, how it is heald, what animations are played and then further propties such as damage ect...

P.s Thanks a lot for all the help, this game is underated (Community and Overall Gaming Experience)

Python is completely un-needed unless you intend to make in-depth coding changes.

Polygon count, basically anything you can throw at it, but performance will suffer if you have models over 5000 polygons. Entire scenes can go from 2000 - 10,000. However gear of any type should be around 500. More rare gear can be as much 1000 polygons each but that's still pushing it. Over-all, it's all about what your computer can handle, as the engine is pretty stable.

Bump-maps, no, not really. Besides few items in the game really need or deserve that much detail. You might want to get the Graphical Enhancement set for better lighting and HDR effects, if you have a good computer.

From personal experience, I'll address each thing individually.
- Hold Position; it's easiest to export an existing model from Native (That's the base game), then position and scale your model to more or less match that.
- How it's held, Animations, Properties; AFTER importing your model via BRFEdit, you can use the Item Editor to make a new 'item'. From there you just assign the mesh, your model, and it gets really simple. You can tell it which animations to use, how to block, what kind of damage and how much etc. etc.

Over all, BRFEdit puts stuff such as models and textures in the game. The Item Editor makes them usable as items.

P.S. I'm not the most experienced, so inevitably I missed things. I'd suggest going from here to the Forge to find tutorials. HokieBT has made really good ones.
 
Thanks for all the help... So pretty much the Engine can handle most things?
Hmm, what about a raytraced mirror? Or realistic reflection on swords?
One other thing, I noticed when charging at an enemy that the dust particles vanish once within a certain range, is there a way to make them passive and perhaps modify them? (Item Editor?).

As I am doing a Game development course I have invested in a very good computer so I should be fine :smile:
 
And now you've gone over my head, don't even know what a Ray-Traced mirror is.  I would suggest talking to the Graphical Enhancement guy, although last I heard he was losing/has lost interest in modding this game so he might be hard to reach.

Regardless, look into Graphical Enhancement 2.5, the game has little to no lighting effects even in DX9, but with Graphical Enhancement everything is shiny and sexy. I think that could answer some of your questions. It also seems to add reflections, rather realistic ones in my opinion, to weapons such as swords.
 
I see, well I will test out what you said and see what I can do :smile:

Got a few models I could test out...

It seems the person you are talking about was going to do the mod with the camel (Something Age?).
I understand he doesnt use 3Ds max so he may not be able to help :S
 
Like I said, most people.. or atleast a large number use Wings 3D because it is largely simple and compatible with M&B modding.  You can find that program for free, here.

At the very least, it can import a large number of formats, but I don't think it can import .max files.
 
I work in Max and a small amount in XSI and Maya... 3Ds max is the one I can shine in so I don't really fancy changing, besides through past projects I already have some medievil models.

Don't suppose you know what type of character animation is needed? (System wise).

Bones, Parent and mesh rigging or Biped?
 
A simple Rig, which is fairly easy to do yourself, once you understand it and have the motivation; there's also a program that auto-rigs meshes floating about, but I wouldn't know how to point you to it. From what I heard it's also pretty messy.
 
I might be able to pitch in, since I'm using 3ds max as well.
The game does not support ray-trace mirror, and you have to make the texture and the model individually and making the texture a DDS file, while the model can be smd, obj and a third one i can't remember. People seem to prefer .obj files.
When you export the model to an .obj file, make sure you enable vertex normals and disable materials.
Also, BRF edit requires everything to be a single mesh. You can BRFedit do it for you, but some glitches may occur.
 
So, I have got as far as creating the sword and some random meshes... After some messing around got the size perfect and got it into BRF following what you said Sheriff-murder.

I now need some help on the whole texture context, could you please elborate on the subject?

I put together a quick scene earlier and the sword in it with the textures is what I want in the game.
riseofthehamlet.jpg
 
To add textures, you do the same as you did with the meshes, but on the textures tab on BRFedit. When you have done that, you can select the texture from the drop-down on the meshes tab.

Note that BRFedit has gotten quite glitchy lately and you might have to restart it for it to show the textures. Usually if it shows as black.
 
I have never needed to export a texture from 3ds max meaning I am not too sure on how to go about it.
(Only work with the library).

Mind explaining? (I have a decent knowledge of 3ds max so just give me names).
 
You'll need to import the textures you used in 3ds to BRF  (( & also place them in the textures folder)) after that You'll have to create a material from that texture ((you can clone a native texture & then change the diffuse to the name of your texture)) & then apply it to your model....
 
Sibylla said:
You'll need to import the textures you used in 3ds to BRF.

You see, he(i used to) uses the material library IN 3ds max to create a texture, the problem is making it an individual file and not a part of the mesh's file.
 
Back
Top Bottom