Welcome!
Alright lads, I want to welcome you all in my Scening Guild. The Guild aims to:
- compile fine tutorials and hints,
- have a constantly updated FAQ,
- provide tech support and mentoring for sceners,
- collect OSP scenes,
- allow anyone to post scenes for feedback and discussion,
- let mod devs to post scene requests and hire sceners for their teams and
- inspire!
Tutorial section
Fabulous basic tutorial from Crossbow Joe:
Assuming you have already done this:
Start up Mount and Blade and click configure on the start up screen to warband then go to advanced and tick edit mode. Ignore the brackets next to it saying it slows down the game, that only really applies to when your editing.
I will begin.
Setup
- Just to familiarize yourself with it you can edit ruins multiplayer map. So make a copy of native and then run that copy. Go to multiplayer, host a game on the ruins map and just select spectator.
- Okay now you need to follow these two things, it is what you will do every time you scene edit.
1. Simply press "Alt+Enter" to go into windowed mode
2. Press "Ctrl+E" to open up edit mode.
- Well done you are now in the scene edit menu (The camera will probably spawn you in the corner of the map) just move around with W-A-S-D and click and drag to rotate around. If you see bright red and green squares these are the invisible barriers. The yellow arrows are entry points or "spawn points" the numbers mean different things depending on the scene. Check here for info in them for multiplayer. But leave that for now
- It may be a good idea to drag the menu window to the right side of the screen.
Edit Objects
- Now the menu on the side should be showing you a list of scene props in a scroll box.
- Select arabian_castle_battlement_a for starters.
- Then click the "Add Object" button.
- Now the battlement is ready for placement, just move your cursor around and whilst navigating the scene look for a place to put it. To place an object right click and it will lock in place.
- But of course you need to know these controls:
Hold down:
U: and move the mouse left and right to rotate the item, when you have rotated it to the right angle simply release it.
T: Moves it up and down
X: Rotates on the X-axis
Y: Rotates on the Y-axis
Z: rotates on the Z Axis
R: Reverts it back to its unchanged form
Note: If it is highlighted orange then you have it selected, hold Ctrl and right click to select multiple things.
If you have placed an item and are unhappy with where it has been placed select it again with right click then hold G to move it around again.
- To stop adding objects click the "Add Object" button again.
- Now that you know how to spawn objects have a scroll through the list (it is very long) and see what is in there. If you see something interesting then add it in to see what it is. This way you familiarize yourself with the selection.
Hint: If you have the "Add Object" button selected you can use the up and down keys to scroll through the selection. So you can see each item in front of you.
- If you want to remove a scene prop altogether then right click it and hit delete.
Now you are probably feeling pretty good about your new ability to scene edit but lets look at the rest of the menu.
- Down the bottom you will notice weather controls, ignore those they do not actually edit the weather for the scene it is only for previews.
- Above the scene props selection box there is another box which will probably have Entry point 0 as its first entry. This is a list of added scene props, if you double click on one it will take you to it but be warned it is often known to crash the game. It is best to avoid doing that unless necessary.
- Higher up you will notice boxes which have "Scale" and Pos X (Z and Y) this is the placement information of the selected scene prop, assuming you have one selected. If you don't select something now. In the scale box edit the top number to 2.0 instead of 1.0 and see how the selected scene prop stretches in a direction. This way you can make things bigger than originally made. It can really help if a door does not quite fit the opening for example. - Ignore the "Var No:" to be honest I don't know what it does.
Good luck
Some useful addition:
Start up Mount and Blade and click configure on the start up screen to warband then go to advanced and tick edit mode. Ignore the brackets next to it saying it slows down the game, that only really applies to when your editing.
I will begin.
Setup
- Just to familiarize yourself with it you can edit ruins multiplayer map. So make a copy of native and then run that copy. Go to multiplayer, host a game on the ruins map and just select spectator.
- Okay now you need to follow these two things, it is what you will do every time you scene edit.
1. Simply press "Alt+Enter" to go into windowed mode
2. Press "Ctrl+E" to open up edit mode.
- Well done you are now in the scene edit menu (The camera will probably spawn you in the corner of the map) just move around with W-A-S-D and click and drag to rotate around. If you see bright red and green squares these are the invisible barriers. The yellow arrows are entry points or "spawn points" the numbers mean different things depending on the scene. Check here for info in them for multiplayer. But leave that for now
- It may be a good idea to drag the menu window to the right side of the screen.
Edit Objects
- Now the menu on the side should be showing you a list of scene props in a scroll box.
- Select arabian_castle_battlement_a for starters.
- Then click the "Add Object" button.
- Now the battlement is ready for placement, just move your cursor around and whilst navigating the scene look for a place to put it. To place an object right click and it will lock in place.
- But of course you need to know these controls:
Hold down:
U: and move the mouse left and right to rotate the item, when you have rotated it to the right angle simply release it.
T: Moves it up and down
X: Rotates on the X-axis
Y: Rotates on the Y-axis
Z: rotates on the Z Axis
R: Reverts it back to its unchanged form
Note: If it is highlighted orange then you have it selected, hold Ctrl and right click to select multiple things.
If you have placed an item and are unhappy with where it has been placed select it again with right click then hold G to move it around again.
- To stop adding objects click the "Add Object" button again.
- Now that you know how to spawn objects have a scroll through the list (it is very long) and see what is in there. If you see something interesting then add it in to see what it is. This way you familiarize yourself with the selection.
Hint: If you have the "Add Object" button selected you can use the up and down keys to scroll through the selection. So you can see each item in front of you.
- If you want to remove a scene prop altogether then right click it and hit delete.
Now you are probably feeling pretty good about your new ability to scene edit but lets look at the rest of the menu.
- Down the bottom you will notice weather controls, ignore those they do not actually edit the weather for the scene it is only for previews.
- Above the scene props selection box there is another box which will probably have Entry point 0 as its first entry. This is a list of added scene props, if you double click on one it will take you to it but be warned it is often known to crash the game. It is best to avoid doing that unless necessary.
- Higher up you will notice boxes which have "Scale" and Pos X (Z and Y) this is the placement information of the selected scene prop, assuming you have one selected. If you don't select something now. In the scale box edit the top number to 2.0 instead of 1.0 and see how the selected scene prop stretches in a direction. This way you can make things bigger than originally made. It can really help if a door does not quite fit the opening for example. - Ignore the "Var No:" to be honest I don't know what it does.
Good luck
Some useful addition:
Crossbow Joe said:Scene editing is not exactly stable. It is known to crash, I get freezes all the time and if it freezes then just be glad it has not crashed. It is normal. But you are editing the scene to the mod but the scene is saved in scene_obj folder of the mod. If you edited the ruins map for example go into Scene Obj folder and search for "scn_multi_scene_1", and that is your edited scene.
Unfotunately not all the scene information is saved there, the terrain is saved somewhere else.
In scenes.txt of the mod search for multi_scene_1
scn_multi_scene_1 multi_scene_1 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000013003d7e30005053f00003b4e0000146300006e84
0
0
outer_terrain_beach
the bolded bit is the terrain code, I need that information to put your map in game.
So if you wanted to give somebody the edited ruins map for example you would send him the "scn_multi_scene_1" and the numbers highlighted.
The rest is up to him to add it in
Scening - a definitive guide by Veledentella, a very detailed tutorial
Arch3r's comprehensive scening overview (with multiplayer entrypoints)
Entry points (only single player) and general rehersal by Jubal
Madoc's Adding custom maps w/ auto-download tutorial
Turanien's advanced Creating a Multiplayer Map - (From Script to Hosting) (may be outdated!)
Basic Guide On Mapping (Scene Making) In Napoleonic Wars
Scene making video tutorial by Randall Hiner
Mortus' user friendly AI mesh tutorial, which is an important step and is dull but important, sadly the pictures are now missing
FAQ
Remember that if you have read at least the first tutorials you will most likely not have these questions. But here's the FAQ to make sure everything goes smooth:
Q:How do I enter the editor?
Start up Mount and Blade and click configure on the start up screen to warband then go to advanced and tick edit mode. Ignore the brackets next to it saying it slows down the game, that only really applies to when your editing.
Go to ANY scene.
1. Simply press "Alt+Enter" to go into windowed mode
2. Press "Ctrl+E" to open up edit mode.
Hint: host multiplayer maps for quick access.
Go to ANY scene.
1. Simply press "Alt+Enter" to go into windowed mode
2. Press "Ctrl+E" to open up edit mode.
Hint: host multiplayer maps for quick access.
Q:How to add objects?
The menu on the side should be showing you a list of scene props in a scroll box.
Select any entry and click the "Add Object" button.
Select any entry and click the "Add Object" button.
Q:What are the controls to move objects?
Hold down:
U: and move the mouse left and right to rotate the item, when you have rotated it to the right angle simply release it.
T: Moves it up and down
X: Rotates on the X-axis
Y: Rotates on the Y-axis
Z: rotates on the Z Axis
R: Reverts it back to its unchanged form
Note: If it is highlighted orange then you have it selected, hold Ctrl and right click to select multiple things.
If you have placed an item and are unhappy with where it has been placed select it again with right click then hold G to move it around again.
U: and move the mouse left and right to rotate the item, when you have rotated it to the right angle simply release it.
T: Moves it up and down
X: Rotates on the X-axis
Y: Rotates on the Y-axis
Z: rotates on the Z Axis
R: Reverts it back to its unchanged form
Note: If it is highlighted orange then you have it selected, hold Ctrl and right click to select multiple things.
If you have placed an item and are unhappy with where it has been placed select it again with right click then hold G to move it around again.
Q:How to move around the scene faster?
Double tap the direction key.
Hint: you can choose any troop instead of spectrator in MP. Just drive your character closer to the place you are going to work in and the camera will be appearing right above him when you will enter the edit mode.
Hint: you can choose any troop instead of spectrator in MP. Just drive your character closer to the place you are going to work in and the camera will be appearing right above him when you will enter the edit mode.
Q:Why do the shadows of deleted objects stay/the grass remains floating in the air after lowering the terrain?
To render all these things you must restart the map - press 'tab' to exit or exit to the administrator's panel in MP.
Q:How to undo things?
Be careful, because there is no undo. You have to return all the desired things manually if you managed to ruin something.
Q:Why doesn't grass 'grow' again automaticaly on the terrain that I have modifyed/where can I find the most common native grass texture which is not 'turf'?
The middle mouse button (wheel) erases all textures leaving this very basic 'grass' which also has the grass automatically rendered on it.
Q:There are (I've accidentaly made) some (black) stains that I can't get rid of.
Open the 'Ground color paint' menu, set the controller in the bottom of the box to the right (if it's not there allready) and brush the stain holding right mouse button.
Q:How to make water?
Just lower the terrain below certain point.
Hint:I realy suggest you not messing with any water scene props.
Hint:I realy suggest you not messing with any water scene props.
Q:How do I save the scene?
The only way to save the scene is to press the 'close' button and accept changes.
Q:Where can I find my scene?
The scene consists of an .sco object wich is stored in scene_obj folder of the mod. If you edited the ruins map for example go into Scene Obj folder and search for "scn_multi_scene_1", and that is your edited scene. The terrain is saved somewhere else.
In scenes.txt of the mod search for multi_scene_1
scn_multi_scene_1 multi_scene_1 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000013003d7e30005053f00003b4e0000146300006e84
0
0
outer_terrain_beach
The bolded bit is the terrain code, one needs that information to put your map in game.
So if you wanted to give somebody the edited ruins map for example you would send him the "scn_multi_scene_1" and the numbers highlighted.
The rest is up to him to add it in.
HintIf you have troubles finding your scene try sorting the files by the 'last modifyed' date in your scene_obj folder.
In scenes.txt of the mod search for multi_scene_1
scn_multi_scene_1 multi_scene_1 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x000000013003d7e30005053f00003b4e0000146300006e84
0
0
outer_terrain_beach
The bolded bit is the terrain code, one needs that information to put your map in game.
So if you wanted to give somebody the edited ruins map for example you would send him the "scn_multi_scene_1" and the numbers highlighted.
The rest is up to him to add it in.
HintIf you have troubles finding your scene try sorting the files by the 'last modifyed' date in your scene_obj folder.
Q:I play with weather controlls but the effect doesn't stay.
Yes, this is a preview function. The weather is coded somewhere else.
Q: How do I code weather with the module system?
There are also (get_global_cloud_amount) and (get_global_haze_amount) operations to determine how cloudy and foggy it already is.Abhuva said:Basic principles of using weather in scenes
We have different things to change the overall weather situation in a scene:
- set_fog_distance
- set_rain
- scene_set_day_time
- set_global_cloud_amount
(set_rain,<rain-type>,<rain-strenght>),
set_rain needs to be always called before a mission gets started and cant be changed during a mission.
Rain type will determine wether its snow or rain (2 for snow, 1 for rain)
Rain strength will determine how "much" it rains...
A simple example how to use it in a generic trigger would be this:
Code:abhuva_rain = (ti_before_mission_start,0,0,[],[ (store_random_in_range,":rain_yesno",1,101), ## this will output a random number between 1 and 100 (try_begin), (ge, ":rain_yesno",50), ## we have a 50% change that it will be raining or not (party_get_current_terrain, ":terrain_type", "p_main_party"), (store_random_in_range,":rain_strength",1,101), ## this will output a random number between 1 and 100 (try_begin), (eq, ":terrain_type", rt_snow), (set_rain,2,":rain_strength"), (else_try), (set_rain,1,":rain_strength"), (try_end), (try_end), ])
(scene_set_day_time,<time of day>),
This is a indirect command, basicly the time of day will determine what type of skybox will be used. We cant choose a specific skybox, the game is hardcoded to choose from the existing ones randomly if they fit specific settings.
scene_set_day_time is pretty straigthforward to use, note that it also needs to be set before the mission starts and cant be changed during a mission:
Code:(ti_before_mission_start, 0, 0, [], [ (scene_set_day_time, 13), ## sets time of day to 1 pm ]),
Now that we could choose between a night/dawn/day skybox, how can we further specify if its cloudy or not? Here comes the command (set_global_cloud_amount,<strenght>) into play.
The higher the strenght the more likely it is that the game will choose a cloudy version of the skybox. (i am not sure about exact values, this would need extensive testings as its hardcoded and cant be looked at easy)
Code:(ti_before_mission_start, 0, 0, [], [ (set_global_cloud_amount, 100), ## sets cloud amount to very very cloudy ]),
Lastly we have set_fog_distance.
(set_fog_distance,<distance>,<color in hex code>),
This is the only command we can dynamical change during a mission.
The distance is distance in meters. Note that anything below 20 is way too foggy imo, something like 550-800 is good for a little bit haze at sunny days, anything over 1500 seems to have nearly no fog/haze at all (its there but barely visible).
The color needs to be coded in the following way:
0xAARRGGBB --> A is alpha value, not used for fog and should be set to FF
--> R,G and B are Red, Green and Blue values of the color.
for example: 0xFF0000FF would be totally blue fog.
Code:abhu_fog = (0,0,ti_once, [], [ (set_fog_distance,50,0xFFB3B3AC), ]
One last example to show this all together: we want a cloudy scene at dawn, with mid-range fog and slightly raining:
Code:(ti_before_mission_start, 0, 0, [], [ (scene_set_day_time, 6), (set_global_cloud_amount, 100), (set_rain,1,30), ]), (0,0,ti_once, [], [ (set_fog_distance,250,0xFFB3B3AC), ]
Q:How do I make the player(s) spawn properly?
Learn to use Entry Points in this tutorial:
Arch3r's comprehensive scening overview (with multiplayer entrypoints)
Arch3r's comprehensive scening overview (with multiplayer entrypoints)
Q:I test my scene with bots but they bump in obstacles and stuck.
You need AI mesh to make it work right. Find out more here:
Mortus' user friendly AI mesh tutorial, which is the next step and which is dull but important
Mortus' user friendly AI mesh tutorial, which is the next step and which is dull but important
Q: How do I access Siege Mode to edit a siege scene?
To access siege menu - hit Ctrl + # (or ~) and then enter "cheatmenu" without space. Then enter a castle/town and select "exterior".
To access a town's siege mode, you have to select "outside the walls" in town menu and then edit it.Adorno said:That's simple: Some objects are scripted to only spawn during a siege.
They're labeled something like: script_remove_siege_objects.
It's:
siege ladders 12-14 meters (not 6 & 8 meters)
village fire big
siege tower (and all the objects it consists of, like the wheels and the 'body')
battlefield smoke
all damaged walls (both wood and stone)
And maybe a few others.
So it's important to always test a new scene when it's done.
Q: Can I add more walking men/women in towns?
You need the Module System to do this. It's easy:
The number "5" which you added means that there will be 5 people appearing instead of one at an entry point. This is why you have to put an "s" to "visitor" --> "visitors". Note that you can change this number to whichever you want. Be aware that those changes might demand more performance from your PC.
xenoargh said:It's fairly easy to script this.
First part: getting more people into the towns. This part's easy- a one line change. Find script_init_town_walkers in module_scripts.
Remove the line that reads: (set_visitor, ":entry_no", ":walker_troop_id"), and replace it with this: (set_visitors,":entry_no", ":walker_troop_id",5),
Here's an example, if you're confused.
Code:# script_init_town_walkers # Input: none # Output: none ("init_town_walkers", [ (try_begin), (eq, "$town_nighttime", 0), (try_for_range, ":walker_no", 0, num_town_walkers), (store_add, ":troop_slot", slot_center_walker_0_troop, ":walker_no"), (party_get_slot, ":walker_troop_id", "$current_town", ":troop_slot"), (gt, ":walker_troop_id", 0), (store_add, ":entry_no", town_walker_entries_start, ":walker_no"), (set_visitors,":entry_no", ":walker_troop_id",5), (try_end), (try_end), ]),
Now for the "hard" part: getting those additional people to move around and look vaguely like a crowd. Replace the entire script_set_town_walker_destination with this code. That's it. Now you have a lot more people, and they'll wander around randomly.
Code:# script_set_town_walker_destination # Input: arg1 = agent_no # Output: none ("set_town_walker_destination", [(store_script_param_1, ":agent_no"), (store_random_in_range, ":rand_dest", 1 ,12), (try_begin), (eq, ":rand_dest", 1), (assign, ":target_entry_point", 9), (else_try), (eq, ":rand_dest", 2), (assign, ":target_entry_point", 10), (else_try), (eq, ":rand_dest", 3), (assign, ":target_entry_point", 12), (else_try), (eq, ":rand_dest", 4), (assign, ":target_entry_point", 32), (else_try), (eq, ":rand_dest", 2), (assign, ":target_entry_point", 33), (else_try), (eq, ":rand_dest", 5), (assign, ":target_entry_point", 34), (else_try), (eq, ":rand_dest", 6), (assign, ":target_entry_point", 35), (else_try), (eq, ":rand_dest", 7), (assign, ":target_entry_point", 36), (else_try), (eq, ":rand_dest", 8), (assign, ":target_entry_point", 37), (else_try), (eq, ":rand_dest", 9), (assign, ":target_entry_point", 38), (else_try), (eq, ":rand_dest", 10), (assign, ":target_entry_point", 39), (else_try), (assign, ":target_entry_point", 10), (try_end), (try_begin), (agent_set_slot, ":agent_no", 0, ":target_entry_point"), (entry_point_get_position, pos1, ":target_entry_point"), (try_begin), (init_position, pos2), (position_set_y, pos2, 250), (position_transform_position_to_parent, pos1, pos1, pos2), (try_end), (agent_set_scripted_destination, ":agent_no", pos1, 0), (agent_set_speed_limit, ":agent_no", 5), (try_end), ]),
The number "5" which you added means that there will be 5 people appearing instead of one at an entry point. This is why you have to put an "s" to "visitor" --> "visitors". Note that you can change this number to whichever you want. Be aware that those changes might demand more performance from your PC.
Q: How to make the "door_destructible" object be openable by only one faction?
Try the various castle_e/f_door and castle_e/f_sally_doors. Sally doors can only be opened from one side by either faction, and the non-sally doors can be opened from both sides by only the defenders. Both can be destroyed.
First I want to thank Crossbow Joe who wrote the best tutorial for me personally and was actually the guy that made me to start scening. Thanks, friend.
Next I want to thank the man once named Cromcrom, whom I owe this very board. He is an extraordinary person and a good friend.
Also I want to thank all the Rigale 'team' and my buddies particularly: Schmidy, Gothy, Lokuul, Duh the wise and fuzzy Belendor.
Then I want to thank all who have written their gorgeous tutorials and those patient ones who constantly answer our noob questions.
I want to thank all who follow this thread and make it live.
I want to thank the Forum administration and Yoshiboy for their thorough and just work.
I want to thank all modders for their devotion.
I want to thank Taleworlds for such a fabulous engine and their open modding policy.
I want to thank everybody for all the good they do.
Next I want to thank the man once named Cromcrom, whom I owe this very board. He is an extraordinary person and a good friend.
Also I want to thank all the Rigale 'team' and my buddies particularly: Schmidy, Gothy, Lokuul, Duh the wise and fuzzy Belendor.
Then I want to thank all who have written their gorgeous tutorials and those patient ones who constantly answer our noob questions.
I want to thank all who follow this thread and make it live.
I want to thank the Forum administration and Yoshiboy for their thorough and just work.
I want to thank all modders for their devotion.
I want to thank Taleworlds for such a fabulous engine and their open modding policy.
I want to thank everybody for all the good they do.
Last edited by a moderator: