Nordous' Sceners Guild

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slytherincrest 说:
Hi Everybody!!

I'd like to 'recruit' some sceners for my '452 AD'mod.
There are some castles and villages nedded to be made,waiting for some friendly and creative sceners:grin:
Nordous 说:
taragoth 说:
Too bad, nuthing but a$$holes around here  :lol:

What do you mean, Gothy? :shock:


It was a joke :razz:
 
here fellow sceners! haev a look at my first scening attempt, which is almost done :smile:
it is a danish castle for mod Eruope 1200

mb18.jpg
mb19w.jpg
mb20y.jpg

I have a question about the river: is there a way to make its end more "realistic" you know, which would continue outside the scene boundaries?
 
Brubar 说:
here fellow sceners! haev a look at my first scening attempt, which is almost done :smile:
it is a danish castle for mod Eruope 1200

mb18.jpg
mb19w.jpg
mb20y.jpg

They look very nice mate, I just wonder about the towers, they seem very big ? is that the way they where?
 
Brubar 说:
here fellow sceners! haev a look at my first scening attempt, which is almost done :smile:
it is a danish castle for mod Eruope 1200

mb18.jpg
mb19w.jpg
mb20y.jpg

I have a question about the river: is there a way to make its end more "realistic" you know, which would continue outside the scene boundaries?

Looks nice. :smile:

You can try making your outer terrain a beach, so there will be a seashore in one side. Thus you can make your river flow into the sea.
 
ok thanks, but my castle is not next to the sea :grin:

Anyone could help me with the following problem? : i edit directly from  a mod, and when I add a plant prop, my game crasehs. When scening in Native though it doesnt crash. Any idea?
 
Brubar 说:
ok thanks, but my castle is not next to the sea :grin:

Anyone could help me with the following problem? : i edit directly from  a mod, and when I add a plant prop, my game crasehs. When scening in Native though it doesnt crash. Any idea?
Does it throw up an error? What mod is it?
 
Crossbow Joe 说:
Does it throw up an error? What mod is it?

Only this:
  Problem Event Name: APPCRASH
  Application Name: mb_warband.exe
  Application Version: 1.0.0.0
  Application Timestamp: 4cfe1bb0
  Fault Module Name: mb_warband.exe
  Fault Module Version: 1.0.0.0
  Fault Module Timestamp: 4cfe1bb0
  Exception Code: c0000005
  Exception Offset: 001468cd
  OS Version: 6.1.7600.2.0.0.256.1
  Locale ID: 3084
  Additional Information 1: 0a9e
  Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
  Additional Information 3: 0a9e
  Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Every single plant prop. The mod is europe1200, it's very WIP, but still... it's weird.
thank you for your concern. It annoys me since it prevents me to add any trees...

*EDIT
I have tried this:
I paste the .sco file into my Native-Scening mod, and entered the tow, and added a tree without problem.
Then I took that last modified .sco file, paste it into Europe1200 secening mod, and when i tried to "walk int the streets" the game crashed...
showing this windows report (not really useful as the on above)

  Problem Event Name: APPCRASH
  Application Name: mb_warband.exe
  Application Version: 1.0.0.0
  Application Timestamp: 4cfe1bb0
  Fault Module Name: mb_warband.exe
  Fault Module Version: 1.0.0.0
  Fault Module Timestamp: 4cfe1bb0
  Exception Code: c0000005
  Exception Offset: 001468cd
  OS Version: 6.1.7600.2.0.0.256.1
  Locale ID: 3084
  Additional Information 1: 0a9e
  Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
  Additional Information 3: 0a9e
  Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

It's the same message somehow... may the problem be related to the plant props meshes?? This mod doesnt use Plished landscapes or anything like it btw.
The only tree I can add is the one called "tree_a01" in "scene props"... (as it's not a "plant prop")

**EDIT
Other question: Is it possible to add more "townwalkers"? More than 10 ? Or is limited to entry points from 30 to 40?
 
**EDIT
Other question: Is it possible to add more "townwalkers"? More than 10 ? Or is limited to entry points from 30 to 40?
Only in the code, which some info on it can be found here.
The plant error is definitely mod specific, so I would be asking the 1200 mod team about that. Sounds like some problem with references to the meshes or with the meshes themselves.
 
I have a question and not really the patience to figure it out myself. Well, I hope I don't have to...

So, I made a scene but noticed that the prison and the interior doesn't fit into the overall setting. I edited module_scenes and replaced the mesh- and bodyname with those from from a scene I think that suits it better. It works but the passage is now screwed up. If I want to leave the castle it seems like there is no passage at all and if I want to enter the castle from outside it doesn't shows the text "enter the castle" or whatever it was but a dot.

I hope for a quick answere.
 
That was a as quick as I hoped.  :razz:

Well, it seems like it is working properly.  :oops:
It already was. Just that I am hostile towards the owner's faction and entering the castle or the prison with a cheat doesn't really work.
As soon as the castle is mine it works.

So, I guess this is due to the code that locks doors if I try to sneak into a town or something.
Anyway...nothing that belongs to this place anymore.

Thanks for the help.
 
Hi guys,
I have a question a bout spawn points in a Siege map:
Do players spawn on random spawn point or do spawn depends on number of players? For exemple if it's 20vs20, will some players spawn on the spawn point number 26 or will they only spawn on numbers 0-9 ?

Thank you.
 
Hey Nordous, could you add those info into the FAQ section please? I think it would be really useful

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".
Adorno 说:
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.
To access a town's siege mode, you have to select "outside the walls" in town menu and then edit it.

Can I add more walking men/women in towns?
You need the Module System to do this. It's easy:
xenoargh 说:
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.

插入代码块:
          # 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.

插入代码块:
          # 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.
 
Hey guys just wanted to let you know the Calradia Explorers Guild forums are up,  come check us out and share resources and ideas!  I personally have made over 30 siege maps in addition to a few TDM maps.  I would love if all the mappers and sceners in this community would unite.  Check out our forums below and sign up:

cegmb.englishboard.net


Pymous 说:
Hi guys,
I have a question a bout spawn points in a Siege map:
Do players spawn on random spawn point or do spawn depends on number of players? For exemple if it's 20vs20, will some players spawn on the spawn point number 26 or will they only spawn on numbers 0-9 ?

Thank you.


In siege,  spawn points 0-31 are defender spawns,  32-63 are attacker spawns.  Defender spawns must be within a certain radius of the flag or they will be considered "neutral" and attackers may spawn in them,  likewise if attacker spawns are too close to the flag.  Check out this tutorial for more info:

http://forums.taleworlds.com/index.php/topic,112806.0.html
 
Thank you for those informations, didnt know about "neutral" spawns if they are too far from flag!
But then do players spawn on a random position? That was my initial question. For exemple, we have 6 defenders et 32 spawn points. Will the defenders spawn only on spanw n°0,1,2,3,4 or 5? randomly? Or on n°0 to n°31 randomly?
Thank you
 
Pymous 说:
Thank you for those informations, didnt know about "neutral" spawns if they are too far from flag!
But then do players spawn on a random position? That was my initial question. For exemple, we have 6 defenders et 32 spawn points. Will the defenders spawn only on spanw n°0,1,2,3,4 or 5? randomly? Or on n°0 to n°31 randomly?
Thank you

Yes its random,  based on a script that decides where is the safest place to spawn a defender.  Not sure exactly how it works though.  However,  at the beginning of the round,  (except for the first round),  players will all spawn on spawn points 0 and 31.  So if you want the defenders to all spawn near the front gate at the start of a round,  put spawn point 0 in that gate house or near that gate.  When round 2+ begins,  all the defenders will spawn on spawn point 0.  Also you can do the same for attackers with spawn point 31. 
 
thanks Death blind Dave, i registered to your forum and am currently looking into it.
and thanks Nordous! your faqs and guides are most helpful!
 
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