Nordous' Sceners Guild

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The AI mesh is a kind of grid over the scene telling the AI where to go, and most importantly where not to go.
Here is a tutorial:
http://forums.taleworlds.com/index.php/topic,61126.0.html

All scenes must have an AI mesh to work unless the scene:
1. only has flora - no scene props.
2. it's a multiplayer scene and you don't intend it to have bots.

The AI mesh should be the last thing to do after all scene props are placed and the ground is levelled.
 
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Random Arabian town. Possibly for Europe 1200.
 
Thanks, though its pretty low on details as I speedscened (lol scening terminology) it in 30 minutes.
 
hey i have a little question here
is there any way to put an outer terrain flat? without hills?
I'm making a town and i see hills on the horizon, and there shouldnt be any... it doesnt fit at all
thanks!
 
You can delete them completedly.

For example, the tavern scenes have no outer terrain.

scn_town_1_room town_1_room 1 viking_interior_tavern_a bo_viking_interior_tavern_a -100.000000 -100.000000 100.000000 100.000000 -100.000000 0
  0
  0
0    <<< Dat
Just remove the outer terrain name thing and replace with a zero. Should work.
 
Thanks, heres the siege scene for the same city:

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This is a somewhat different scene. The attackers must first break though the wall, after which in order to get to the archers they need to go to the stairs in pic 4, from which they gain access to every wall in the fort.

I also made a new alley scene for this city, but its nothing special, just literally an alley behind the streets.
 
Looks great. Nice touch with the broken down walls.
Do you think there's room enough for the besiegers to spawn within the circle of spikes?
Some might spawn outside them if there are many.
 
I wanted to test it, but for some reason I cant without actually playing the game :lol: Im relatively sure that  an army of 100 men fits in that area, though I believe the wall gap will become one big cluster****, as the defenders and attackers spawn near it. Thats the way it should be, of course :razz:
 
Greetings, Guys!

It's been a while since i posted some screens here, so I thought, i could let you see some of my newest battle map:
It is called "Seaport".

View from the sea.
mb4i.jpg


Town and pier on the one side of the bridge
mb5y.jpg


City at the other side of the bridge
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Alleys and courtyards of the city
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And eventually the overview
mb11q.jpg

I know, these are many screenshots, but i just couldn't withhold some of the details from you. :]
Hoping for comments and your opinions!

Greetings, Corran!
 
but on the last picture in the left, the walls are not very well conected xD

Well that's because when playing the map, you only see the palisade from the inside. I wanted it to seem like a palisade that consists only of one row of stems, not one that you can walk on. I also leaned the palisades outwards, if you know what I mean :smile:

EDIT: Ah, and of course I am delighted that you like the map!
 
Just a quick question about the entry points 2,3 and 4 in singleplayer. They provide the spawnpoints for bandits, right?
 
In villages? Yes, I believe so.

@Corran: Beautiful scene, and look perfect for multiplayer.
 
Comrade Temuzu 说:
You can delete them completedly.

For example, the tavern scenes have no outer terrain.

scn_town_1_room town_1_room 1 viking_interior_tavern_a bo_viking_interior_tavern_a -100.000000 -100.000000 100.000000 100.000000 -100.000000 0
  0
  0
0    <<< Dat
Just remove the outer terrain name thing and replace with a zero. Should work.
in the scenes.txt? 'cause i tried it and didnt change anything. I am sure that i changed the "outer_terrain_plains" to "0" of the right scene. There are still some hills outside the scene borders though.
Anyone has other suggestions?
 
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