Nordous' Sceners Guild

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That depends. If you just want to change the name that is displayed in-game, just change the entry in module_strings. If you want to rename the entire thing (sco and all), you have to change all 3 files.
 
A few screenshots from a new scene in Vikingr. It isn't much beyond a quick woodland scrub scene. Needs a few more details but it's pretty much ready to roll out.

mb2.jpg


mb3.jpg


mb4.jpg


mb5.jpg
 
Comrade Temuzu 说:
Eh, whatever.

That won't be 'yes' for me. :smile:

Turanien, some breathtaking sceneries, as usual. :smile: You have a talent for making nature looking... natural, lol. But I know how hard it is. My first attempts to make a forest made my own eyes bleed. :lol:

Tell me more about Vikingr's scening organisation. What do you aim at? :smile: I mean after you have allready achieved the status of the best mp mod, driven by unforgetably impressing scenes and ambience... 
 
I just tried Vikingr for the first time and I agree, the scenes and ambiances are totally imrpessive!! Awesome work!

Can anyone could help me here? I'm trying to scene a siege (castle) but do not know how.
I was told to besiege the castle and then enter edit mode, but i cannot since the castle im editing is a friendly castle, i have to find another way...
thanks!
 
Did you realise that for the tutorial links in the main post, you can make the titles clickable links, rather than have the link in a spoiler? Like this:
插入代码块:
[url=http://forums.taleworlds.com/index.php/topic,89831.0.html][b]Arch3r's compregensive scening overview (with multiplayer entrypoints)[/b][/url]
Which looks like this:
Arch3r's compregensive scening overview (with multiplayer entrypoints)
(the word you want is probably "comprehensive").

You might have to click the "Toggle View" button (a blue arrow enclosed by red brackets) to see all the bbcode "[url=" type stuff in the editing box.
 
Yes, thanks, Vornne. :smile: I think I was close to discovering that and eliminating all typos. Thank you for the advice. :grin:
 
Nordous 说:
Comrade Temuzu 说:
Eh, whatever.

That won't be 'yes' for me. :smile:

Turanien, some breathtaking sceneries, as usual. :smile: You have a talent for making nature looking... natural, lol. But I know how hard it is. My first attempts to make a forest made my own eyes bleed. :lol:

Tell me more about Vikingr's scening organisation. What do you aim at? :smile: I mean after you have allready achieved the status of the best mp mod, driven by unforgetably impressing scenes and ambience...

Thank you!

I think you'll be quite surprised with my answer. The key, as far as I am concerned, to getting a natural look in your maps is to follow two routes; either emulate local, real scenery that you know of or simply follow an intuitive hint and do it without guides. Nature follows a relatively loose set of rules in regards to flora, so should the scenes. Rivers flow downhill [despite Warband having water on a continual flat plane, using height carefully can give the impression], large boulders and rocks inevitably roll down hills or form in the natural contours of the land. A piece of exposed land may be wind-torn, it may be bald of trees or the trees may be growing at an awkward angle due to the wind. Why are there lichens and bushes here? So on, so forth.

Aim for natural landscapes. In my opinion, it is the most immersive we'll get.

Edit: Hopefully I'll have some more screenies to post up later today.
 
Nordous 说:
Wow, these are some precious tips... I guess I'll stick them some day. :mrgreen:
indeed thanks for those tips! it's really appreciated

forgive me but I need to ask again. i am stuck without an answer...
I'm trying to scene a siege (castle) but do not know how. I was told to besiege it and then enter edit mode, but i cannot since the castle im editing is a friendly castle...
 
Hm, haven't done sieges before, but you can find this scene in your folders and put it to multiplayer maps for easy access perhaps?

Sorry for not answering.
 
Brubar 说:
forgive me but I need to ask again. i am stuck without an answer...
I'm trying to scene a siege (castle) but do not know how. I was told to besiege it and then enter edit mode, but i cannot since the castle im editing is a friendly castle...
Enable the cheatmenu and there will be an option to besiege the castle in the encounter menu. It will also allow you to instant-build the tower or ladders so you can go straight to the siege scene. ...but there will be the battle going on. I bet there's an option to walk around outside or something, too.

Or, with Tempered's Warband Entrenched code, he has included a "scene picker" that is accessible from your camp menu:
插入代码块:
  (
    "test_scene",0, #TEMPERED CHANGED FOR MULTIPLE SCENE EDITING
    "You enter the test scene.",
    "none",
    [],
    [

	  ("leave",[],"Leave.",[(assign,"$temp_presentation_shown",0),(leave_encounter),(change_screen_return)]),
	  ("enter",[(eq,"$temp_presentation_shown",0)],"choose a siege camp",[(assign,"$temp_scene_type",1),(start_presentation,"prsnt_scene_picker")]),
	  ("enter",[(eq,"$temp_presentation_shown",0)],"choose a castle or town",[(assign,"$temp_scene_type",2),(start_presentation,"prsnt_scene_picker")]),
	  ("jump",[(eq,"$temp_presentation_shown",1)],"Jump to scene",
			[	(assign,"$temp_presentation_shown",0),
				(set_jump_mission,"mt_ai_training"),
				(try_begin),
					(eq,"$temp_scene_type",1),
					(party_get_slot,":scene","$g_presentation_obj_15_val",slot_center_siege_camp),
				(else_try),
					(eq,"$temp_scene_type",2),
					(party_get_slot,":scene","$g_presentation_obj_15_val",slot_castle_exterior),
				(try_end),
				(jump_to_scene,":scene"),
				(change_screen_mission)
			]),
      ("enter",[(eq,"$temp_presentation_shown",0)],"camp desert",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_desert"],[change_screen_mission]]),
      ("enter",[(eq,"$temp_presentation_shown",0)],"camp desert forest",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_desert_forest"],[change_screen_mission]]),
      ("enter",[(eq,"$temp_presentation_shown",0)],"camp plain",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_plain"],[change_screen_mission]]),
	  ("enter",[(eq,"$temp_presentation_shown",0)],"camp plain forest",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_plain_forest"],[change_screen_mission]]),
      ("enter",[(eq,"$temp_presentation_shown",0)],"camp snow",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_snow"],[change_screen_mission]]),
      ("enter",[(eq,"$temp_presentation_shown",0)],"camp snow forest",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_snow_forest"],[change_screen_mission]]),
      ("enter",[(eq,"$temp_presentation_shown",0)],"camp steppe",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_steppe"],[change_screen_mission]]),
	  ("enter",[(eq,"$temp_presentation_shown",0)],"camp steppe forest",[[set_jump_mission,"mt_ai_training"],[jump_to_scene,"scn_camp_steppe_forest"],[change_screen_mission]]),
    ]
  ),
插入代码块:
##TEMPERED scene picker siege camps, castles, towns                                                                                                                                                                                                          ############ skirmisher slider##################
   ("scene_picker",0,mesh_load_window,[
      (ti_on_presentation_load,
       [	(presentation_set_duration,99999),
			(set_fixed_point_multiplier, 1000),
			(assign,"$g_presentation_obj_15_val","p_town_1"),
			(str_store_party_name,s2,"$g_presentation_obj_15_val"),
#hero slider        
			(create_slider_overlay, "$g_presentation_obj_15", "p_town_1", "p_castle_48"),               
			(position_set_x, pos1, 500),
			(position_set_y, pos1, 500),
			(overlay_set_position, "$g_presentation_obj_15", pos1),
			(overlay_set_val, "$g_presentation_obj_15",  "$g_presentation_obj_15_val"),

			(create_text_overlay, "$g_presentation_obj_17","@ {s2} siege camp.",tf_center_justify),
			(position_set_x, pos1, 500),
			(position_set_y, pos1, 600),
			(overlay_set_position, "$g_presentation_obj_17", pos1),
			(position_set_x, pos2,1000),
			(position_set_y, pos2,1000),
			(overlay_set_size,"$g_presentation_obj_17",pos2),

			#CONTINUE BUTTON
			(create_game_button_overlay,"$g_presentation_obj_19","@_Continue_",tf_center_justify),
			(position_set_x, pos1, 500),
			(position_set_y, pos1, 30),
			(overlay_set_position, "$g_presentation_obj_19", pos1),			

		]),
		
      (ti_on_presentation_event_state_change,
       [	(store_trigger_param_1, ":object"),
			(store_trigger_param_2, ":value"),
			(try_begin),
				(eq,"$g_presentation_obj_19",":object"),
				(assign,"$temp_presentation_shown",1),				
				(presentation_set_duration,0),
			(else_try),
				(eq,":object","$g_presentation_obj_15"),
				(assign,"$g_presentation_obj_15_val",":value"),
				(str_store_party_name, s2,":value"),
				(overlay_set_text,"$g_presentation_obj_17", "@ {s2} siege camp.",tf_center_justify),
			(try_end),
        ]),		
	]),
##
 
Master Norous!
I'm new to creating new maps and have my first tries now. So far I created a large siege-map for multiplayer, a large Castle along the lines of the main castle of Burghausen Castle, known as the longest castle of Europe.
It's hard work to make it as real as possible and i soon recognized that I'll not be able to construct a real duplicate, referring to appearance and look. But the layout will be most similar and is very interesting.

I will shortly show some screens. The surrounding will not yet be modeled - so much work! - but the main building Part is nearly finished.

My initial question is, if your projekt would be the right thing to share maps representing places existing in real world.
 
Corran 说:
Master Norous!
I'm new to creating new maps and have my first tries now. So far I created a large siege-map for multiplayer, a large Castle along the lines of the main castle of Burghausen Castle, known as the longest castle of Europe.
It's hard work to make it as real as possible and i soon recognized that I'll not be able to construct a real duplicate, referring to appearance and look. But the layout will be most similar and is very interesting.

I will shortly show some screens. The surrounding will not yet be modeled - so much work! - but the main building Part is nearly finished.

My initial question is, if your projekt would be the right thing to share maps representing places existing in real world.

Check this thread, I think this is the best place for your castle. :smile:
http://forums.taleworlds.com/index.php/topic,115163.0.html

A little tip about the surroundings: if you restrict the area, so there would be places that the player cannot get into, you can scatter some 'fake' houces or whatever there, so it would create the scenery bit won't require too much effort. :smile: Check the 'fake houses' mesh to get the idea, or any native town scene. :smile:

Yeah, I'm the Master here, Gothy, he-he. :twisted:
 
Caba`drin 说:
Enable the cheatmenu and there will be an option to besiege the castle in the encounter menu. It will also allow you to instant-build the tower or ladders so you can go straight to the siege scene. ...but there will be the battle going on. I bet there's an option to walk around outside or something, too.
by cheat menu do you mean the Ctrl + # (or the ~) command? because if not i dont know what you mean. and if it is, what do i type in the command line?



Btw guys i think i've made the stupidest and noobiest mistake of all time, i need your help big time on this one:
i had to reinstall my mod so i kept "castle_scene_exterior_7", scenes.txt and scene_props.txt as backup files.... well seems this wasnt enough, cause I cant go back to the castle i was scening (in SP). Now the game crashes when i try to enter the courtyard...
I think i lost it all there, what should I have kept as backup files????
 
Yes, the cheatmenu is what is activated from hitting CTRL~ and then typing "cheatmenu" in the box. You turn it off again by hitting CTRL~ and typing "nocheatmenu"
 
Btw guys i think i've made the stupidest and noobiest mistake of all time, i need your help big time on this one:
i had to reinstall my mod so i kept "castle_scene_exterior_7", scenes.txt and scene_props.txt as backup files.... well seems this wasnt enough, cause I cant go back to the castle i was scening (in SP). Now the game crashes when i try to enter the courtyard...
I think i lost it all there, what should I have kept as backup files????

The file you are editing should be backup enough. In this "case castle_scene_exterior_7".
I am not sure what you could have done wrong though to make it crash. May be you deleted entry points by accident? Or did changes to doors that are related to code? Won't help much since you can't access it anymore to change it back. May be if you can remember the changes you made you can switch off the code temporarily just to avoid the crash. If that's the reason for the crash that is.  :neutral:
 
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