B Tutorial Scenes Scene making for Warband (VIDEOS+ENTRY POINTS)Updated 7/16/14

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hiner

Knight at Arms
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This tutorial is meant as a one stop shop for those that want to learn how to make scenes.  I admit, I don't know everything, a lot of the information is posted all over the forums.
Which brings me to my quote from below.
hiner said:
This page is definitely a work in progress.  Just wanted to make a page where you go to and find EVERYTHING you need right then and there.  That way you don't have to have 4 different pages opened at once.
Tutorial Videos
Main Video

How to make walls taller

vvvv  Taken right from the editor itself!  vvvv
Common Keys
Left Mouse Button: While pressed, mouse movements rotate
the camera.
H: Hides/unhides the highlights and user interface objects
(Good for taking a screenshot).
CTRL + Any movement key: Speeds up the camera
movements, slows down the object movements.

Edit Objects Mode
Right Mouse Button: Selects objects.
CTRL + Right Mouse Button: Selects multiple objects.
Double Click on Scene Objects list: Selects the clicked
object and moves the camera towards it.
A,S,D,W: Moves the camera.
C,E: Increases/decreases the height of the camera.
G: While pressed, mouse movements move the selected
object(s) parallel to the ground.
T: While pressed, mouse movements increase/decrease the
height of the selected object(s).
X,Y,Z: While pressed, mouse movements rotate the selected
object(s) with respect to the object's X, Y and Z axis.
U: While pressed, mouse movements rotate the selected
object(s) with respect to the "Up" axis of the world.
R: Resets the selected object's rotation.
B: Scale selected object.
B + X: Scale selected object along X axis.
B + Y: Scale selected object along Y axis.
B + Z: Scale selected object along Z axis.
Alt + B: Resets the selected object's scale.
Delete: Deletes selected object(s).
Space: Enables add object mode.

Add Object Mode
Right Mouse Button: Adds current object to scene.
Space: Disables add object mode.
T, U, X, Y, Z, R and B can also be used in this mode.

Ground Elevate and Ground Paint Mode
Right Mouse Button: Elevates the ground up or down in
"Ground Elevate" mode and paints the ground in "Ground
Paint" mode.
Midle Mouse Button: Clears the elevation in "Ground Elevate"
mode and clears the paints in "Ground Paint" mode.

Edit AI Mesh Mode
Right Mouse Button: Selects AI mesh objects.
CTRL + Right Mouse Button: Selects multiple AI mesh objects.
1: Activates Vertex Editing Mode
2: Activates Edge Editing Mode
3: Activates Face Editing Mode
G, T, X, Y, Z, B and Delete can also be used in this mode.

Additional Help
- You can save your changes only when you leave the edit
mode.

- You can not undo your works, you can only discard changes
while leaving the edit mode. So you should save your work
occasionally by leaving the edit mode and re-entering it.

- Scene files are located under [Current Module]\SceneObj
foler. When you save your changes, the related scene file
under this folder will be updated.

- Create AI Mesh button works only on outdoor scenes.
Entry Points
A quick note about Passages from quapitty.
Passages have a "Entry No" and a "Menu Item No". It is pretty important to not mix them up!
From the inside or outside scenes your passage has to have the following "Menu Item No" to bring you to:
0 - castle (NATIVE: 0, related Entry Point from interior scene:2)
Don't use 1 to 5!!
2 - Castle, related Entry Point in the street/courtyard:2
3 - Town center, related entry point in the street depends on the place, the player comes from
4 - Tavern, related Entry Point in the street:4
5 - Shop, related Entry pointin the street: 5
6 - Arena, related Entry in the street: 6
7 - Dungeon, related Entry in the street/courtyard:7
8 - Castle courtyard

Entry numbers from OUTSIDE are "0".
Now from interiors to the outside you simply have to give the "Entry No" the number of the entry point you put into the scene your passage leads to.
For example, you are inside the castle and you give the passage "Menu Item No: 7" and "Entry No: 5" you simply have to put the entry point "Entry No: 5" in front of the castle within the street scene.
Just make sure you do not use the reserved Entry points such as player entry / guild master / guard etc.


Single Player
Villages
0 - Player when entering village as normal
1 - Player when "defending" the village
2 - Player when training peasants
3 - Enemies
4 - Peasants when training (Attacked at night? Need more info.)
11 - Village Elder
30 - 40 - Village Walkers
45 - Fugitive from Lord quest
Town Centers (Cities)
0 - Player when entering on foot
1 - Player when entering on horseback
2 - Player when leaving the keep (Passages)
3 - Player instance (Crushing street resistance?)
4 - Player leaving Tavern(Passages) / Enemy ambusher
5 - Player when leaving shop (Passages)
6 - Player when leaving arena (Passages)
7 - Player when leaving the dungeon (Passages)
9 - Armor Merchant
10 - Weaponsmith
11 - Guild Master / Enemy Ambusher
12 - Horse Merchant
23 - Castle Guard
24 - Prison Guard
25&26 - High Level Guards
27&28 - Low Level Guards / Enemy Ambushers
30-40 - Town Walkers
Town walls (City Siege)
0 - Attackers
3 - Sally
10 - Defenders infantry gathering point
11 - Player when defending / Defenders Infantry spawn point
15 - Reinforcement for the defenders
40-46 - Archers
50-55 Siege towers path
Keep Indoors (Cities/Castles)
0 - Player
6 - Castle Guard
7 - Castle Guard / Nurse when 'visiting a lady'
16 - Chancellor / Tournament Knight / "Lady", when 'visiting a lady'
17-31 - Lords and Ladies
Castle Outdoors (Includes Siege)
0 - Attackers
1 - Player
2 - Player when leaving the keep (Passages)
3 - Sally point
7 - Player when leaving the dungeons (Passages)
10 - Defenders "gathering point"
11 - Player when defending / Defenders Infantry spawn
15 - Defenders reinforcements
24 - Prison Guard
40-46 - Guards
50-55 - Path for Siege Towers
Taverns
0 - Player
9 - Tavern Keeper
17 - Mercenary
18 - Mercenary / Companion
19 - Ransom Broker / Companion Traveller
20 - Ransom Broker / Traveller / Bard / Companion
21 - Ransom Broker
22 - Traveller
Dungeons
0 - Player
16-31 Prisoners
Shops
0 - Player
9 - Merchant
Bandit Lair
0 Player
1-10 Bandits
Arena - Needs verified.
0-7 Team 1
8-15 Team 2
16-23 Team 3
24-31 Team 4
32-39 ???
50 Player watching
51 ???
52 Tournament Master
56-59 ???
Opening Scene/Alley
0-Player
3- NPC (bandit, merchant, etc.)

Multiplayer
Battle
0 - Faction 1
32 - Faction 2
Deathmatch
0-64 place all points randomly through out scene
Siege
0-31 - Defenders
32-63 - Attackers
66 - Flag
Siege towers can be tricky!  As with the ladders create them as how they would look on the wall they are attacking. (make sure and place the wheels facing the right way, else they'll spin backwards)
110-119 - Siege Tower 1 (Place entry points 110-119 down for your first tower in the path you want it to follow.)
120-129 - Siege Tower 2 (Place entry points 120-129 down if you have a second tower and it will follow that path.)
130-139 - Siege Tower 3 (Place entry points 130-139 down if you have a third tower and it will follow that path.)
100-109 - Ladders (Place the ladder against the wall, how it would look if it was raised.  Use the props with "move" on the end.  Place an entry point at the base of the ladder facing in the direction you would like it to lie on the floor.)
Master of the Field
67 - Flag 1
68 - Flag 2
69 - Flag 3

Outer Terrain Codes
Code:
outer_terrain_plain
into
Code:
outer_terrain_plain_1
Code:
outer_terrain_sea
or
Code:
outer_terrain_steppe
or
Code:
outer_terrain_desert
Code:
outer_terrain_desert_b
Code:
outer_terrain_beach
Code:
outer_terrain_snow
Code:
outer_terrain_town_thir_1
Code:
 sea_outer_terrain_1

SCO Files
Show's some of the more popular used .sco files and what they pertain to.  Some of these are pretty self explanatory but still a must for a proper tutorial.
scn_town_#_alley =
scn_town_#_arena = The Arena
scn_town_#_castle = Inside the Keep (guess?)
scn_town_#_center = Town Center
scn_town_#_prison = Prison/Dungeon
scn_town_#_room = ?
scn_town_#_siege = ?
scn_town_#_store = Merchant
scn_town_#_tavern = Tavern
scn_town_#_walls = City when under siege
scn_castle_#_exterior = Castle when under siege
scn_castle_#_interior = Castle Keep
scn_castle_#_prison = Castle Prison/Dungeon

Other Great Tutorials
Just to be nice.
While I'll admit, I think my post here is pretty darn good, here's some other tutorials and topics where you might be able to find more info on certain subjects.

Nordous' Sceners Guild <-- Also a great place to show off your latest scene!
Scene Making In Napoleonic Wars <-- Goes into specifics dealing with NW
How To Create And Add New Scenes <--Good info if using Python and the actual Mod System


Credits
quapitty - Single Player Passages and Entry Points
Annynduir - Multiplayer Siege Entry Points
Jubal - Single Player Entry Points
Adorno - Single Player Siege Entry Points
Arch3r - Multiplayer Entry Points
The Dark Robin - Bandit Lair and Arena Entry Points

Still Needed
Enterprises
Meetings? (scn_meeting_scene_plain)
Salt Mine
More to come...

Changelog:
7/16/14:  Added new video on "making walls taller"
3/3/14:  Added Bandit Lair and Arena Entry Points; Added "Still Needed" Section; Added "SCO Files" Section
2/18/14: Added text from the editor and Other Great Tutorials section
1/14/13: Added Video Tutorial made by myself
 

MadVader

Duke
M&BWB
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The entry point lists are not complete and some of the guys you mention did their lists for vanilla Mount and Blade.
There is no mention of entry points for bandit ambushes in towns (4,11,27,2:cool: and for other quests or special events, the castle yard guards have a greater range (40-46) and the castle interiors have more visitors (16-31). Best do your research, it's not that hard.
Also, lairs may be missing too, although they are not favorites for scening.
 

xenoargh

Grandmaster Knight
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The video doesn't appear to cover AI Mesh development / design, which is one of the more important parts.
 

Adorno

Bedroom Assassin
Duke
WBNWM&BVC
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Actually it does (cover AI mesh) towards the end.
It's a long video but what I've seen is good. Nice work.
 

hiner

Knight at Arms
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It's all good guys!  This page is definitley a work in progress.  Just wanted to make a page where you go to and find EVERYTHING you need right then and there.  That way you don't have to have 4 different pages opened at once.

MadVader said:
The entry point lists are not complete and some of the guys you mention did their lists for vanilla Mount and Blade.
There is no mention of entry points for bandit ambushes in towns (4,11,27,2:cool: and for other quests or special events, the castle yard guards have a greater range (40-46) and the castle interiors have more visitors (16-31). Best do your research, it's not that hard.
Also, lairs may be missing too, although they are not favorites for scening.
Thanks man!!
 

stevehoos

Grandmaster Knight
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I can't figure out how to change my outer terrain? I can only have the plain one that comes in the first multi scene 1. I need a desert background?  :mrgreen: changing the "plain" to "desert" in scenes  has no affect.

How are you moving the across your map so fast? Mine is slow?
 

Adorno

Bedroom Assassin
Duke
WBNWM&BVC
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1. Show us the line you have for the scene in scenes.txt file please.
It should be outer_terrain_desert

2. Double press any WASD key to make it go faster in that direction.
 

stevehoos

Grandmaster Knight
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Adorno said:
1. Show us the line you have for the scene in scenes.txt file please.
It should be outer_terrain_desert

2. Double press any WASD key to make it go faster in that direction.
outer_terrain_desert
scn_multi_scene_1 multi_scene_1 <---- I am typing this in the scene txt and still getting a forest type background?
 

Adorno

Bedroom Assassin
Duke
WBNWM&BVC
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Remember the terrain code should be below the scene code.

For example:

scn_multi_scene_1 multi_scene_1 etc. etc.
outer_terrain_desert
 

Temuzu

Marquis
WBM&BNWWF&SVC
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Interesting, havent seen you around the Guild before, judging from your tag you've mostly scened for NW? Irrelevant though, it's a great guide. Try contacting a moderator so he can place this thread on the front page of the Guild. :wink:
 

hiner

Knight at Arms
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Tell the truth I've never done a scene for NW lol.

Thanks for the comment though. Its much appreciated.
 

hiner

Knight at Arms
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gokiller said:
hiner said:
Tell the truth I've never done a scene for NW lol.

Thanks for the comment though. Its much appreciated.
N&S kinda counts as NW. :razz:
Ya guess thats right. Actually been working on the GoT mod lately. And we have some newbie sceners. So I told them to check some of your work out. That some of your work is a very good example of small details and such. Thought you'd might like that lil story.
 

hiner

Knight at Arms
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Updated the first post with information found in the editor itself.  Also added links to other great tutorials.
 

cwr

Count
M&BWB
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Sorry for the late response, I didn't know either, so I had to find out the hard way, and I was lazy.

For the curious:
0 Player
1-10 Bandits

Simple, but whatever, hope they help. :smile:

I couldn't quite figure out all the entry points in the arena, could someone shed some light?
0-7 Team 1
8-15 Team 2
16-23 Team 3
24-31 Team 4
32-39 Don't know
50 Player watching
51 Don't know
52 Tournament Master
56-59 Don't know


Edit: Also, what does a sally point do in the town siege scene?