[solve] How to import new buildings ingame ?

正在查看此主题的用户

Hello everybody, I'm reading this forum for a long time and I finally decide to join it because I met some troubles.
First, I have to tell you that I'm familiar with 3D modeling and import/export of OBJ files, and all the mess with it.

But the fact is I'm totally lost and confused with the lot of uncomplete ressources about M&B warband Modding.
I'm french, so I have some problem to understand tutorials which are mostly written for english people.

So I'm lost and I don't manage to import my OBJ building into the game.

Let me explain what I want to do : I want to improve for my own person the mod Invasion (Battle for Calradia) by creating a map of Minas Tirith (LOTR) for me and a friend I'm playing with.

But I really need someone to each me and guide me into this process of Modding on M&B game.
I really motivated so, anybody whose giving his help will not waste his time.

Sorry for my bad english, and Thanks for the replies !
 
Sorry for the double post, but I have some others questions :
How can have right measure from 3dsmax to the game ? Is there a common measure, or a scale difference ?
Is it possible to import a character into 3dsmax to judge if my building are good ?

I will post some screenshot of my work later, when it will be better than now :p (I'm jus starting, but I'm impatient) !
 
Nobody can help me ?  :sad:
I use to think this community was helpful !

I started with 3 models, 3 differents mesh which are not linked, to let me a liberty of mapping when I will make the entire scene ingame.
I planed to do many buildings, differents by size and construction : houses, towers, walls,  the main building at the top, etc...

First screenshot with notes :
- The red mesh is reference I found on internet over 80 000 tris, so I had to do a kind of retopology for all the citadel.
- The 3 mesh I've done are less than 1000 tris, so, I think it's prettygood for the engine.


426067firest_screen.jpg
 
Be Patient, its only been a couple of hours between your posts. Next time edit your posts and try to avoid triple posting.

I think if you're having trouble understanding the tutorials because of the language barrier then your best bet is to try and find a modder who speaks your language natively and knows his stuff and can give you a hand. Most of the english modders wont be able to help more than pointing you toward the existing tutorials.

The scale will depend on your export and import settings but you should be able to work out what works for you once you've got your models exporting.

Your models look nice by the way :smile:
 
open module_scene_props.py, create your new buildings according to the instructions at the top of the file that are commented out. Add your buildings to the bottom of the file before the last "]".

("the id that you would reference in other files", "flags, go to header_scene_props.py for more info", "mesh name", "physics object name", ["triggers, things you may want the object to do upon some condition"]),

if you don't want to use some of the quoted objects, just replace them with 0's.

Here's example from the file:
("castle_h_battlement_a",0,"castle_h_battlement_a","bo_castle_h_battlement_a", []),
So it has the id to be used in other files, a 0 for the flags, the mesh it's using, the physics it's using, and a 0 for the triggers represented by the "[]". ALL punctuation, quotes" ', brackets()[]{}, commas, everything is important when editing, don't forget 'em.
 
Yoshiboy 说:
Be Patient

Thank you, I know that I'm not patient, but you know... Maybe... Excitation, motivation, and some other similar things that goes so far so fast.
I exactly search for someone who can guide me in the process, step by step, just one time (for me to memorize and understand).

The french forum look so poor and useless that I prefer ask here. I'm not so bad in english, but the process of M&B is so foreign to me, I can't adapt by myself.
Before, I just make models on the Source:Engine (HL2, etc) that's why...


Thank you, I will see it tomorow !
But I hav few questions about what you said. For tomorow, I'm tired now, because I search a lot on the web ^^
 
So, I did what you said Airith.
I open the file module_scene_props.py with notePad++ and I add my objet à the end.
It look like this :

("tbfc_simple_plank2", 0, "tbfc_simple_plank2", "bo_simple_beam", []),

##tBfC 
 
("minas_tirith_building_01",0,"minas_tirith_building_01","bo_castle_h_battlement_a", []),
 
]


But what I want to do now, is to export my object from 3dsmax to the game. I have BRFedit installend, but I don't understand how it works.

Edit : A small update of my work. I've done 8 separate mesh to construct my citadel, but I have at least 10 or 20 other mesh to do. Enjoy !
949049screen2.jpg

Red object are not mine, grey's are.
 
You double-posted again!!!

You said you have the objects as ".obj"-files...
That's fine!
-Download "OpenBRF"
-create a new brf-file
-click import -> static mesh
-import the texture you saved as ".dds"-file into your mod/textures folder
-create new material
-assign the material to the object
-rename the object as you like
-do that stuff in module_scene_props.py
-don't forget to compile the module_system
-open the ".ini" file of your mod
-add line "load_mod_resource = yourbrffilenamehere"
-launch game (edit mode enabled)
-enter a scene
-press "ctrl+E"
-put your model ingame
 
Thanks a lot dude !
I finally manage to get my objects and textures in BREeditor.

But the last thing I can't do is compile my module_system, I suppose it's with the "buil_module" file, but I have this error :
I translate this " Python is not recognize as an intern command or extern, an executable program or a commands file impossible to find C:\Program Files (x86)\Steam/*******/Mount&Blade Warband\Modules\TheBattleForCalradia-MinasTirith\mb_warband_module_system_1113\*.pyc

I've read somewhere that Pytho is needed, even if I'm not making any code... Is that true ?
how can I fix this ?

Edit : I saw that you're working on a LOTR mod ? Because, I think it will be stupid to keep my work for myself, and maybe, if someone wants my models I can share them to the community, for example for a LOTR mod ?  :grin: Even if it's not a high quality work, it could be nice.
 
I'm not working on anything about Tolkien. I'm just making an Age of Empires II mod.
...and yeah, you should really get Python! (There are also tutorials how to use it!)
 
Okay, thanks, I get it and finally manage to buil my module.
I has to change my module path from "Program Files" to "Program Fils (x86)".

But I get a new error : "get object failed for body object : minas_tirith_building_02"
I don't know how to solve it.

Just stupid I am.
I don't put a collision model for each of my mesh, so this was the mistake.
 
Albertus Magnus 说:
You double-posted again!!!

You said you have the objects as ".obj"-files...
That's fine!
-Download "OpenBRF"
-create a new brf-file
-click import -> static mesh
-import the texture you saved as ".dds"-file into your mod/textures folder
-create new material
-assign the material to the object
-rename the object as you like
-do that stuff in module_scene_props.py
-don't forget to compile the module_system
-open the ".ini" file of your mod
-add line "load_mod_resource = yourbrffilenamehere"
-launch game (edit mode enabled)
-enter a scene
-press "ctrl+E"
-put your model ingame


Hello
I made exactly what you have make but my batiment does not display in the publisher(editor) you can help me ?? thinks

 
Check your "messagerie" on the top of the forum.
I've explain you the process in french  :wink:
And stop spamming this thread :lol:
 
后退
顶部 底部