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So are we able to create our own maps yet? How do i beging creating my own scene?#
Answered earlier in this thread:2) How does a color painting works for the armor? Is it vertex painted? Are there any ID maps that defines which areas of the model should get certain colors and which not?
The textures will be uv mapped to the 3D armour meshes.The preferred way to create materials is using metallic workflow. Standard shader for it named "pbr_metallic" in game. It uses Lambertian Diffuse and GGX Specular.
The texture maps for that Albedo(RGB/A), NormalMap, Metallic(R)+Gloss(G)+AmbientOcclusion(B), also there is optional tiling DetailNormalmap, and Heightmap for POM/Tesselation.
Thanks, I've read gkx message. But I doubt that each armor in Bannerlord has 6 Albedo textures. If you look at Banner Editor menu, you'll notice that some parts of the armor can be painted with different colors and some are not. I'm just trying to understand what texture map (or mask) is responsible for it.Answered earlier in this thread:
In Warband, heraldry was done by imposing separate variable heraldic materials into an alpha window in the armour texture. They may approach it the same way in BL.Thanks, I've read gkx message. But I doubt that each armor in Bannerlord has 6 Albedo textures. If you look at Banner Editor menu, you'll notice that some parts of the armor can be painted with different colors and some are not. I'm just trying to understand what texture map (or mask) is responsible for it.
It is not a dialogue, but a menu.How can I debug the UI? I'm looking for example right now for the dialogue when you encounter 2 parties fighting and want to choose which side to support.
Actually there seems to be a few API that seems to deal with 2 parties meeting, and I suspect some of them doesn't even work.It is not a dialogue, but a menu.
B6. How many factions can this system support? Are there easy mechanisms to create/modify factions?
You can add as many factions as you like. Technically, creating factions is just a method call, but of course making them interesting would be the harder part!
I didn't find the answer in this thread, how do you copy face values for character creation?
I believe the modding tools scheduled for release will be the scene and 3D asset editors previously advised. I doubt there will be anything related to C# coding.