Glynis_of_Orange
Recruit

So are we able to create our own maps yet? How do i beging creating my own scene?#
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 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.
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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.
TaleWorlds.CampaignSystem.dll
TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.EncounterGameMenuBehavior
It is not a dialogue, but a menu.
Code:TaleWorlds.CampaignSystem.dll TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.EncounterGameMenuBehavior
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 believe on September 1st in the showcase stream they said within 2 weeks but that date just passed. Is there a new date @CallumAny ETA on the modding tools? We were given a general release of late August, hope we get them soon.
I didn't find the answer in this thread, how do you copy face values for character creation?
Also will we be getting any official tutorials and or tools for coding with the release of the mod tools? @Callum
E.g. disabling and replacing native scripts. Which will be essential for overhaul mods.