Thorgrim
Knight at Arms
Hey guys,
This thread is kind of to replace the old example map thread. Here I will put some models and other resources that you are free to use in your own mods. There isn't much here yet, but I'll gradually add to it as I finish things off.
New Death Mod
This simply adds the knock down animation as a death animation too (it will randomly pick between the two). Of course it is possible to add completely new death animations, but I'm just showing its possible to change them in case someone has the time to do some new ones...
Simply extract the human_actions1.txt file into your Data directory (This mod will effect all mods)
For anyone who is interested,
This is the area in the file that defines death animations (near the bottom of the file)
For each animation defined for the action
the 1st number = length of animation
the next two numbers are the start and end frame from the human skeleton in skeletons.brf
No Text Mod
This mod hides the text that usually pops up while fighting, as well as health and NPC names. Note that it does not hide menu text (like if you just edited comic_sans.dds) so you can still easily play the game. This is basically for making nice screenshots and movies of your mod (or the native game)
Simply place the files in your module directory. If you are using it with a mod, just replace the following:
load_resource = materials
with
load_module_resource = invisible_text
in module_info.txt
Map Icon Pack 2
Included icons:
Bridge (with 2 orientations)
Ford (with 3 orientations)
Castle, with and without walls
Town with palisade fortifications
M&B in Space
This download contains an example map, demonstrating how you can give the world map a skybox, to simulate a space field. It is not by any means a full mod, its just an example of how you might go about making a space mod. Combine this with some ideas from Yoshi's pirate mod, and you could fly around in space as well as walk on planets.
Thanks go to Winter for providing the python code to have the skybox "follow" the player, so that it remains in view and does not get culled. Here is the code if you want to use it yourself:
Party entry:
("skybox","Skybox",icon_skybox|pf_always_visible|pf_no_label|pf_hide_defenders, 0, pt_none, fac_neutral,0,ai_bhvr_hold,0,(2.44, 46.26),[(trp_farmer,1,0)]),
Simple Trigger entry:
(0.4, [
(store_distance_to_party_from_party,reg(1),"p_skybox","p_main_party"),
(gt,reg(1),0),
(party_relocate_near_party,"p_skybox","p_main_party",0),
Zendar With Shadows
What it looks like in vanilla, for comparison:
This thread is kind of to replace the old example map thread. Here I will put some models and other resources that you are free to use in your own mods. There isn't much here yet, but I'll gradually add to it as I finish things off.
New Death Mod
This simply adds the knock down animation as a death animation too (it will randomly pick between the two). Of course it is possible to add completely new death animations, but I'm just showing its possible to change them in case someone has the time to do some new ones...
Simply extract the human_actions1.txt file into your Data directory (This mod will effect all mods)
For anyone who is interested,
This is the area in the file that defines death animations (near the bottom of the file)
Code:
1026 2
1.200000 40100 40138 33 0 0.0 0.0 0.0
2.000000 45400 45425 33 0 0.0 0.0 0.0
For each animation defined for the action
the 1st number = length of animation
the next two numbers are the start and end frame from the human skeleton in skeletons.brf
No Text Mod
This mod hides the text that usually pops up while fighting, as well as health and NPC names. Note that it does not hide menu text (like if you just edited comic_sans.dds) so you can still easily play the game. This is basically for making nice screenshots and movies of your mod (or the native game)
Simply place the files in your module directory. If you are using it with a mod, just replace the following:
load_resource = materials
with
load_module_resource = invisible_text
in module_info.txt
Map Icon Pack 2
Included icons:
Bridge (with 2 orientations)
Ford (with 3 orientations)
Castle, with and without walls
Town with palisade fortifications
M&B in Space
This download contains an example map, demonstrating how you can give the world map a skybox, to simulate a space field. It is not by any means a full mod, its just an example of how you might go about making a space mod. Combine this with some ideas from Yoshi's pirate mod, and you could fly around in space as well as walk on planets.
Thanks go to Winter for providing the python code to have the skybox "follow" the player, so that it remains in view and does not get culled. Here is the code if you want to use it yourself:
Party entry:
("skybox","Skybox",icon_skybox|pf_always_visible|pf_no_label|pf_hide_defenders, 0, pt_none, fac_neutral,0,ai_bhvr_hold,0,(2.44, 46.26),[(trp_farmer,1,0)]),
Simple Trigger entry:
(0.4, [
(store_distance_to_party_from_party,reg(1),"p_skybox","p_main_party"),
(gt,reg(1),0),
(party_relocate_near_party,"p_skybox","p_main_party",0),
Zendar With Shadows
What it looks like in vanilla, for comparison: