Support and updating of the mod files should be handled by its developers. I have released the instructions.
III.
IV.
- You say we have two options depending on where the shader files are located, id est if they're inside a single BRF package or if they're inside one or more BRF packages that include other resources. I have no clue, however, for which files I've to look. Can you give me the exact names of these shader files?
- Once I have extracted the files from the module's BRF packages, either by cutting and pasting them from the BRFs that contains them or by simply extracting that single BRF which is supposed to include all the shaders in one place, how can I proceed with compiling? It's mentioned that I have to run the "build_shaders.bat" file, but where is it supposed to take the information to compile the shaders? Shall I simply put the files I've found in the sub-folder "Shaders" of the WSE2 SDK directory?
- What does it mean "If setled flag shf_uses_skinning, then technique name and technique name with skin swapped"?
A general question: which version of Python shall I use? The latest or the older one suggested for the Warband's module system?
- You mentioned the "fx sources", but what's the name of the files that constitute these sources? This to know if they're included in the materials I have or if they aren't, and in the latter case I can specifically ask for these files to the author instead of asking for all the shader files.
- What does it mean "You need to transfer all found changes to your module shader sources file."? Also, if the Warband native shaders are the native shaders and if the "mbsrc.fx" file is provided with the WSE2 SDK kit, when do the "fx sources", specific of the module I'm converting, enter in action in this process?
I understand your point, but to date I see only me and my friend Valamis, respectively an entry level modder who aims to revive an old crusades mod and a moderator from the "Persistent Lord Of The Rings Online", willing to port their favorite modules into your new engine. I'm speaking frankly and I'm not trying to force you, I just ask you to consider if, for the popularity of your work, you should start with addressing these two person in converting their modules (so that they will be able eventually to do it for other mods) or instead await until the head developer of a mod will do a conversion and without even the need to ask for further instructions.Judging by your questions, you did not do modding. Therefore, I'm not sure that you should start with this instruction.
There exists a TLD version compatible with WSE2, you can find all the needed informations in this post:Also, when I proposed in the Steam workshop forums of "the Last Days of the Third Age of Middle Earth" mod to create a patch for your engine, I got no answers at all. This is a minor failure for me, because I'll not be able to play with many agents in that module, but it's a considerable sadness for this venture as that mod is very popular and it would have brought part of its popularity and visibility into your truly worthy project.
If no one else wants to do it for you, then you have to do it yourself if you really want to. TLD is OSP so you have all needed files at your disposal. You always may create a custom branch for TLD with your WSE2 compatibility hook.Also, when I proposed in the Steam workshop forums of "the Last Days of the Third Age of Middle Earth" mod to create a patch for your engine, I got no answers at all. This is a minor failure for me, because I'll not be able to play with many agents in that module, but it's a considerable sadness for this venture as that mod is very popular and it would have brought part of its popularity and visibility into your truly worthy project.
The shader files of SoF were not published (as we have already established), so this goal will not be achieved.who aims to revive an old crusades mod
What are you asking K700 for who did all the needed work with writing the guide? Now it is developers' turn to make their mods compatible with WSE2. No further instructions are necessary, you clearly do not understand how basic stuff works with regards to modding and its division of labor.I'm speaking frankly and I'm not trying to force you, I just ask you to consider if, for the popularity of your work, you should start with addressing these two person in converting their modules (so that they will be able eventually to do it for other mods) or instead await until the head developer of a mod will do a conversion and without even the need to ask for further instructions.
This is not observed in vanilla warband?sometimes hairs under hats are shown and sometimes horse skin is shown behind the saddle that covers it
The Spyglass does not modify hardcoded Shift zoom but acts independently of it due to coding. Download NW's source code if you wish to learn how it works, but I can tell you it is pure ModSys scripting. If it works differently in WSE2 and vanilla, it may be something with the former's malfunctioning operation.It shall be noted, however, that the spyglasses of Napoleonic Wars grant a greater level of zoom, I suspect, making noticeable things that cannot be seen otherwise in other modules by the Shift key mean (which is used, in Napoleonic Wars to change the character's movement speed).