thank you for your quick reply! I will check it.The problem is in your script, check for uninitialized local variables. There is not 0 at all, but random garbage from memory.
does wse2 load core_shaders in CommRes by default? since there is no load_resource=core_shaders in the mod.How can I improve the performance of the mod?
Enable edit mode, run mod and check rgl_log.txt. You need to fix PERFORMANCE WARNING. Meshes with rigging requires material with skinning shader. Meshes without rigging requires material without skinning shader. This will increase performance for both WSE2 and Warband since the CPU is the bottleneck.
sea_shader_ffp can be ignored, wse2 do not support dx7
#vanilla
#arg1 = missile_item_id,
#arg2 = launcher_item_id,
#arg3 = shooter_agent_id,
#pos1 = missile_position_on_water
#wse
# script param 1 = missile item no
# script param 2 = missile item modifier
# script param 3 = launcher item no
# script param 4 = launcher item modifier
# script param 5 = shooter agent no
# script param 6 = missile no
# pos1 = water impact position and rotation
mesh_mp_ingame_menu = 6
create_mesh_overlay = 911 # (create_mesh_overlay, <destination>, <mesh_id>),
15:23:12 - SCRIPT ERROR: Illegal lvalue in statement
15:23:12 - - Lua (line 0, opcode 911, modifier 0x0)
15:23:12 - - (line 0, opcode 5113, modifier 0x0)
local temp = 0
local overlay_id = game.create_mesh_overlay(temp, game.const.meshes.mesh_mp_ingame_menu)
Hi K700,1 and 2) provide screenshot comparison from WSE2 and vanilla engine
3)need more detailed information, this is not observed in the vanilla engine?
4)scene editor is not implemented yet