Druidic said:set them before the "Unused Animations"
its not before or after. You replace them (the Unused ones) with your new stuff (delete 1, add 1, delete 1, add 1).
Druidic said:set them before the "Unused Animations"
kalarhan said:Druidic said:set them before the "Unused Animations"
its not before or after. You replace them (the Unused ones) with your new stuff (delete 1, add 1, delete 1, add 1).
DarkNord said:Can someone explain me module_skins tuple?
More precisely that face texture part as it uses a lot of hexodecimal code for which i dont see use and by testing i found that part is responsible for my ctds so can someone explain what they do on what to set them etc...
DarkNord said:Thank you snouz
and now
1,why would hair texture be there?
After i deleted all beards ( i copy/pasted male skin and step by step started adding my skin.and ofc renamed male to something new) i get a ctd in game so what should i do?
(
"man", 0,
"man_body", "man_calf_l", "m_handL",
"male_head_new", man_face_keys, #snouz 3.8 male_head
["man_hair_s","man_hair_m","man_hair_n","man_hair_o", "man_hair_y10", "man_hair_y12","man_hair_p","man_hair_r","man_hair_q","man_hair_v","man_hair_t","man_hair_y6","man_hair_y3","man_hair_y7","man_hair_y9","man_hair_y11","man_hair_u","man_hair_y","man_hair_y2","man_hair_y4"], #man_hair_meshes ,"man_hair_y5","man_hair_y8",
["beard_e","beard_d","beard_k","beard_l","beard_i","beard_j","beard_z","beard_m","beard_n","beard_y","beard_p","beard_o", "beard_v", "beard_f", "beard_b", "beard_c","beard_t","beard_u","beard_r","beard_s","beard_a","beard_h","beard_g",], #beard meshes ,"beard_q"
["hair_blonde", "hair_red", "hair_brunette", "hair_black", "hair_white"], #hair textures
["beard_blonde","beard_red","beard_brunette","beard_black","beard_white"], #beard_materials
[("manface_young_2",0xffcbe0e0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xffcbe0e0
("manface_midage",0xffdbe6d6,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xffdfefe1
("manface_young",0xffd3dddd,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xffd0e0e0
("manface_young_3",0xffcfe5e2,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xffdceded
("manface_7",0xffd3e8e4,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xffc0c8c8
("manface_midage_2",0xffe8e8f0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xfde4c8d8
("manface_rugged",0xffe1eee4,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xffb0aab5
("manface_new_2", 0xFFb0b6bd, ["hair_blonde"], [0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xffdfefe1
("manface_new_1", 0xFFc2c7c2, ["hair_blonde"], [0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xffdfefe1
("manface_new_4", 0xFFb8c4c4, ["hair_blonde"], [0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xffcbe0e0
("manface_new_3", 0xFFe2efe4, ["hair_blonde"], [0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xFFE0E8E8
("manface_white2", 0xFFd7dada, ["hair_blonde"], [0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xFFE0E8E8
("manface_mideast3", 0xFFbfc6c6, ["hair_blonde"], [0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xFFE0E8E8
("manface_mideast2", 0xFFbdb8b4, ["hair_blonde"], [0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]), #0xFFD0C8C1
("manface_mideast1", 0xFFa8a295, ["hair_blonde"], [0xff171313, 0xff007080c]), #0xFFAEB0A6
("manface_black1", 0xFF876c5c, ["hair_blonde"], [0xff171313, 0xff007080c]), #0xFF87655C
("manface_black3", 0xFF9f7f6a, ["hair_blonde"], [0xff171313, 0xff007080c]), #0xFF634D3E
("manface_african", 0xFF8f7868, ["hair_blonde"], [0xff120808, 0xff007080c]), #0xFF807C8A
], #man_face_textures,
[(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),(voice_yell,"snd_man_yell"),(voice_stun,"snd_man_stun"),(voice_victory,"snd_man_victory")], #voice sounds
"skel_human", 1.0,
psys_game_blood,psys_game_blood_2,
[[1.6, comp_greater_than, (1.0,eye_to_eye_dist), (1.0,temple_width)], #constraints: ex: 1.7 > (face_width + temple_width)
[0.6, comp_less_than, (1.0,eye_to_eye_dist), (1.0,temple_width)],
[1.5, comp_greater_than, (1.0,face_ratio), (1.0,mouth_width)], # face ratio and mouth to nose distance
[0.6, comp_greater_than, (-1.0,nose_width), (1.0,mouth_width)], # nose height and mouth to nose distance
[-1.0, comp_less_than, (-1.0,nose_width), (1.0,mouth_width)], # nose height and mouth to nose distance
]
),
basedwontonsoup said:always gurantee polearm
tf_guarantee_polearm = 0x08000000
Somebody said:Morgh's editor doesn't need to be updated, you just copy your work work from the module system and merge your new troops with 1.171 as the base.
basedwontonsoup said:How would I merge the new troops?
imado552 said:hello everyone this is my first time asking here so bear with me XD
i have few questions i wanna ask :
- is there a limit on how many villages a town or a castle can have like a castle will have 2 or 3 villages rather then 1 the same with towns 5 or so rather then max(if there is a max here) of 3
- i'm not that perfect with coding but i'm not that useless as well so i was wondering how can i make custom events that pop up in a chosen date and will have results (like a new faction emerging as well as a faction leader death "of course using the osp here")
- lol i might sound stupid here but how can i change the pic that is displayed when checking a faction or a town or a character in the notes menu i want to see other things then the once that are displayed like a picture or something for each town character and....etc)
- how can i upgrade the version of my mod to work with newer versions of warband
- i saw once i think a turkish guy made it i don't remember a cinematic short movie of texts that shows up when you are done creating your character i was wondering if maybe i can tweak it some how to play a short movie of maybe 3 mins rather then texts and if i can't do that can i maybe play some kind of music in the background while the texts are showing up
- how to allow the player to use certain animations like the ai(if that's the correct word) for example the tavern osp the townsmen are sitting how can i make the player use some kind of a key board key like "L" or something so when he is near a chair he can sit by clicking "L"and so on
- the teleportation script i heard of it once but i can't find it can someone link me to it but to the question is there anyway i can use taverns in villages like maybe walking around the village reaching a door entering then the teleportation script is triggered and you get teleported to a tavern scene in one of the towns and when you get out you are in the village is this possible
- do you think its too difficult to allow many options in one place for example in a fort captured by a player from bandits you can have options to build market which will allow the option to speak with a trader there and buy and sell stuff from him as well as building a castle "Upgrading that small fort to a castle" with huge amount of money and when you do you will get the options to upgrade the levels of the castle with diff scenes and new options and so on !
- i saw in ACOK that you can make the Ai use some kind of animations like acrobatics stuff or so how can i do that cuz what i want to do is when you enter a huge town you will find some speaking there and some fighting over something the guards walking (i found a really cheap trick to do that lol)
- how can i use animations for a certain object like rowing animations for a ship and so on
- what is the limit of polys for an object added to a scene to avoid lags and crashes
- how to add items to the cheat menu for testing
- how can i add living animals to a scene like horses not dead (objects)but alive they move and so on and how can i add more animals to the game
- my most important question is how can i make the game use textures that i have rather then the ones using in the textures files so for example the terrain forest that we use for the campaign map i want to change it but how can i make the game read the changed texture from my mod will load_mod will do the trick replacing the native ones
i still have many questions but oh let's leave it for another time and work on these i don't care if they are hard or takes too much time to do as long as i can do them i'll do them so help tips and advices will be welcomed thank you all and i hope u can help me out thanks and cya!
i still have many questions
snouz said:So to get that value right, you need to open photoshop/gimp, put man_body8.dds and your face texture side by side, then put a colored shape layer on top of the body, put its fusion mode as "multiply" and play a bit with the color until the face and the body more or less match.
Because there can be different hair textures for different skins.DarkNord said:1,why would hair texture be there?
i did search and found answers for many of my many questions and the questions above i didn't understand the answers and solutions that were offered tried some got bugs tried others no result maybe because i'm with the latest warband game version and MS version i did found a lot of answers for many of my answers but as i said before(above) i have many questions because this was my first time asking lol and i asked everything at onceEmielRegis said:
Sorry but it looks like you typed here at once everything you wanna know, without bothering to search for answers yourself. Im pretty sure answers for majority of your questions can be found in tutorial section. Yes, its Q&A thread but...holy **** man. If you need details on some topic we are happy to help, but not gonna rewrite here wikipedia for you.
nopeimado552 said:is there a limit on how many villages a town or a castle can have
see tutorial on triggers (module_triggers.py and module_simple_triggers.py), that is how we control world eventscustom events
check your textures folder or use OpenBRF to see the default ones used for UI. You can replace any of themchange the pic
download newest modsys and update your header_XXX.py files. The file header_operations.py is the most important one. Get Lav's modules for a better version.upgrade the version of my mod
its a custom presentation. You can find a OSP for it on the OSP subforum.short movie of texts
custom animations are handled by operations (code). You can get a OSP like the Tavern one to study the code as a example. VC DLC uses it for farmers (villagers).certain animations
its not a script, it is how the game connects scenes (using menus and passages). Get the tutorial PDF (see tutorial subforum) as this is covered thereteleportation script
only you can answer that. Start by doing small things, you can't get 1000 hours of modding experience in 1 week.too difficult to allow many options
see module_scenes_props;py and how Native handles the siege towersanimations for a certain object
keep it low, use Native as a reference for old machines, and newer releases (like VC) for higher requirements.limit polys
several ways, this will be easily answered once you read the basic tutorials on MBScript, events, etc. A good place is the starting menus (used to create a character), as there is already one for cheats (skip steps to start quickly)how to add items to the cheat menu for testing[
learn by example. VC DLC is a good source for this. Study their code, animations, textures, ...add living animal
put them on your textures folder. Load them on BRF files and your module.ini using the proper order and settings.game use textures
ok i'll do that from now on!kalarhan said:use bullet points instead when you have several questions. 1,2,3 makes easier to answer it lol
ok i'll try my best to do that!kalarhan said:and please try to be direct in your questions. We don't need the history, just the facts
thankskalarhan said:nopeimado552 said:is there a limit on how many villages a town or a castle can have
thank you i'll check them right now!kalarhan said:see tutorial on triggers (module_triggers.py and module_simple_triggers.py), that is how we control world events
roger that !kalarhan said:check your textures folder or use OpenBRF to see the default ones used for UI. You can replace any of them
custom backgrounds are case by case, so you need to locate the menu/presentation and check the code
thank you ! now i'll be able to stay with the latest versions!kalarhan said:download newest modsys and update your header_XXX.py files. The file header_operations.py is the most important one. Get Lav's modules for a better version.
The module_XXX.py will depend on what you need to update. If you are using Native as your base there was no change in SP since 1.153, as the last versions were dedicated to VC DLC and recently the Invasion MP mode.
ok i'll look for it and download it thank you!kalarhan said:its a custom presentation. You can find a OSP for it on the OSP subforum.
i will download it right now and start studying !kalarhan said:custom animations are handled by operations (code). You can get a OSP like the Tavern one to study the code as a example. VC DLC uses it for farmers (villagers).
ah thank you !kalarhan said:its not a script, it is how the game connects scenes (using menus and passages). Get the tutorial PDF (see tutorial subforum) as this is covered there
thank you for your advice i'll work using it from now on !kalarhan said:only you can answer that. Start by doing small things, you can't get 1000 hours of modding experience in 1 week.
never thought of that i'll look into it!kalarhan said:see module_scenes_props;py and how Native handles the siege towersanimations for a certain object
thank you that would make it easier for me to avoid lags and crashes !kalarhan said:keep it low, use Native as a reference for old machines, and newer releases (like VC) for higher requirements.
ok i'll work on it and learnt how to do it step by step!kalarhan said:several ways, this will be easily answered once you read the basic tutorials on MBScript, events, etc. A good place is the starting menus (used to create a character), as there is already one for cheats (skip steps to start quickly)
ok i'll do a lot of studies on it!kalarhan said:learn by example. VC DLC is a good source for this. Study their code, animations, textures, ...
ah i see thanks!kalarhan said:put them on your textures folder. Load them on BRF files and your module.ini using the proper order and settings.