Author Topic: Have a question about Modding? Ask Here!  (Read 339256 times)

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Offline Japan

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Re: Have a question about Modding? Ask Here!
« Reply #15 on: January 30, 2013, 01:21:59 am »
What is OpenBRF and Wings3D use for?

Offline Dasvi2018

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Re: Have a question about Modding? Ask Here!
« Reply #16 on: January 30, 2013, 06:48:49 am »
OpenBRF : Can open BRF files AKA the textured models to see them
Wings3D : Creates models
Quote from: Adam Jensen
If you want to make enemies..try to change something
Quote from: Stalin
The loss of 1 man is a tragedy,the loss of 5 million..is a statistic

Offline Desert Thunda

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Re: Have a question about Modding? Ask Here!
« Reply #17 on: January 30, 2013, 04:54:47 pm »
I am new to modelling, anyone suggests a easy modelling software which is free and good for NW?

Thx in advance ;D

Offline Wolfy

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Re: Have a question about Modding? Ask Here!
« Reply #18 on: January 30, 2013, 04:57:14 pm »
I am new to modelling, anyone suggests a easy modelling software which is free and good for NW?

Thx in advance ;D
Wings3D,very easy to learn and use.Plus it can make some really great modles if you know how.  :D

Offline Reverse

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Re: Have a question about Modding? Ask Here!
« Reply #19 on: February 03, 2013, 01:07:08 pm »
How would i make an automatic weapon? also, what file do i edit to change the amount of rounds in a weapon?

Offline Rejestone

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Re: Have a question about Modding? Ask Here!
« Reply #20 on: February 06, 2013, 06:54:52 am »
How do you change
Spoiler
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And the main screen?

Offline Desert Thunda

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Re: Have a question about Modding? Ask Here!
« Reply #21 on: February 16, 2013, 04:33:06 pm »
Not sure if this is a mod related question but how do I change the music in NW? do I just remove the unwanted and put in the wanted?

Offline BSM 'Shut up' Williams

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Re: Have a question about Modding? Ask Here!
« Reply #22 on: February 17, 2013, 06:16:37 pm »
Not sure if this is a mod related question but how do I change the music in NW? do I just remove the unwanted and put in the wanted?

Yeah btw how do you import an new hat.

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Offline Chosen1

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Re: Have a question about Modding? Ask Here!
« Reply #23 on: February 17, 2013, 06:37:09 pm »
Not sure if this is a mod related question but how do I change the music in NW? do I just remove the unwanted and put in the wanted?

Yeah btw how do you import an new hat.

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Offline Mr. Kochi

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Re: Have a question about Modding? Ask Here!
« Reply #24 on: February 19, 2013, 08:19:55 am »
Well here's a problem I just found with the OpenBRF, and I don't know how to solve it.

Two days ago I edited the colours2.dds file, turning the 33rd's colours into the 82nd's. Thing is, when I saved the file and compiled it as DXT 1, the resolution dropped massively, and, in simple words, the flag looked awful.

I decided it would be a good idea to sacrifice a bit of disc space in the name of HD flags (come on. They're the Colours. You can't deny HD to the Colours), so I got back to work with the flags and this time compiled them into a R5G6B5 format (four times the disc space, but great looking texture... Tis barely 2mb anyways). The problem is, even though the game supports them, OpenBRF doesn't, and it may be a problem once I start making custom textures and such. I really, really want to have nice looking HD drums for the 42nd and KGL, but this will get problematic once textures start playing jokes on me.

Any solution?

Offline Willhelm

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Re: Have a question about Modding? Ask Here!
« Reply #25 on: February 20, 2013, 12:41:29 am »
Don't use wings its crap and simple, use blender.

Offline Viktor 90th

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Re: Have a question about Modding? Ask Here!
« Reply #26 on: February 23, 2013, 04:49:51 pm »
Here's one for people to get their heads around, This is a OSP posted by Incaseofinsanity
Hi all,
I'm working on my NW mod and I thought it would be nice to provide something for the community.


EXAMPLE VIDEO


module_animations.py
Code
 ["fix_bayonet", acf_enforce_all, amf_priority_reload|amf_play, [5, "fix_bayonet", 0, 119, arf_blend_in_8]],
 ["fix_bayonet_end", 0, amf_priority_mount|amf_play, [0.1, "fix_bayonet", 50, 119, arf_blend_in_1]],
 ["unfix_bayonet", acf_enforce_all, amf_priority_reload|amf_play, [5, "unfix_bayonet", 0, 119, arf_blend_in_8]],
 ["unfix_bayonet_end", 0, amf_priority_mount|amf_play, [0.1, "unfix_bayonet", 50, 119, arf_blend_in_1]],
[close]
module_items.py
Code
# British Musket without bayonet
["british_brown_bess_bare", "Infantry Musket", [("brown_bess_musket_bare",0)], itp_cant_use_on_horseback|itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed|itp_cant_reload_on_horseback|itp_cant_reload_while_moving|itp_next_item_as_melee ,itcf_shoot_musket|itcf_carry_crossbow_back,
683 , weight(3.0)|difficulty(0)|spd_rtng(26) | shoot_speed(250) | thrust_damage(100 ,pierce)|max_ammo(1)|accuracy(75),imodbits_none,[]],
["british_brown_bess_bare_melee", "Infantry Musket", [("brown_bess_musket_bare",0)], itp_has_upper_stab|itp_type_polearm |itp_primary|itp_no_blur|itp_offset_musket,itc_musket_melee|itcf_carry_crossbow_back,
180 , weight(3.0)|difficulty(0)|spd_rtng(86) | weapon_length(115)|swing_damage(22 , blunt) | thrust_damage(13,  blunt),imodbits_none ],

# Copy and Repeat for other factions
# ...
[close]

module_mission_templates.py
Code
# Starting trigger for fixing/unfixing bayonet
multiplayer_client_start_fixing_bayonet = (
  0, 0.05, 0, [(neg|multiplayer_is_dedicated_server),
(neg|is_presentation_active, "prsnt_multiplayer_admin_chat"),
         (key_clicked,key_b),           
               ],
  [ 
    (multiplayer_get_my_player, ":cur_player"),
    (player_is_active,":cur_player"),

# Fix/Unfix bayonet
(store_mission_timer_a_msec,":cur_time"),
(store_sub, ":elapsed_time", ":cur_time", "$g_last_time_bayonet_was_fixed"),
        # Player has to wait 5 seconds between fixing/unfixing bayonet
(ge,":elapsed_time",5000),
(player_get_agent_id, ":cur_player_agent", ":cur_player"),
(agent_get_wielded_item,":cur_wielded_weapon",":cur_player_agent", 0),

(assign, ":continue", 1),

# INCOMPLETE SECTION
        # Write your musket type detection code here
(assign, ":musket_type", 0),
(try_begin),
(eq,":musket_type",0),  
                #Bayonet will be unfixed after 1.5s
(assign,"$g_bayonet_equip_timer", 1500),
(else_try),
(eq,":musket_type",1),  
                #Bayonet will be unfixed after 2.6s
(assign,"$g_bayonet_equip_timer", 2600),
(else_try),
(assign, ":continue", 0),
(try_end),

(eq, ":continue", 1),
(assign,"$g_last_time_bayonet_was_fixed",":cur_time"),
(assign,"$g_bayonet_is_being_fixed", 1),
(assign,"$g_current_weapon", ":cur_wielded_weapon"),
(multiplayer_send_2_int_to_server, multiplayer_event_fix_bayonet, ":cur_player_agent",":cur_wielded_weapon"),
  ])
Code
# This gets triggered after multiplayer_client_start_fixing_bayonet
# Equips the player with fixed/unfixed musket while the animation is playing
multiplayer_client_equip_item = (
  0, 0, 0, [(neg|multiplayer_is_dedicated_server),
         (eq,"$g_bayonet_is_being_fixed",1),
               ],
  [   
(multiplayer_get_my_player, ":cur_player"),
    (player_is_active,":cur_player"),

(store_mission_timer_a_msec,":cur_time"),
(store_sub, ":elapsed_time", ":cur_time", "$g_last_time_bayonet_was_fixed"),

(ge,":elapsed_time","$g_bayonet_equip_timer"),
(player_get_agent_id, ":cur_player_agent", ":cur_player"),

(assign,":continue",1),
(try_begin),
# Stop fixing/unfixing if the player switched to a different weapon
(agent_get_wielded_item,":cur_player_item",":cur_player_agent",0),
(neq,":cur_player_item","$g_current_weapon"),
(multiplayer_send_int_to_server, multiplayer_event_stop_fixing_bayonet, ":cur_player_agent"),
(assign,"$g_bayonet_is_being_fixed",0),
(assign,":continue",0),
(try_end),
(eq,":continue",1),

(assign,":player_new_item", "$g_current_weapon"),

(try_begin),
(eq,"$g_current_weapon","itm_british_brown_bess"),  
(assign,":player_new_item","itm_british_brown_bess_bare"),   
(else_try),
(eq,"$g_current_weapon","itm_british_brown_bess_bare"),  
(assign,":player_new_item","itm_british_brown_bess"),
(else_try),
              # Repeat the same for other factions
              # .......
(try_end),

(multiplayer_send_2_int_to_server, multiplayer_event_equip_bayonet, "$g_current_weapon",":player_new_item"),
(assign,"$g_bayonet_is_being_fixed",0),
  ]) 
[close]
module_scripts.py
Code: game_receive_network_message
(else_try),
(eq, ":event_type", multiplayer_event_fix_bayonet),
(store_script_param, ":player_agent", 3),
(store_script_param, ":player_item", 4),
 
        (agent_is_active,":player_agent"),
(agent_is_alive,":player_agent"),
 

# INCOMPLETE SECTION
        # Write your musket type detection code here

# Assign ":musket_type" to 0 or 1 depending whether the musket has bayonet or not
(assign, ":musket_type", 0),
(try_begin),
(eq,":musket_type",0),  
(agent_set_animation,":player_agent","anim_unfix_bayonet",0),         
(else_try),
(eq,":musket_type",1),  
(agent_set_animation,":player_agent","anim_fix_bayonet",0),   
(try_end),
(else_try),
......
Code: game_receive_network_message
...
(else_try),
(eq,":event_type",player_action_stop_fixing_bayonet),
(agent_is_alive,":player_agent"),
(agent_set_animation,":player_agent","anim_fix_bayonet_end"),
(else_try),
....
Code: game_receive_network_message
......
(else_try),
(eq,":event_type",multiplayer_event_equip_bayonet),
(store_script_param, ":player_item", 3),
(store_script_param, ":player_new_item", 4),

(player_get_agent_id, ":player_agent", ":player_no"),
(agent_is_active,":player_agent"),
(agent_is_alive,":player_agent"),
        # Find if the current musket is loaded
(agent_get_item_cur_ammo, ":gun_is_loaded", ":player_agent", 0),

(agent_unequip_item,":player_agent",":player_item"),
(agent_equip_item,":player_agent",":player_new_item"),
(agent_set_wielded_item,":player_agent",":player_new_item"),   

        # Set the load status of the new musket to be same as the previous musket
(agent_set_ammo, ":player_agent", ":player_new_item", ":gun_is_loaded"),
(else_try),
......
[close]
header_commons.py
Code: server events
multiplayer_event_fix_bayonet	                             =   ...
multiplayer_event_stop_fixing_bayonet                       =   ...
multiplayer_event_equip_bayonet                              =   ...
# 127 is max!,  0 left.   (1 = unused)
[close]
variables.txt
Code
g_last_time_bayonet_was_fixed
g_bayonet_is_being_fixed
g_current_weapon
g_bayonet_equip_timer
[close]

Weapon Models Link

Animation Link



Credits:
  • The musket models without bayonet are modified versions of the original fixed muskets.

  • The fixing&unfixing animations were made by me, CaseOfInsanity and it's free to use. If your mod ends up using the animations, it would be nice of you to mention my name  :)
As stated by himself, some of the code is not finished. I'l try to figure it out and post here any fixes i figure out, If anyone else feels like doing the same it would be appreciated

Offline Betaknight

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Re: Have a question about Modding? Ask Here!
« Reply #27 on: February 25, 2013, 12:13:10 am »
Don't use wings its crap and simple, use blender.
Its not crap its simple. Blender is complicated for new users. Wings is a bit more use friendly. Ofcourse you sad people should learn to use Maya.
The first modder for NW.

Offline Fabbels

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Re: Have a question about Modding? Ask Here!
« Reply #28 on: February 25, 2013, 02:37:50 pm »
Hello everyone :)

I want to become a texturer to make new uniforms / change their colour and add a plume or something. I want to make uniforms for regiments I like and which are not in the game (like for minor german states / special  or elite regiments).
The problem is I dont want to pay 200 Euros for an image editor (photoshop) and there are not many texturers using free programs like GIMP. But since I am a beginner in texturing, there are some questions which BetaKnight or Atilla the Nun can't answer because they use photoshop.
I'll come to the point : I am looking for a texturer who can answer the questions I have (like where do I find this and this part of the grenadier's equipment) or give me some tips. If the texturer has an advice to get a different FREE program, I would get it if it's better than GIMP for texturing.

Please send me a PM if interested in helping a newbie :)

~Croz

Offline Gokiller

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Re: Have a question about Modding? Ask Here!
« Reply #29 on: February 25, 2013, 02:57:58 pm »
Just google for tutorials, or watch them on youtube. There are plently of them.

Don't use wings its crap and simple, use blender.

There is nothing wrong with Wings3D, perhaps it doesn't look so fancy, but it's easy to learn, and to use to create proper models in no-time.