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Topics - Ivkolya

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1
Hello all! I'm working on global map for my Crimean war mod. I want to make the map accurate, so I downloaded 3d mesh of Sevastopol area from Google maps to use it as global map. But the Google's mesh consists of many separate rectangles (each of which also consists of 4 separate rectangles), which can't be combined in one mesh perfectly, most of vertices of adjacent rectangles don't match. Here is an example:

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So my question is, is there a way or to combine all those meshes into one without losing much of shape (and which can be seen by the game's engine as global map), or to make another mesh on top of these rectangles, which will in general replicate the form of all those meshes?
 

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Hello all, another question here. I want to make cantinieres and nurses, so I need somehow to forcibly make player's character to be female (maybe with certain face too), but only when this unit is choosed. Can it be made?

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Modifications / How to make a unit to have different set of uniform+hat?
« on: October 03, 2019, 11:14:52 pm »
hello all, I'm making Ottoman Bashi-Bazouks for my mod, they had people of many nations, and accordingly different nations traditions, so there was a large variety of costumes. But simply give to the unit random uniforms and hats isn't a good way, because the hat must match other costume, it will be wrong to see an Albanian with Arab hat (as example). So is there a way to make hats matching uniform, but that are randomly given to the unit?
As a last resort, I can make different nations of Bashi-Bazouks as different units, but it's not so interesting.

And also can I give to a unit lance and musket simultaneously? In game there is or lance or musket :(

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Modifications / How to disable choosing of gender?
« on: September 28, 2019, 10:40:02 am »
Hello all, how to disable choosing of gender (when a player creates a character)? So there will be only male soldiers on the battlefields of my mod, as it historically was.
I searched all module system files, but didn't find a script responsible for appearing of the 'Choose Gender' window.

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Modifications / How to make custom river with decreasing water level?
« on: September 01, 2019, 04:02:48 pm »
Hello all, I have a question - how can I make a river with decreasing water level? I'm making a map of hilly terrain with river descending from some hills to a plain and then to the sea. If i will make the river just by lowering terrain under the water level on the map - there will be extremely high banks in the hilly part of the map.

So I guess the only option is to make a mesh of the river and adjust terrain around it. I made such mesh, assigned river_mud material to it, so it looks more or less good (but I think there is no water flow like in the scene's water), but of course there is no sound of water splashing when walking in it.

It would be nice if there is a way to make this river have effects of a river (one can drown if he is too long under water in deep places, there is a sound when one walks on the river etc.). Can someone help me?

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How to give an ability to repair things to all, who has the construction hammer? And it will be better that only sappers can BUILD anything, and other units with hammer can only REPAIR it. Or maybe someone can explain me, how to make another tool, which will repair things instead of delivering damage?

I found in scripts some lines with sapper stuff and changed what I thought can help, but nothing changed - if another unit holds the construction hammer, he destroys everything instead of repairing. But it will be interesting and more realistic, if engineer will place some props accordingly to fortification science, and common soldiers will build what he says. So I really hope someone can help me with this and maybe other modders can use this idea :)

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Hi again, sorry for another topic.
I've made shield, made of ropes, to cover an embrasure. I need it to be destructible and also it must have option of closing and opening like this:

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I figured out how to make it destructible (but also I wonder, how can I make it destroy without that wooden sound and particles). Problem is with opening/closing. Basically, on using shield (like door) closed shield mesh must be replaced with opened shield mesh, but I don't know how to write it in the module system. So maybe someone can help me with this? :)

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Modifications / How to make only certain units available for map?
« on: May 08, 2018, 03:02:04 pm »
Hi all, is it possible to make certain units available for certain map? As example, I want for winter maps make available only winter uniforms

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Modifications / Candle light
« on: December 10, 2017, 05:03:58 pm »
Hello all, how to make candle actually glow and light the nearest objects?
And another question - is it possible to make glass lantern around a candle? I made lantern, but light from candle is seen only if glass is completely transparent (black alpha channel), if glass is half-transparent (alpha is grey) - I can see the candle itself, but not the light.

10
Modifications / Script request - set of uniform+hat
« on: April 06, 2017, 11:09:52 am »
Hi all! I'm trying to make my mod as historically accurate as possible, so I need some solution, how to make player wear only corresponding to his uniform hat, without ridiculous mixing of uniforms. I'm very new to the programming, so I can't make it on my own, unfortunatelly.

I think it is possible via script, according to which - if agent wears uniform with name "uniform", script gives him hat named "uniform_hat". Both - uniform and hat - are items described in module_items.py. So modmaker will make uniforms with different names and hats with same names plus "_hat" at the end of the name.
Another way is to make all uniforms and hats not merchandise, and player will become complete uniform as example from commander of unit, which uniform he wants to wear, or from armour merchant or whatever. In simple words, after choosing an answer (something like "Show me uniform you have in store"), game calls similar script to script of choosiung uniform in NW (with name of regiment and preview image of uniform, and after choosing uniform it replaces current uniform of player).

These are simple solutions of my problem. I'll be very thankful if someone can write script for one of these solutions, or maybe can offer another way to make player wear only corresponding uniform and hat. I'll give credit of course, and maybe some other modmakers will use it in their mods, to make them  more historically accurate.

11
Modifications / Normal maps and cloth texture
« on: December 04, 2016, 07:40:11 pm »
Hi all!
Sorry for noobish question, but can someone tell me, how normal maps in NW are made? I tried to make normal maps in esiest way - from regular textures, playing with contrast and brightness and using Nvidia plugin in Photoshop, - but my results are no match to NW's normal maps, which are way more  clean and clear. So I guess they or used different settings using Nvidia plugin, or they painted height maps based on regular textures, and transforming them into normal maps, or something else. And how can I make normal map like in NW?:)

This is my result
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This is NW's normal map
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And other question whish bothers me - how in NW is texture of cloth realized? Is it some filter in Photoshop (I tried different filters, but I didn't like my results) or is it some texture of actual cloth?
Example:
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This may be interesting question for many modders, so I made this topic:)

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Modifications / [SOLVED] How to call script in certain "day" of game?
« on: October 01, 2015, 02:12:58 am »
Is it even possible, to call script after certain time after beginning of game (I mean, in some "day" in game)?

I honestly searched very long time :) But all I could find was calling script after certain amount of real seconds, after some event happened, it's not what I need.

13
Modifications / Questions about animation
« on: March 08, 2015, 01:43:25 am »
Didn't find answer for it, read many tutorials and forums, but still nothing, so start new topic, maybe somebody also looks for answer for it :)

Question is: How is made in NW animation of musket reload, so musket is in right hand, than in left hand and after that in right hand again?
I think, musket in right hand is just invisible for the time when musket in left hand is active, but how can I do it? I want to make new animation for reload of percussion musket (of course I can take it from another mod, but I want to understand how is it done) and new animation of stand with musket on left shoulder.

Hope for answer :)

14
In Development / Crimean war (1854-1855) mod
« on: March 01, 2015, 03:53:11 am »


First message is already too old, and some day I'll change it properly. For now - I added all screenshots in the first message

Hi all, I'm making a mod about Crimean war.
Why this war? I think it is perfect for gameplay of most popular and my favorite modes of NW (i mean siege, battle and commander battle) - here are combined large battles in fields (like Alma or Balaclava) and siege (famous siege of Sevastopol). This war was one of the first to be documented extensively in written reports and photographs, so we have a lot of materials about this war.
I am a reenactor and took part in many reenactments about this war  in Crimea since 2005, so I have big interest in Crimean war and have some knoledge about it.

I have not decided yet, how many factions will be in mod:
Var. 1: two factions - Russian Empire and Allies (France, Britain and Turkey - so you can not play battle as example France vs. Britain, for this you have NW) with extra section for winter uniform and uniform of Alma battle (after that battle there were changes in uniform) and so we can achieve sameness in the uniform 8)
Var. 2: four factions - Russians and Allies in winter and summer uniform
Var. 3: one faction for each nation.
I prefer first variant, but we'll see.

As for the difference in weapons - I think russians will be more skillfull in melee and maybe will have more HP. Besides, in russian army also were good rifles, but not so many. Also, difference in weapons between russian troops and french troops was also not so big,  french troops also had not so many rifles as british troops had (and if british and french troops will be in same faction - it will even the odds :)).

Also I want to make some changes in artillery - es example make artillery crew with 3 bots (1 loads, 1 reloads and 1 shoots), make historical-correct artillery train with 6 horses in it and make cannons be able to move with hands on foot, but I know about module system almoust nothing, so now I don't know how to make it all  :(

Currently I have some problems with my videocard, so right now i can't work on mod, but it is perfect time to read more about Crimean war and Siege of Sevastopol. And also it is a good time to tell me suggestions and ideas for mod. Also I will apreciate any help, because there is a lot of work and one person will do it very long.

Also - maybe you know guys who worked on this mod https://www.fsegames.eu/forum/index.php?topic=3193.0 and maybe they can give me what they have already done to make the work easier? :)


Some screenshots (will post new ones on forum and add them here):

Uniforms

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Российская Империя

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Other rank's helmet, Vladimir Infantry Regiment

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Officer's helmet, Moskow Dragoon Regiment

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Infantry

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Officer of Vladimir Infantry Regiment

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Borodino Infantry Regiment

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Susdal Infantry Regiment

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Sevsk Infantry Regiment

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4th Rifle Battalion

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Plastun of Black Sea Cossacks

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30th Naval Detachment

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Cavalry

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Kiev Hussars

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Ural Cossack

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Moskow Dragoon

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Le Second Empire Français

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Shako of 7th Line Regiment

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Infantry

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2nd regiment of grenadiers of foot of the Imperial Guard
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1st regiment of voligeurs of the Imperial Guard
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1st regiment of Foreign Legion
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1er bataillon de chasseurs à pied
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1er régiment de ligne (compagnie des fusiliers)
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7e régiment de ligne (compagnie des grenadiers)
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18e régiment de ligne (compagnie des voltigeurs)
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22nd light infantry regiment
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28th line infantry regiment, company of fusiliers (wearing "crimeenne")
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35th line infantry regiment, company of voltigeurs
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42nd line infantry regiment, company of voligeurs (wearing "crimeenne")
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57th line infantry regiment, company of grenadiers (wearing "crimeenne")
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74th line infantry regiment, company of grenadiers
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Artillerie à pied
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French Chasseurs d'Afrique

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British Empire

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Infantry

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1st (Grenadier) Regiment of Foot Guards

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Coldstream Guards

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Scots Fusilier Guards

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18th (Royal Irish) Regiment of Foot

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19th (Yorkshire) Regiment of Foot ("The Green Howards")

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23rd Regiment of Foot (Royal Welch Fusiliers)

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28th (North Gloucestershire) Regiment of Foot

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33rd (The Duke of Wellington’s) Regiment of Foot

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41st (Welch) Regiment of Foot

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42nd (Royal Highland) Regiment of Foot (Black Watch)

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49th (the Princess Charlotte of Wales or the Hartfordshire) Regiment of Foot

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57th (West Middlesex) Regiment of Foot ("The Die Hards")

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68th (Durham) Regiment of Foot at Inkerman

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93rd (Sutherland Highlanders) Regiment of Foot (The Thin Red Line)

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95th (Derbyshire) Regiment of Foot

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Rifle Brigade

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Cavalry

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2nd (Royal North British) Regiment of Dragoons (The Royal Scots Grey)

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5th (Princess Charlotte of Wales's) Dragoon Guards

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6th (Inniskilling) Dragoons

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4th (Queen's Own) Light Dragoons

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11th Hussars (Prince Albert's Own)

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17th Lancers (Duke of Cambridge's Own)

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Ottoman Empire

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Cavalry

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Bashi-Bazooks

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In game:

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Buildings:
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Tower of the Winds, Sevastopol
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Tower of Malakhoff
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Modmakers team:
Ivkolya
Conway
Mechanic00


If someone wants to help (especially with scripts, we have a lot of ideas) - we'll be glad to see you in team:)

15
Modifications / Six-horses in artillery train
« on: February 21, 2015, 03:33:28 am »
Hi all, there is a question: I want to make artillery train with 6 horses, and I think that easiest way is to copy mesh of horse and in OpenBrf with command "roto-translate-rescale" to move copies of mesh of horse to 1,000 in X (right) and than this two meshes to 2,500 and 5,000 in Z (forward). But here comes a problem: animation of the right mesh is almoust normal (some issues with right legs), but animation of meshes I moved forward is terrible.
So here is a question: how can I move mesh in OpenBrf without deformation of animation?

And if you have any other ideas how to make artillery train with six horses - it will be great if you write it here:)

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