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Topics - usnavy30

Pages: 1 2
1
Pike & Shotte / Congratulations on the Sub-board!
« on: October 08, 2017, 01:49:51 pm »
Congrats on the sub-board acquisition! You certainly earned it :D

2
Iron Europe / Christmas Truce 1914 commercial
« on: December 25, 2016, 05:29:33 pm »

Lest it be forgotten.

3
Whigs & Tories / WaT Dedicated Server Files
« on: October 14, 2016, 07:04:45 pm »
Includes server-side sized module folder and WaT text and batch files for every game mode.

Patch update server files coming soonTM alongside the patch itself.
Edit: WaT Final Server Files released now
http://www.mediafire.com/file/y3vjb6d17l7i1vr/WaT_Final_Server_Files.rar

For dedicated server hosters only, players need not download.


4
Whigs & Tories / Screenshots & Media
« on: September 15, 2016, 03:58:05 am »
Post your screenshots and related media here.

I'll be editing this post with my own screenshots captured.

A handful screenshots.













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5
Whigs & Tories / Suggestions/Feedback
« on: September 15, 2016, 03:56:30 am »
Please post any suggestions and feedback you may have regarding Whigs & Tories.

On the Table for Consideration:
- Nerfing Spontoon
- Increasing musket accuracy a bit
- Nerfing unbayoneted musket melee speed

etc.

6
War of 1812 / War of 1812 Public Event
« on: April 16, 2015, 01:01:47 am »
Server is *Public_WO1812_v1 (NA)

Currently we have three servers for the mod, the first one is a public server. Fortunately, I admin on the public server. I can set it to Siege mode for a public siege or Battle mode for a public linebattle. Or perhaps a Conquest event or Commander Battle session. To get the mod rolling again a public event would be beneficial. I know there are many a comment where people say it's a shame no one plays it. Word about the mod can be spread more as well. Tell your friends about it!

I want to get this mod rolling again so we have a new version coming soon and the public event idea here.

I need to know people, I want replies to see interest. Replies/comments are something I am seeing the very minimum of about this mod. Let's change that.

7
Events / War of 1812 Public Event (NA)
« on: April 16, 2015, 12:58:22 am »
Server is *Public_WO1812_v1 (NA)

Currently we have three servers for the mod, the first one is a public server. Fortunately, I admin on the public server. I can set it to Siege mode for a public siege or Battle mode for a public linebattle. Or perhaps a Conquest event or Commander Battle session. To get the mod rolling again a public event would be beneficial. I know there are many a comment where people say it's a shame no one plays it. Word about the mod can be spread more as well. Tell your friends about it!

I want to get this mod rolling again so we have a new version coming soon and the public event idea here.

I need to know people, I want replies to see interest.

Rules are free for all right now, team killing is highly discouraged.

I want to know what the interest is right now, in 2013 it was high now in 2015 it is an all time low it seems.

8
In Development / War of 1812 Mod: Final Version
« on: January 31, 2015, 12:43:13 am »
The new download links for the final version of the War of 1812 Mod have been released. See below:

War of 1812
Full and Final Version
The War of 1812 module in this download is the full and final version of the mod. You should delete any older versions of the mod in your Warband Napoleonic Wars modules folder located at the path C:\Program Files (x86)\Steam\SteamApps\common\MountBlade Warband\Modules such as Warof1812V2 Version 2 as it is no longer supported by any servers and there will be no upcoming patch to convert it to the War of 1812 module, full and final version.

Download Links:
Spoiler
Client Download (Choose one mirror)

Mirror 1 - Mediafire
http://www.mediafire.com/download/hlbz2in2h9j6mcy/War_of_1812.exe
Mirror 2 - MEGA
https://mega.nz/#!Cp8hBQAL!FOBCunY5FKl4FxujOKdz80MP34Ha1zgWWvR655JLQR8
Mirror 3 - ModDB
http://www.moddb.com/mods/the-war-of-1812/downloads/war-of-1812-final-version

Optional Minor Update Download:
http://www.mediafire.com/download/cb6fzav9kg3fkl0/Optional+Update+Wo1812.zip

Extract files then copy and paste the files in the BRF folder onto the Resource folder and the files in the DDS folder onto the Textures folder of the War of 1812 module. Replace destination files when promted. Text file description of updates included in download.
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Old OP
Final Version Features for War of 1812 Mod

This post contains a preview of some of the new features that are being worked on for the final version of War of 1812. We can not give an estimate of a release date at this time because some of these are works in process and and haven't been completed.

New textures for the white building set - This was formerly a stucco texture. We changed it to wood clapboards to give the buildings more of a North American look. See the pictures below of how the new textures will look on the Bladensburg map. The interior of these walls will continue to have the stucco texture because it simulates plaster well. A new set of whitewashed walls from the old unpainted woodwall set is also planned. There are still some bugs on the damaged wall progression that we are working on to get this feature done.
Spoiler
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Faction specific Cannons - The current field guns used in the War of 1812 mod are the Gribeauval or French style guns that were used by the US Army during the war. The barrel of the cannon was made of iron and it was mounted on a double bracketed carriage. The British cannon, however, differed a great deal in appearance since they had a different, block and trail style carriage, were brass instead of iron, and had equipment boxes mounted on the axel between the gun and the wheels. Since the cannons are a prop that spawns accessories like ammo boxes, adding them is more complex than an ordinary scene prop and may involve scripting. We are attempting to resolve this last issue but the new British cannon models and ammo boxes are complete.
Current US cannon
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New British cannon
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A couple new naval inspired banners - These will be US banners with a couple of famous slogans that came form the war. "DONT GIVE UP THE SHIP" were the dying words of Captain Lawrence on the frigate Chesapeake during his ill fated duel with the Shannon outside Boston harbor in 1813. Commander Oliver Hazard Perry flew a banner with these words on his flag ship the USS Niagara during the battle of Lake Erie. The white banner "FREE TRADE AND SAILOR'S RIGHTS' trumpeted one of the primary reasons for the war and was flown as a swallow tailed pennant on some US ships during the war.  Although, one of these ships just happened to be the unfortunate Chesapeake mentioned above. See pictures in spoiler below.
Spoiler
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New Naval Weapons - We have completed models and textures for new naval cutlasses and boarding axes to replace the hodgepodge of weapons currently used by sailors.
British Figure Eight Cutlass and US Starr Cutlass
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US Boarding Axe and Royal Navy Boarding Axe
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Mac Linux Version - Our coder US Navy will provide a version compatible with the Mac operating system, Linux. When/if possible.
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9
War of 1812 / War of 1812: Changelog
« on: January 12, 2015, 07:04:21 am »


All Changelogs will reside here for convenience.

Version 0.5 Phase II Patch Changelog
Progress {onwards after 0.5} for Phase II Patch
Created Phase II Patch Readme (You better read it first! Or else..)

Important: Phase II Patch will be in Late War configuration for uniforms and troops. Therefore, make sure your mod folder is in late war configuration before applying to 0.5 mod folder.
(Hint: On initial download the mod folder is in late war configuration as default)

Resource
Resource_early

item_kinds1
item_kinds1_early (delete)

troops
troops_early

How can you check in-game? The very first instance is the character uniform preview on the Multiplayer main menu, early war shako and pants vs late war tombstone shako and pants difference.

Re-worked Main Menu by Stetson
Spoiler
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Re-worked Splash Screen by Stetson
Spoiler
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New player banners for War of 1812 by Blitz_craig

Militia Unit Tab created for militia units:
Militia Unit Tab is Centered below Specialists Tab
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Militia units can now be used in Siege mode

New idle flag holding animation by Raddeo
New musket idle hold and walking animations by DanP346

Fixed a bug in Conquest mode where name of Flags do not appear.
Renamed Bowie Knife to Knife in-game, US_knife in coding.
US knife re-done for US Frontier Militia Rifleman and US Rifles Rankers/Sargeant.
Spoiler
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Keeping "The Star Spangled-Banner" as winning round end music for U.S. default.
Added optional variant "Hail, Columbia!" as winning round end music for U.S. Will be explained in the Patch Readme.
Added optional variant "Hell on the Wabash" as winning round end music for U.S. Will be explained in the Patch Readme.

Tomahawk melee speed decreased from 117 -> 90
Tomahawk throwing speed increased from 90 -> 117
Max ammo of tomahawks reduced from 4 -> 2
Tomahawks can be picked up on the ground now.
Max ammo of arrows reduced from 30 -> 15
All First Nations units have a new skill: power_throw_3
Native Bowman has a new skill: power_draw_1

---U.S.---
-11th U.S. (early war) sub-name changed from 'Grenadier' to 'Regular Infantry' (Only 21st U.S are grenadiers)
-16th U.S. Color Sargeant has officer boots now
-14th U.S. Infantry Regiment added:
-Early war  brown uniforms along with red facings with blue half-gaitered pants:
Early War 14th U.S. Ranker
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-Late war  blue uniforms with white rolled pants
-14th U.S. Color Sargeant has officer boots now
-14th U.S. Line Infantry AI bot added
-14th U.S. commander battle unit name changed from '14th U.S. Line Infantry' to '14th Line Infantry'
-14th U.S. troop inventory 25th shakos changed to 21st for upcoming 22nd U.S. Infantry mini-mod.
-Added fur cap to Frontier Militia ranker:
Frontier Militia Ranker with Fur Cap
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-Added slouch hat to Frontier Militia ranker:
Frontier Militia Ranker with Slouch Hat
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-Made round hat twice as likely to appear on Frontier Militia Ranker, Sergeant, Drummer, Fifer
-Made slouch hat twice as likely to appear on Frontier Militia Rifleman
-Removed gloves from Frontier Militia Officer
-Removed gloves from Frontier Militia Fifer

-Added gloves to U.S. Artillery Light Artillery Driver
-Added gloves to U.S. Artillery Officer
-U.S. Artillery Officer now have a cannon lighter than a pistol with ammo

-New York Militia and Pennsylvania Militia have their own pants coded for ranker/sergeant
-Early War New York Militia Ranker/Sargeant & Pennsylvania Militia Ranker/Sargeant have long-tailed coats.
-5th Maryland moved to Cav/Militia tab as third militia unit
-5th Maryland unit name changed to '5th Maryland Militia Infantry Regiment'
-5th Maryland unit sub-name changed from 'Volunteer Infantry' to 'Militia'
-U.S. Musician/Sapper swords are the same length as British musician sword now.
-U.S. Commanders have pistols now

-U.S. Commander Battle Commands & Shouts added, courtesy of Comrade Crimson

---U.K.---
-Highlander bagpiper pennon is normal again I guess it was just me  ???
-Added missing backpack belt attached mesh #6 to Voltigeur Sergeant
-Added white gloves to Glengarry Light Infantry Sergeant
-Added Colonial Marine to Royal Marine Land Service Battalion
-Removed red cap from CSM Lower Canada Ranker
-Glengarry 2nd Militia Battalion now has blue shakos and blue rifle pants:
Glengarry 2nd Militia Battalion Ranker
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Replaced British Commanders' Line Cavalry Sabre with Light Cavalry Sabre for accuracy/balance
-U.K. Commanders have pistols now

-U.K. Commander Battle Command & Shouts added, courtesy of Comrade Crimson

-Native American War cries added, courtesy of Comrade Crimson

Native Auxiliary unit overhauled:
Melee Warrior
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Bowman
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Variant Ranker
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Tenskwatawa (The Prophet)
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Bow & arrows added (now with sounds)
Gunstock club added
Throwing spears added (now with sounds)
Throwing spears have up stab/thrust melee now
Tomahawk now has sounds
Spiked Ball Head Club added, one-handed
New Tomahawk model added

War club needs texturing - completed by DarthTaco
New tomahawks need texturing - completed by DarthTaco

Native weapon models/textures courtesy of DarthTaco

Maps Added:
-Bladensburg (Battle)
-Fort McHenry (Night) (Siege)
-Longwoods (Siege)
-Chateauguay (Battle)
-Fort York (Siege)
-Stoney Creek (Day) (Battle)
-Stoney Creek (Night) (Battle)

Map Problems Fixed:
-Fort Niagara
'Moved the spawn locations of defenders closer to the forward ramparts on Fort Niagara.'

-Lake Borgne
'Corrected malspawning ammo boxes on Lake Borgne map.'

-Border Skirmish
'Created safe spawn areas for both teams on Border Skirmish Battle and CTF maps.'
'Widened the wood bridge on both Border Skirmish maps since it lays across the map edge.'

-Queenston Heights
'Queenston Heights Siege has had it's redoubt defenses beefed up.'
'Moved spawn locations closer to flag on Queenston Heights siege.'
'Added additional 12 pdr cannon to Queenston Heights siege map redoubt.'

Multiplayer profile menu reverted to vanilla for legibility.

I have mentioned it three times in this post, but again, a huge special thanks to Comrade Crimson for his generous voicework. Added a note of this to the credits list on the installer. Also a huge thanks to DarthTaco for his native weapon models, added to credits list on installer as well.

Mini-modifications thread made to document animations and the like.

Note to General Community
We are in need of sceners for additional maps and modellers/texturers. If you would like to join our mod team please PM me on Steam or here on FSE.
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Version 2.0 Changelog
Next version:

Removed sabre briquetes from character uniform (both male and female) on multiplayer main menu (late and early)
Changed musket from Versailles to Charleville on character uniform (both male and female) on multiplayer main menu (late and early)
In the Tutorial the British ranker now has white pants in early war configuration
In the Tutorial the British artillery now has grey pants in early war configuration

Custom Music

Driveable canoes (done finally and working)

Fixed the admin panel being too rigid. Had to add three Invalid Factions so one can switch the team placement of U.K. or U.S. (should do well for now)

Darker grey pants textures added

Custom darker flute texture added

Horseshoe Bend map now has admin panel image
Boarding Action map now has admin panel image
New Orleans (Night) Battle map now has admin panel image
Swamp Fight map now has admin panel image

---U.K.---
-Added shako covers in late war for 41st, Canadian Fencibles, 89th Regiments & A.I. bots
-Changed Royal Marines' pants (Land Service and Royal Navy) from grey to white
-Added Colonial Marine to Royal Marine Land Service Battalion unit
-Reduced Arrows damage from 3 to 1
-Reduced Native Throwing Spear count from 4 to 2
-Spiked Ball Head Club is now a two handed weapon
-Added Scalping Knife as default weapon to Melee Warrior
-Melee Warrior has selection of Spiked Ball Head Club or Gunstock Club
-Removed Tomahawk from Melee Warrior
-Removed Knife from Bowman
-Added Tomahawk as default weapon for Bowman
-Natives Ranker/Bowman shirts have darkened wrist color now
-Removed Line Cavalry Sabre from U.K. Commanders troop inventory for balance (is a French sword)
-General Isaac Brock commander unit renamed to General
-Renamed commander Ranker to General Isaac Brock (finally)
-Commanders have Light Cavalry Sabre now & pistol with ammo

---U.S.---
-Tombstone shakos now have a rain guard as part of a major overhaul of them
-Replaced 25th U.S. in early war configuration with 22nd U.S.
-14th U.S. now have own 14th U.S. shakos resource assigned to them
-Added new fur hat to Frontier Militia Ranker
-Frontier Militia unit renamed to Volunteer Frontiersmen
-Added new Ranger Pattern Tomahawk to U.S. Mounted Rangers unit and bot
-Added Infantry Service Ranker/Sargeant to U.S. Artillery unit
-U.S. Sailor renamed to Sailor, USS Chesapeake
-General Jacob Brown commander unit renamed to General
-Renamed commander Ranker to General Jacob Brown (finally)
-Commanders have pistol with ammo

New U.S. Ranger pattern tomahawk in process/model complete
New Native scalping knife complete
Ranger Pattern Tomahawk weapon model/texture courtesy of DarthTaco
Possible new bow & arrows/quiver

The following maps are now also for Battle/Team Deathmatch/Deathmatch mode:
-Queenston Heights
-Longwoods
-Fort York

Maps Added:
-Horseshoe Bend (Siege)
-Boarding Action (Battle) / (Conquest)
-New Orleans (Night)(Battle)
-Swamp Fight (Battle) / (Capture the Flag)
***Pictures***
Spoiler
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Spoiler
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Spoiler
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Spoiler
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Map Changes:
North Point now has a plain outer terrain than beach.

Horses now can rear up when hit with a bayonet.

Thanks to Theodaric for his contribution scene - Swamp Fight map.

Note: we are still looking for more mappers for more maps! Especially maps for Commander Battles.
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Further Development
Added variant slouch hat to Volunteer Frontiersmen Ranker, Sargeant, Rifleman, Officer

Testing starr cutlass and figure eight cutlass for naval sailors

RanGer's reload animation now ported in source code, no longer need extra actions.txt file for retaining

Added more AI bots for Custom Battle, in-server, and Commander Battle modes:
5th WIR Line Infantry
First Nations Auxiliaries
Sedentary Militia Infantry

Volunteer Frontiersmen
15th U.S. Line Infantry
New York Militia Infantry

Renamed U.S. Mounted Ranger bot to just U.S. Ranger

Gave British Marine bot white pants than grey

Adding custom scene props (walls and the like)
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10
War of 1812: Mini Modifications
This thread's sole purpose is to shed light on mini-modifications for the game's module: Napoleonic Wars & the War of 1812 modification.


Below is documentation of the various animation testing

Animation name by (author)
Screenshots links in spoiler tab
What BRF file in Resource the animation is found
Vanilla animations are to be renamed to _old


Flag idle animation by Raddeo
Spoiler

{mmanimations.brf flag_idle_side}
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General Sword idle animation by Raddeo, renamed as flag idle by Parrot
Musket idle animation/walking animation/running animation by DanP346
Spoiler



{mmanimations.brf staff_cstance_musket,
{ani_man_walk.brf man_walk_staff,
{nw_custom_anim.brf AoN_run_forward_staff_dan,}
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Bayonet down walk animation deforms uniform, by Schinider
Spoiler

{ani_man_walk.brf man_walk_staff_bayonetdowndeforms}
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Blood & Iron charge animation by Schinider, affects flag holding while running though
Spoiler


{nw_custom_anim.brf AoN_run_forward_staff}
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Thread links where these animations may be found for download links are provided in the hotlink URL of the author's name.

Reskins

92nd Gordon Highlanders Mini-modification for Macca.
(Replaces 93rd Sutherland Highlanders in late war configuration.)
Reskin by Hinkel and ported to latest version of 1812 and I guess useable in NW.
Spoiler

Download Link: Available on request
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8th and 49th Regiments of Foot Mini-modification by Blitz_craig.
(Replaces Canadian Fencibles and 89th Foot in both late and early war configurations.)

8th (King's) Regt of Foot.  Ranker / Drummer / Colours
Spoiler
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49th (Hertfordshire) Regt of Foot.  Ranker / Drummer / Colours
Spoiler
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81st Regiment of Foot Mini-modification by Blitz_craig.
(Replaces 89th Foot in late war configuration.)
Spoiler
Requested by 81st Dealen
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27th Regiment of Foot Mini-modification by Blitz_craig.
(Replaces 89th Foot in late war configuration.)
Spoiler

Requested by 27th Dorf
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11
War of 1812 / War of 1812: Suggestions
« on: December 15, 2014, 12:48:03 am »

Post your suggestions here in this thread!

Suggestions Gathered:
Spanish troops for UK - Theodaric
Canoes for Natives (Driveable) - done
Sergeant or Serjeant? Sergeant it is. (Spelling preference)
Tricornes for Frontier Militia - USADominic
East India Company, Madras Army Sepoy Regiment - Physic58
More player banners (suggestions?)
British officer bicornes - Nurdbot
Custom U.S. and U.K. regiment drum patterns

Possible future maps:
New Orleans (Battle) - Luke Ewell
Convoy Ambush (Battle)
Plains of Abraham (Battle) (Seven Years' War) - BattleWhale
Commander Battle mode maps

12
War of 1812 / War of 1812: News Corner: Final Version Features.
« on: November 06, 2014, 08:38:14 pm »
United States Declaration of War
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United Kingdom's Response to Declaration of War
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War of 1812
Full and Final Version
The War of 1812 module in this download is the full and final version of the mod. You should delete any older versions of the mod in your Warband Napoleonic Wars modules folder located at the path C:\Program Files (x86)\Steam\SteamApps\common\MountBlade Warband\Modules such as Warof1812V2 Version 2 as it is no longer supported by any servers and there will be no upcoming patch to convert it to the War of 1812 module, full and final version.

Download Links:

Optional Major Update Download
http://www.mediafire.com/download/cb6fzav9kg3fkl0/Optional+Update+Wo1812.zip
Extract files then copy and paste the files in the BRF folder onto the Resource folder and the files in the DDS folder onto the Textures folder of the War of 1812 module. Replace destination files when promted. Text file description of updates included in download.
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Final Version Features for War of 1812 Mod

New textures for the white building set - This was formerly a stucco texture. We changed it to wood clapboards to give the buildings more of a North American look. See the pictures below of how the new textures will look on the Bladensburg map. The interior of these walls will continue to have the stucco texture because it simulates plaster well. A new set of whitewashed walls from the old unpainted woodwall set is also planned.
Spoiler
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Spoiler
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Spoiler
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Faction specific Cannons - The current field guns used in the War of 1812 mod are the Gribeauval or French style guns that were used by the US Army during the war. The barrel of the cannon was made of iron and it was mounted on a double bracketed carriage. The British cannon, however, differed a great deal in appearance since they had a different, block and trail style carriage, were brass instead of iron, and had equipment boxes mounted on the axel between the gun and the wheels. British artillery train drivers will now spawn with the new British style guns.
Current US cannon
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New British cannon
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A couple new naval inspired banners - These will be US banners with a couple of famous slogans that came form the war. "DONT GIVE UP THE SHIP" were the dying words of Captain Lawrence on the frigate Chesapeake during his ill fated duel with the Shannon outside Boston harbor in 1813. Commander Oliver Hazard Perry flew a banner with these words on his flag ship the USS Niagara during the battle of Lake Erie. The white banner "FREE TRADE AND SAILOR'S RIGHTS' trumpeted one of the primary reasons for the war and was flown as a swallow tailed pennant on some US ships during the war.  Although, one of these ships just happened to be the unfortunate Chesapeake mentioned above. See pictures in spoiler below.
Spoiler
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New Naval Weapons - We have completed models and textures for new naval cutlasses, boarding axes, boarding pike, and naval dirk to replace the hodgepodge of weapons currently used by sailors.
British Figure Eight Cutlass and US Starr Cutlass
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US Boarding Axe and Royal Navy Boarding Axe
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Boarding Pike
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Naval Dirk
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New Native Warpaint - We have added a couple of new native heads for the First Nations warriors. The ghost warrior warpaint head is new and so is the magua style head.  All the heads have revised hair and feathers.
Revised Native Heads
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New Native Melee Weapon - The stone club has been added to the arsenal of weapons available to the First Nations melee warrior.
Stone Club
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Mac Linux Version - Our coder US Navy will provide a version compatible with the Mac operating system, Linux. If/when possible.


13
Suggestions & Bug Reports / Bagpipe Pennon error
« on: August 14, 2014, 07:58:20 am »
Hi, the bagpipe pennon flag now goes up and down rather than left and right like a flag and looks detached and is annoying. This started happening when I noticed it after Warband 1.160 for workshop.
I tried verify integrity of game cache on Steam no luck.
Tried to paste a functioning pennon mesh no luck.
Deleted Napoleonic Wars folder and let Steam redownload NW module no luck.
Spoiler



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This happens on all NW modules, is anyone else getting this error? As an example I try to polish War of 1812 and it happens there too.
I tried it on Epic Enhancement mod same thing, can FSE please clarify on this matter?
Spoiler
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I'd also like to know why the Warband game main folder and NW module folder has GLShaders folder now when they were not there before the latest update. Also I would like to bring awareness a changelog would be fantastic for any edits done to NW.

14
Iron Europe / [Mini-Mod]Music Replacement - Gramophone Songs
« on: August 07, 2014, 08:20:50 pm »
All this little mini-mod idea does is replace some vanilla music that plays in the background, with the Gramophone songs played in the trenches of the maps. I did not want to replace all the vanilla music as there are only eight songs and I can't spend a lot of time on this so I whipped this up quickly while playing Iron Europe today.

strauss_radetzky_march.ogg -> ie_gramm_la_toussaint_rouge.ogg
beethoven_symphony_no_9_movement_4.ogg -> ie_gramm_le_chant_du_depart.ogg
franz_schubert_marche_militaire.ogg -> ie_gramm_minuit_chretiens.ogg
mozart_great_mass_gloria.ogg -> ie_gramm_la_marseillaise_chantee.ogg
bizet_carmen_toreador.ogg -> ie_gramm_die_watch_am_rhein.ogg
wagner_ride_of_the_valkyries.ogg -> ie_gramm_pariser_einzugsmarsch.ogg
beethoven_symphony_5_1.ogg -> ie_gramm_heil_dir_im_siegerkranz.ogg
dvorak_symphony_9_4.ogg -> ie_gramm_argonnerwald_um_mitternacht.ogg


Download Link
https://drive.google.com/file/d/0B_XEt5J8_HVnNHNyZy1KYkppd3M/edit?usp=sharing

Once downloaded, simply copy and paste the files in the Music folder into /Modules/Iron Europe/Music  sub folder and overwrite by replacing.
If you want to keep the vanilla tracks you can retrieve them from regular Napoleonic Wars Music folder, the list of songs above as reference.

15
Modifications / Navy's Modding Tutorial & Archive
« on: July 30, 2014, 11:12:07 am »


So I have now been in the modding scene for Mount & Blade: Warband for nearly a year now and wished to share my knowledge with the community.
(and as an archive of information should I ever forget something)


Native



Napoleonic Wars
NW is a lot simpler yet different from Native, but the source code has been rewritten from Native to be easier to modify.

As a beginning point, please read this basic modding tutorial before proceeding.
https://www.fsegames.eu/forum/index.php?topic=11836.0

Now I will pick up where Willhelm left off at the end of the above tutorial, that's right this section is about coding and specifically openBRF and how to use it. So you have openBRF program, it's a great program once you get to know it. The first thing to acknowledge is the difference how Napoleonic Wars (NW) works along with openBRF.

The most basic unit that I chose to start replacing is France's 45e ranker bit by bit and I discovered how the models work to form the troop itself, in openBRF the models from a hat to a torso to pants and to weapons all are called meshes in openBRF.

1. The hat/shako

France's hats are located in mm_french_hats.brf, scroll a bit to find the 45e hat located among the rest of the headwear.
Open for 45e hat in openBRF
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Once you have found it now you need to go back and forth between openBRF and notepad++ windows to locate a mesh then to study the coding how it is actually added in-game.

Let's see how the MS (Module System) functions to add a new item.

Open notepad++ and select the mmdev - MS then select the following file module_items.py and open it in notepad++
module_items.py
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As you can see all the items the game uses are stored here, in a organized method so that it is easy to find and differentiate between hats, uniforms, pants, weapons, flags, horses, etc

So now we can see the game sorts the items by types and we go on to the next file on how they are added to the playable troops.

Next open up the python file module_troops.py and find France's troop codes, you will notice the item's name in this case is exactly the same for the itm name to assign to a troop! Also a good tip, itm names do not like capital Letters!
module_troops.py
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Now that you know how the module system works to add items to a troop we can begin to replace the troop's inventory equipment.

The most easiest way is just to replace the mesh while keeping the same name of the mesh in openBRF in order to do this getting used to renaming meshes to disable and enable is key.

We are examining the mesh french_inf_shako_45e_ranker you can use any hat to replace it with and it will be client-side only if you keep the mesh name as is. In a stand alone module one can easily rename the mesh entirely to something different.

So say we like the look of the 45e officer bicorne let's use that instead for this tutorial.

Rename (press F2 as a hotkey) the french_inf_shako_45e_ranker to french_inf_shako_45e_ranker_old as this disables the mesh from the troop's inventory.
Copy french_inf_bicorne_45_officer mesh and duplicate it with right click on the mesh > Duplicate and it will create a copy. Rename the bicorne copy to french_inf_shako_45e_ranker.
Like so
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To note for the hat you will notice the hat uses meshes with the end tag names of .1 and so on these are attached like feathers, emblems or in this case envmap straps and plate. To totally disable these for the bicorne added, rename these attached meshes to french_inf_shako_45_ranker_old.1 like so to disable them.
Lastly you will notice these meshes called lod2 and lod4 for the hat, these meshes are used when the item is far away in-game else you would see bald troops miles away and it ruins 'immersion' so rename these meshes also to french_inf_shako_45e_ranker_old.lod2/4 to totally disable the 45 shako, attached meshes and lods, then after duplicating and renaming the one bicorne lod so you know your bicorne looks right in-game up close and far away.

Flair of bicorne on ranker because why not
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That was a lot of information I know, but practice makes perfect and the info you just read now can also be applied in the same method for the rest of a troop.

2. The uniform itself, the torso


The torso makes up the main body except the pants, as those are separate. The torso is your actual uniform and like the hat, it has attached meshes to complete the field equipment the troop carries like the white straps of our ranker and his backpack along with the lods for the most important meshes that disappear at a noticeable distance.

The uniforms can be found in mm_french_uniforms.brf Find french_45e_body_ranker then back to notepad and you will notice the torso is set up exactly how the hats worked in module_items and module_troops

module_items torso location
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The torso mesh and material name is exactly the same so that is convenient.

module_troops
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Here you see the torso of the ranker/troop always comes first in the equipment.

So let's give our ranker a different torso for his uniform, in my experience I used the AEF mini mod to begin getting to use to 1812 items to code in. I used the 1st US Infantry's torso for this replacing

Link to AEF mini-mod
https://www.fsegames.eu/forum/index.php?topic=14586.0
Copy Napoleonic Wars and use the copy module to install the AEF mini mod to see U.K. faction changed to U.S.

Find in your AEF mini mod copy module's mmbrituniforms.brf the british_infantry_ranker mesh to see the blue uniform
mmbrituniforms
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Now to code in the torso, edit in module_troops.py this line
Code
   ### FRANCE ###
  ["french_infantry","45e Regiment d'Infanterie de ligne","Line Infantry",tf_guarantee_all,0,0,fac_france,
   [itm_french_45e_body_ranker,itm_french_voltigeur_officer_pants,itm_french_inf_shako_45_ranker,itm_bullets,itm_french_charleville],
   def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],

To replace the 45e torso like this in the troop's equipment
Code
   ### FRANCE ###
  ["french_infantry","45e Regiment d'Infanterie de ligne","Line Infantry",tf_guarantee_all,0,0,fac_france,
   [itm_british_infantry_ranker,itm_french_voltigeur_officer_pants,itm_french_inf_shako_45_ranker,itm_bullets,itm_french_charleville],
   def_attrib_multiplayer|level(20),wpex(50,5,130,5,150,5),knows_common|knows_ironflesh_3|knows_power_strike_3|knows_athletics_3,swadian_face_middle_1, swadian_face_old_2],

Go to your mmdev - MS and make sure to SAVE your notepad++ edits before compiling every time. Now compile the module from build_module and if you did it correctly with no syntax errors you will get a nice and short, clean compiling successful.
A standard compile with no errors
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Boot up your copy module and go in-game to France and check the first infantry ranker's torso you will now see it looks like the image below in the spoiler.
Torso replaced
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>>>Notes
For a mesh you mostly just have to edit it from the get-go in a BRF file, if not you must import it as a .obj and as a static obj in most cases. OpenBRF features the Import option in it's bar to import static/rigged objects that are not already in a BRF file but must be to work. In my case with the AEF mini mod I had all the beginning items in BRF files thanks to the mini mod.

Meshes work like so, you have the actual mesh which references to a Material in the middle that says Data above it. The Material is used to give the mesh it's texture by being a bridge between the mesh and Texture as both material and texture must be accounted for to have a new item. The Material then references the Texture for the main texture called DiffuseA in the Material tab of mmmaterials in most cases in this case it is mmtextures for the mini-mod. Material uses bump and spec textures to further improve upon a base texture and bumps are blue, specs are black and grey.
mmbrituniforms mesh
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the material tab
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Now if you go to Textures tab right next to it you will see textures are simpler than materials.
the adjacent texture tab
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Lastly for textures you will see under Data again this time a part called location and a button saying open it right next to it, click that and it will automatically open into your module's Textures folder to show you the DDS file the game loads in for every item.
Jumping automatically to Textures folder
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Congratulations you have successfully replaced a hat and a torso, the most basic of items to begin replacing a troop of his equipment. Now are you up to the task to complete the gear replacing? I will admit it is no easy task the first time doing, and is tedious but such is modding the game if you want to make total conversion modules that take place in a different theme or time period. Many mods starting out don't have a coder, this is where you and I come into the picture to do the foundation work of a module, like I did for War of 1812 that was in need of another coder and quick. Hence I dropped by to offer my service to get the mod back up to speed, and when I saw players testing the module in the beta test it is very satisfying seeing a job well done so far and continue to do so to make a module people enjoy, it's the personal peace and achievement coders receive when all is said and done of the backbone coding, else mods would continue to fail when highly expected to release. The items won't code themselves in you know.


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