Author Topic: Have a question about Modding? Ask Here!  (Read 315276 times)

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Offline Malkolm R. Lind

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Re: Have a question about Modding? Ask Here!
« Reply #1410 on: January 18, 2016, 08:17:16 am »
Might wanna use a audio editing tool like audacity to make it louder. Thats the easy way.
Can't I just change something in the scripts? :-\ I can't be bothered to download another program. :'(

Offline polakma

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Re: Have a question about Modding? Ask Here!
« Reply #1411 on: January 18, 2016, 06:12:16 pm »
So is there really no way to remove these damn helmets :(
« Last Edit: January 18, 2016, 07:40:47 pm by polakma »

Offline Casimir

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Re: Have a question about Modding? Ask Here!
« Reply #1412 on: January 19, 2016, 10:40:39 pm »
Hi, how can i rename my flags in conquest mod ? Thank you.

Offline Grozni

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Re: Have a question about Modding? Ask Here!
« Reply #1413 on: January 20, 2016, 01:02:22 am »
By changing module_strings.py
or Modules/Napoelonic Wars/strings.txt if you don't bother with module system.

Flag names depend on the map and start from line str_mp_arabian_harbour_flag_1 Small_Inn
Small_Inn is the string which is name of the flag. Pay attention to rules when editing strings, you can't use some characters and instead of space between the words you use "_", look at other strings in the file for reference/

Offline Jack

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Re: Have a question about Modding? Ask Here!
« Reply #1414 on: January 20, 2016, 02:41:35 am »
How can I create a vertex animation using OpenBrf for a scabbard? When the sword is drawn it still shows the handle.
"For fangs I may have none but I have mind and it is sharper than any tooth."

Offline Casimir

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Re: Have a question about Modding? Ask Here!
« Reply #1415 on: January 20, 2016, 07:03:05 pm »
By changing module_strings.py
or Modules/Napoelonic Wars/strings.txt if you don't bother with module system.

Flag names depend on the map and start from line str_mp_arabian_harbour_flag_1 Small_Inn
Small_Inn is the string which is name of the flag. Pay attention to rules when editing strings, you can't use some characters and instead of space between the words you use "_", look at other strings in the file for reference/

Thank you very much !

Offline Johny_Nawalony

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Re: Have a question about Modding? Ask Here!
« Reply #1416 on: January 21, 2016, 10:54:39 pm »
How can i change reloading anim?

And , is there a model of bearskin plume with 2 colors on?
« Last Edit: January 24, 2016, 01:50:36 am by Johny_Nawalony »
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Offline Conway

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Re: Have a question about Modding? Ask Here!
« Reply #1417 on: January 21, 2016, 10:58:49 pm »
How do I take a .mtl file with textures for a .obj and apply the textures to it?

Offline William

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Re: Have a question about Modding? Ask Here!
« Reply #1418 on: January 24, 2016, 04:57:26 pm »
Looking to change the melee animations. What resources in BRF do I open?
Check out my YT channel where I post NW www.youtube. com/c/CluelessWill
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god damn, Anthony is smart, he was able to get the shit AEF to tie with the best reg in the game. The tactical geniusness needed to pull off such a feat is insane. He's the Erwin Rommel of NW.
i always get an erection when i check my subscrptions and see that phresh cluelesswill vid
It won't be FSE developing it, so it will come out!
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Offline Johny_Nawalony

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Re: Have a question about Modding? Ask Here!
« Reply #1419 on: January 28, 2016, 08:32:57 pm »
Where are located block anims for NW?
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Offline usnavy30

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Re: Have a question about Modding? Ask Here!
« Reply #1420 on: January 29, 2016, 03:19:41 am »
Goodness, these questions really backlog easily.

How can I create a vertex animation using OpenBrf for a scabbard? When the sword is drawn it still shows the handle.
There is a quick and easy method that involves separating the scabbard mesh and then recombining it. In order to give it multiple frames for the unsheating animation. I have it somewhere but I cannot find it at this moment. If the scabbard is very similar to an existing scabbard it is easier to use that.

How can i change reloading anim?

And , is there a model of bearskin plume with 2 colors on?
The musket reload animation is called man_reload in mmanimations.brf You can disable the old reload animation with a simple rename like man_reload_old, only the animation called man_reload will be recognized by the module.

No, not existing already but this is easy to accomplish. Separate the bearskin plume into two models and make the two separate colored plumes attached meshes for the bearskin. Like new_bearskin.2 for the first colored plume and new_bearskin.3 for the second colored plume. When you make a model an attached mesh you have the option to give the model a different material ala texture, so then a multi-colored plume can be easily created.

How do I take a .mtl file with textures for a .obj and apply the textures to it?
I am not a modeller so I am not exactly certain what a .mtl file is for, to apply textures for a newly imported .obj mesh you need to:
Give the newly imported .obj model the new material's name in openBRF.
Add a new material to the MAT tab of openBRF either through import new material or copy paste.
Add the texture to the TEX tab of openBRF either through import new texture or copy paste a pre-existing texture in openBRF TEX tab.
Lastly do not forget to add the texture.dds to the mod's Textures folder. This happens often.

Looking to change the melee animations. What resources in BRF do I open?
Multiple BRF files, as the combat animations are spread out. It depends which weapon animations you want to change.

Where are located block anims for NW?
The blocking animations are most likely hardcoded if I recall correctly. Which means the game's general CommonRes folder outside of the specific mod folder is probably where you will find it, somewhere.
Actually you are looking for
ani_defends.brf for the first three blocking animations:
up, right, left
defend_up_onehanded_keep, defend_right_onehanded_keep, defend_left_onehanded_keep
as for down..
uni_defence.brf
defend_onehanded
« Last Edit: January 29, 2016, 10:01:10 pm by usnavy30 »
How To Run A Mod Installer.exe
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Hello.. I have a problem... It says I don't have Mount&Blade Warband: Napoleonic War and I have to buy it
Try joining a regular Napoleonic Wars server and then re-running the installer.

Offline ScottyMcpancakes

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Re: Have a question about Modding? Ask Here!
« Reply #1421 on: January 31, 2016, 06:33:40 am »
Hey! :)  I've been making a 'Sandbox Mod' For Napoleonic wars. Lots of fun stuff, anyways... One of the many things I added was an easter egg light saber. When you sing I want it to make a light saber swing sound effect, how might I do this (using the module system of course). Thanks!
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Offline Grozni

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Re: Have a question about Modding? Ask Here!
« Reply #1422 on: January 31, 2016, 04:39:54 pm »
Add ti_on_weapon_attack trigger to item and make it do sound as consequence, check out other items in module_items for examples of how to add triggers, can't post finished code atm

Since I'm lazy, copy pasted from BF2 mod:

Code
#(put this instead of [] part at end of item entry)
[(ti_on_weapon_attack, [(store_trigger_param_1, ":agent"),(agent_play_sound, ":agent", "snd_lightsaber_swing")])]
#author: _Sebastian_

« Last Edit: February 02, 2016, 04:26:52 pm by Grozni »

Offline Jack

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Re: Have a question about Modding? Ask Here!
« Reply #1423 on: February 03, 2016, 07:58:07 am »
Does someone know what needs to be added in module_presentations.py to add a second page to the troop selection box?
« Last Edit: February 09, 2016, 06:19:32 pm by Jack »
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Offline Johny_Nawalony

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Re: Have a question about Modding? Ask Here!
« Reply #1424 on: February 10, 2016, 07:20:28 pm »
Is there any cloth texture that i could use for my skins?
I can do paid skin comissions so yeah msg if ya want one