Author Topic: Have a question about Modding? Ask Here!  (Read 314758 times)

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Offline Johny_Nawalony

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Re: Have a question about Modding? Ask Here!
« Reply #1470 on: February 28, 2016, 04:38:03 pm »
Maybe i fucked something in actions txt , but there are only appearing 2 animationms instead of 5 in mmanimations :d
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Offline greatscot

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Re: Have a question about Modding? Ask Here!
« Reply #1471 on: February 29, 2016, 06:21:59 pm »
I'm doing a re-skin right now, Is it possible to create variants of units that do not originally have variants?

Offline Johny_Nawalony

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Re: Have a question about Modding? Ask Here!
« Reply #1472 on: February 29, 2016, 10:13:58 pm »
I'm doing a re-skin right now, Is it possible to create variants of units that do not originally have variants?
I dun think so
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Offline Johny_Nawalony

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Re: Have a question about Modding? Ask Here!
« Reply #1473 on: March 05, 2016, 09:42:11 pm »
Can someone explain me how is Particle_systems.txt working? I want to achieve cannon smoke that will look like in Blood & Gold :Caribbean!

« Last Edit: March 06, 2016, 10:42:46 am by Johny_Nawalony »
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Offline Friedrich Staps {58th}

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Re: Have a question about Modding? Ask Here!
« Reply #1474 on: March 14, 2016, 05:18:01 am »
Urgent: Does anyone the texture or material British units use for pants? Not showing up on my screen...
« Last Edit: March 17, 2016, 06:44:00 am by Friedrich Staps {58th} »

Offline greatscot

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Re: Have a question about Modding? Ask Here!
« Reply #1475 on: March 18, 2016, 06:27:22 pm »
How do I change the bottom text of the faction selection screen?

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Offline usnavy30

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Re: Have a question about Modding? Ask Here!
« Reply #1476 on: March 18, 2016, 09:57:31 pm »
How do I change the bottom text of the faction selection screen?

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Edit the strings.txt file and find this line
Code
str_france_name French_Empire
On that note, how is it that this thread has not passed 99 pages yet? ;D
« Last Edit: March 18, 2016, 09:59:02 pm by usnavy30 »
How To Run A Mod Installer.exe
Quote
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 greatscot

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Re: Have a question about Modding? Ask Here!
« Reply #1477 on: March 18, 2016, 09:58:05 pm »
Thank you :D

Offline Grozni

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Re: Have a question about Modding? Ask Here!
« Reply #1478 on: March 18, 2016, 10:56:54 pm »
Can someone explain me how is Particle_systems.txt working? I want to achieve cannon smoke that will look like in Blood & Gold :Caribbean!

This is the description of each field from module system, positions of numbers in particles.txt correspond with these

("game_rain", psf_billboard_2d|psf_global_emit_dir|psf_always_emit, "prtcl_rain",
     500, 0.5, 0.33, 1.0, 10.0, 0.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (1.0, 0.3), (1, 0.3),        #alpha keys
     (1.0, 1.0), (1, 1.0),      #red keys
     (1.0, 1.0), (1, 1.0),      #green keys
     (1.0, 1.0), (1, 1.0),      #blue keys
     (1.0, 1.0),   (1.0, 1.0),   #scale keys
     (8.2, 8.2, 0.2),           #emit box size
     (0, 0, -10.0),               #emit velocity
     0.0,                       #emit dir randomness
     0,                       #rotation speed
     0.5                        #rotation damping
    ),

And this is explanation for all fields

#   Each particle system contains the following fields:

#  1) Particle system id (string): used for referencing particle systems in other files.
#     The prefix psys_ is automatically added before each particle system id.
#  2) Particle system flags (int). See header_particle_systems.py for a list of available flags
#  3) mesh-name.
####
#  4) Num particles per second:    Number of particles emitted per second.
#  5) Particle Life:    Each particle lives this long (in seconds).
#  6) Damping:          How much particle's speed is lost due to friction.
#  7) Gravity strength: Effect of gravity. (Negative values make the particles float upwards.)
8) Turbulance size:  Size of random turbulance (in meters)
#  9) Turbulance strength: How much a particle is affected by turbulance.
####
# 10,11) Alpha keys :    Each attribute is controlled by two keys and
# 12,13) Red keys   :    each key has two fields: (time, magnitude)
# 14,15) Green keys :    For example scale key (0.3,0.6) means
# 16,17) Blue keys  :    scale of each particle will be 0.6 at the
# 18,19) Scale keys :    time 0.3 (where time=0 means creation and time=1 means end of the particle)
#
# The magnitudes are interpolated in between the two keys and remain constant beyond the keys.
# Except the alpha always starts from 0 at time 0.
####
# 20) Emit Box Size :   The dimension of the box particles are emitted from.
# 21) Emit velocity :   Particles are initially shot with this velocity.
# 22) Emit dir randomness
# 23) Particle rotation speed: Particles start to rotate with this (angular) speed (degrees per second).
# 24) Particle rotation damping: How quickly particles stop their rotation

Offline Johny_Nawalony

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Re: Have a question about Modding? Ask Here!
« Reply #1479 on: March 20, 2016, 12:25:18 am »
Can someone explain me how is Particle_systems.txt working? I want to achieve cannon smoke that will look like in Blood & Gold :Caribbean!

This is the description of each field from module system, positions of numbers in particles.txt correspond with these

("game_rain", psf_billboard_2d|psf_global_emit_dir|psf_always_emit, "prtcl_rain",
     500, 0.5, 0.33, 1.0, 10.0, 0.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (1.0, 0.3), (1, 0.3),        #alpha keys
     (1.0, 1.0), (1, 1.0),      #red keys
     (1.0, 1.0), (1, 1.0),      #green keys
     (1.0, 1.0), (1, 1.0),      #blue keys
     (1.0, 1.0),   (1.0, 1.0),   #scale keys
     (8.2, 8.2, 0.2),           #emit box size
     (0, 0, -10.0),               #emit velocity
     0.0,                       #emit dir randomness
     0,                       #rotation speed
     0.5                        #rotation damping
    ),

And this is explanation for all fields

#   Each particle system contains the following fields:

#  1) Particle system id (string): used for referencing particle systems in other files.
#     The prefix psys_ is automatically added before each particle system id.
#  2) Particle system flags (int). See header_particle_systems.py for a list of available flags
#  3) mesh-name.
####
#  4) Num particles per second:    Number of particles emitted per second.
#  5) Particle Life:    Each particle lives this long (in seconds).
#  6) Damping:          How much particle's speed is lost due to friction.
#  7) Gravity strength: Effect of gravity. (Negative values make the particles float upwards.)
8) Turbulance size:  Size of random turbulance (in meters)
#  9) Turbulance strength: How much a particle is affected by turbulance.
####
# 10,11) Alpha keys :    Each attribute is controlled by two keys and
# 12,13) Red keys   :    each key has two fields: (time, magnitude)
# 14,15) Green keys :    For example scale key (0.3,0.6) means
# 16,17) Blue keys  :    scale of each particle will be 0.6 at the
# 18,19) Scale keys :    time 0.3 (where time=0 means creation and time=1 means end of the particle)
#
# The magnitudes are interpolated in between the two keys and remain constant beyond the keys.
# Except the alpha always starts from 0 at time 0.
####
# 20) Emit Box Size :   The dimension of the box particles are emitted from.
# 21) Emit velocity :   Particles are initially shot with this velocity.
# 22) Emit dir randomness
# 23) Particle rotation speed: Particles start to rotate with this (angular) speed (degrees per second).
# 24) Particle rotation damping: How quickly particles stop their rotation
Thanks~!

Can you tell me just how to make particles not go that far like on the picture below?

Spoiler
[/spoiler
Spoiler
psys_musket_smoke 78336 prtcl_dust_a  10000 50.500000 1.000000 -0.012000 90.000000 3.000000
0.000000 0.450000   0.449000 0.000000
0.000000 0.990000   1.000000 0.990000
0.000000 0.990000   1.000000 0.990000
0.000000 0.990000   1.000000 0.990000
-0.010000 3.450000   0.500000 12.700000
[close]
[close]
« Last Edit: March 20, 2016, 12:56:56 am by Johny_Nawalony »
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Offline Hatman

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Re: Have a question about Modding? Ask Here!
« Reply #1480 on: March 26, 2016, 05:44:45 am »
A question for anyone about optimization:

I've been experimenting with cannons on ships for a while now and, while I have it working quite well, I've run into a problem with running it on servers. It seems that the more cannons I add to the boats, i.e. the more moving objects in the server at the same time, the more lag is experienced by the players. The lag i refer is to the rubber-banding freeze then load sort. It affects people with higher ping only though, so It works fine for those with low ping.

I've had to compromise thus far by reducing the number of cannons to a point where lag is rarer for higher ping players but I'm wondering if there's a way to optimize things so I wouldn't have to.

Offline Althalus

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Re: Have a question about Modding? Ask Here!
« Reply #1481 on: March 31, 2016, 11:54:39 pm »
A question for anyone about optimization:

I've been experimenting with cannons on ships for a while now and, while I have it working quite well, I've run into a problem with running it on servers. It seems that the more cannons I add to the boats, i.e. the more moving objects in the server at the same time, the more lag is experienced by the players. The lag i refer is to the rubber-banding freeze then load sort. It affects people with higher ping only though, so It works fine for those with low ping.

I've had to compromise thus far by reducing the number of cannons to a point where lag is rarer for higher ping players but I'm wondering if there's a way to optimize things so I wouldn't have to.

In my experience the warband engine just can't handle it. The server process is single threaded and maxes at 2 gigs of ram, so unless you have something with beast single thread power the engine just can't deal with interactive props that are on a moving structure. Even PW lags a little when boats are used, and that's a much cruder type of control in a much lighter environment.

I wish you luck, though. It'd be really nice to see what you're attempting.

Offline Hatman

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Re: Have a question about Modding? Ask Here!
« Reply #1482 on: April 02, 2016, 02:33:12 am »
In my experience the warband engine just can't handle it. The server process is single threaded and maxes at 2 gigs of ram, so unless you have something with beast single thread power the engine just can't deal with interactive props that are on a moving structure. Even PW lags a little when boats are used, and that's a much cruder type of control in a much lighter environment.

I wish you luck, though. It'd be really nice to see what you're attempting.

Thanks, I feared this was the case. I suppose I'll have to be content with six cannons per boat as that seems to be at the limit of stability.

Perhaps just having trigger-able cannon shots from below decks to simulate a crew reloading cannons might be the way to go for proper naval combat from here.

Offline tired

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Re: Have a question about Modding? Ask Here!
« Reply #1483 on: April 08, 2016, 09:11:44 am »
When having bots spawn in a server, is there a way to make only infantry bots spawn, and only on a certain map? Is there a way to make them melee only instead of shoot and melee when close? The bots in NW are less dangerous than in Native.

Offline Johny_Nawalony

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Re: Have a question about Modding? Ask Here!
« Reply #1484 on: April 15, 2016, 09:43:36 pm »
Does anyone know to who Nassau server in 1815, French or Brit? Because i did a skin of Nassau grenadier ,but not really know where i should place him.
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