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New M&B Version
1.010 is out, and so is the module system. Get modding!
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A Song of Ice & Fire
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Kiado
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Working on port...
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Topic: Working on port... (Read 8814 times)
Kiado
Moderator
Offline
Posts: 91
Working on port...
«
on:
December 06, 2008, 12:45:58 PM »
I have started working on porting this mod to 1.011 version of M&B. I am not doing this fast, as I know as soon as I put a decent amount of work into it Clegane or someone will show back up saying they have a version nearly ready to go.
Also, all credit goes to everyone but me.
Right now, I am just porting all the factions, npc's, and the rest of it to vanilla M&B. I have a walkable map up and running now, and all the towns, castles and cities are placed and as they should be. Here are some screens from in-game of some notable locations in Westeros. (Just so you know they aren't map editor images.)
So as of right now, I have the map up and running a couple of the custom faction troop trees done (no custom graphics, explained later) and all the factions. I am keeping the information about the Greyjoys, but since the ships and shit will be beyond me (at least right now) I will leave the faction disabled.
My plan is basically to get everything in as far as names, factions, npc's, and custom content that I can get back into it and have it operate on Vanilla M&B so at least you can play M&B Westeros style. I will probably then put that source code out as a base for better people then me to turn it back into something better.
I am having trouble with some of the custom content from the older version. Some of the BRF's wont open in BRF edit, and the engine doesn't like some of them when I try to load the resources in the game engine. I am also having trouble with some of the textures. I really haven't made much attempt to fix it yet, so maybe I will get a better idea in the next few days. (Looks like the Banners will work though, which is a bonus.)
Regardless of whether this turns out to be a waste of time or not, I am learning something. If in the end, the original guys are done with it, then I will gladly continue working to make it a decent mod, but will need help in that case.
«
Last Edit: December 06, 2008, 12:48:59 PM by Kiado
»
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Oroonin
Journeyman
Offline
Posts: 156
Re: Working on port...
«
Reply #1 on:
December 06, 2008, 02:02:05 PM »
Awsome man! As I myself don´t have much modding skills I can´t offer much help but I could try. The costum stuff and textures you´re having troubles with, what software have you tried and what format are they? There are a few nice shareware programs that might work.
Would it be possible (and would there be any intrest in) making an optional version with the Ironmen as a working faction with the isles connected to the mainland with shallows? It´s been discussed before I think, but I wonder if it´s worth it.
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Kiado
Moderator
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Posts: 91
Re: Working on port...
«
Reply #2 on:
December 06, 2008, 07:23:58 PM »
I use Photoshop, and have for years. The textures open fine in Photoshop, so I know they aren't bad, I will just have to mess with it a little more to get a better understanding. I may just have to rebuild the BRF's or something to that effect. I have little to no experience with custom content in M&B. It's not a lost cause, it's just the first issue I have run into with moving this over. Like right now, it has none of the original mods specialized code or anything. I want to get all the major monkey work done first, then I will delve into the customized parts of the mod.
As far as the Greyjoy faction goes, I think it is possible, and I see the basic premise of how the ship system is setup in the source code. The existing code as it is may or may not work with 1.0x versions, but it is obvious that alot of the code was done well before 1.0x, and would have to be adapted. Plus I know there are other mods doing ships, so I am sure they would share their concepts.
«
Last Edit: December 06, 2008, 07:25:41 PM by Kiado
»
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tommylaw
Guest
Re: Working on port...
«
Reply #3 on:
December 07, 2008, 11:40:56 AM »
hurrah man, i shall have a statue of your likeness erected next to the titan of braavos
titan of braavos aint got nothing on the colossus of kiado
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Kiado
Moderator
Offline
Posts: 91
Re: Working on port...
«
Reply #4 on:
December 07, 2008, 06:51:37 PM »
No statues needed. I am just picking up where others have left off, or may have left off.
Anyways, I got the banners working in game. I was excited, so I thought I would share the screens.
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Jheral
Apprentice
Offline
Posts: 30
Re: Working on port...
«
Reply #5 on:
December 07, 2008, 10:03:09 PM »
Very nice. It's good to see someone actually working on the mod again (and giving progress reports).
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Professional misanthrope and recluse.
tommylaw
Guest
Re: Working on port...
«
Reply #6 on:
December 08, 2008, 10:14:14 AM »
what he said
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Kiado
Moderator
Offline
Posts: 91
Re: Working on port...
«
Reply #7 on:
December 08, 2008, 11:55:57 AM »
Seem like I have some corrupt BRF's. A lot of the BRF's in the source are erroring out when I try and open them with BRFEdit, and they crash M&B if I try and load them in as a resource. Those that will open in BRFEdit have run fine in the game. Which is evident from the Banners. Those that wont open in BRFEdit crash the game.
Some of the ones that don't work are just addon models for weapons and armor, but quite a few of them are critical. The BRF's for the "Others" for instance is corrupt and unusable. I guess the only plus side is having the textures that do work.
On other notes, I have all the towns and castles set to the right (kind of right) Lords and factions. There are some corrections that need to be made to some of the Lords. For instance, Brienne of Tarth is under Stannis, when she should be under Renly, etc.
I am currently working on getting all BRF and Textures loaded in that will work, then I will be adding the items and things I can into the game.
There is still lots to do obviously, but some progress is being made. I need to figure out how they assigned the appropriate banners to the lords, etc. Then again, there are lots of things I haven't even dipped into yet.
«
Last Edit: December 08, 2008, 12:04:58 PM by Kiado
»
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tommylaw
Guest
Re: Working on port...
«
Reply #8 on:
December 08, 2008, 01:23:42 PM »
the horses wont work either
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gypsydevil
Apprentice
Offline
Posts: 9
Re: Working on port...
«
Reply #9 on:
December 08, 2008, 02:26:37 PM »
I'll add my voice in as a helper. Not really great in any area but I've added models/textures/weapons into the game before. Let me know if there is something I could help with/look at/test/research.
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HXavier
Apprentice
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Posts: 10
Re: Working on port...
«
Reply #10 on:
December 09, 2008, 09:54:18 AM »
Thanks a lot for stepping in and giving us hope, Kiado.
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ser Jeekim
Apprentice
Offline
Posts: 24
Re: Working on port...
«
Reply #11 on:
December 10, 2008, 07:48:21 AM »
Quote from: Kiado on December 06, 2008, 12:45:58 PM
I have started working on porting this mod to 1.011 version of M&B.
I knew a Messiah would appear to us one day!
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von_mistont
Apprentice
Offline
Posts: 1
Re: Working on port...
«
Reply #12 on:
December 10, 2008, 08:04:44 AM »
That's great new! I'm a fan of Martin's book, but i didn't have occasion to play SOIAF mod. I started playing MnB from 1011 version.
If you want any help let me know. I could help you with Kingdom Management stuff and Greyjoy Invasion, it's quite similar to what i did in my mod.
I can't wait to see this mod. I can't imagine better home world for MnB than Westeros
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HokieBT
Guildsman
Offline
Posts: 468
Re: Working on port...
«
Reply #13 on:
December 10, 2008, 10:48:15 PM »
Kiado - first off, congrats and thank you for working on this! This is one of my favorite mods, M&B is the perfect engine, and I'd love to see it ported to 1.x I agree with your approach of working on map/factions/troops first and then later trying to add in the rest of the stuff once you get a good base. In terms of the BRF issue, I think at the minimum you need to re-save a 0.903 BRF with the latest editor to make it compatible? I also tried to open the others.brf on my computer and it opens fine and displays the models correctly (but I didn't try to actually load them into a 1.x game). Are you using the latest version of BRFEdit, my executable is dated 6/25/2008 ? I also re-saved the others.brf and sent you a PM with the link just in-case this helps... But I think we should be able to get all the BRF's working without too much work so send me a PM if you want to discuss this further. I'm more active on Taleworlds, so if you send PM's there I might reply faster.
Anyway, I wish I could offer to help out more, but I'm real busy in real life, and my Star Wars mod takes up the rest of the free time, but I'll try to help out if I can with the BRF's or you have a question about the code, etc. great job so far!
«
Last Edit: December 10, 2008, 10:51:32 PM by HokieBT
»
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Star Wars: Conquest for M&B 1.x
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Midkemia Fantasy mod for M&B 1.x
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M&B Unofficial Troop Editor
Kiado
Moderator
Offline
Posts: 91
Re: Working on port...
«
Reply #14 on:
December 11, 2008, 10:04:34 AM »
Thanks for the info HokieBT Also, thank you for your past contributions to this mod.
I do have the latest version of BRFEdit. I haven't messed with the materials since I had the issue, just been messing with the tons of other stuff to do. To be honest, the Others, based on the time line the mod is supposedly set in, don't really make an impact on the mod, so I haven't been too worried about it. Just be nice to have them for future versions.
I want to focus more on the Kingdom itself and the Clash of Kings timeline the mod is set in. The civil war between the houses should be the main focus of the mod. So as cool as the Others are, they are a secondary concern for me right now.
I will also check my PM's and see if that Others.brf works for me or not. Thanks alot!
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