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Adding new skins into M&B .903
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Topic: Adding new skins into M&B .903 (Read 3574 times)
Cartread
Craftsman
Offline
Posts: 110
Adding new skins into M&B .903
«
on:
October 02, 2007, 04:01:56 PM »
(for .89 to .903)
If you've added skins to previous versions, the little squirrel that will mess up a paste/port to .89x is in module.ini (near the bottom).
limit_hair_colors = 1
Change it to limit_hair_colors = 0, and you can just paste/port the skins for 808; otherwise, you'd get a windows error and exit.
------------
Simply adding a new skin that is a non-playable character (.89x):
-You can use my
skeleton skin
if you do not have a new skin and are testing.
module_skins:
& limit_hair_colors = 0
Use the undead skin in Native as a template. undead has the minimum fields filled-in that a skin needs.
The new skin I am adding is "skeleton," and I replace undead's meshes and materials with mine:
(
"skeleton", 0,
"skeleton", "skeleton_calf_l", "skeleton_handL",
"skeleton_head", undead_face_keys,
[],
[],
[],
[],
[("undeadface_a_skeleton",0xffffffff,[]),
], #undead_face_textures
[], #voice sounds
"skel_human", 1.0,
),
header_troops:
Add the line,
tf_male = 0
tf_female = 1
tf_undead = 2
tf_skeleton = 3
module_troops:
Must have tf_skeleton:
["skeleton","Skeleton","skeleton",
tf_skeleton
|tf_guarantee_armor,0,0,fac_undeads,[itm_skeleton_armor...etc.
Adding a new skin that is playable(.89x):
module_skins:
& limit_hair_colors = 0
("skeleton", 0,"skeleton", "skeleton_calf_L", "skeleton_handL","skeleton_head", man_face_keys,
["onepoly"],
#man_hair_meshes
[],
#beard meshes
["hair_white"],
#hair textures
[],
#beard_materials
[("undeadface_a_skeleton",0xffffffff,[])],
#face_textures
[],
#voice sounds
"skel_human", 1.0, ),
You must use a vertex-animated head mesh (how to =
here at BRF Edit thread
)
You
must
have
defined
face_keys (such as man_face_keys {notice that undead_face_keys is empty}) and at least 1 hair_mesh, hair_texture & face_texture
I didn't want the hair mesh to show up, so I used a tiny 1-triangle mesh, "onepoly."
"Scale" is the scale of the skin's hit boxes, but the mesh is still bound to skel_human at x1.0
header_troops:
Add the line,
tf_male = 0
tf_female = 1
tf_undead = 2
tf_skeleton = 3
module_troops:
Must have tf_skeleton:
["skeleton","Skeleton","skeleton",
tf_skeleton
|tf_guarantee_armor,0,0,fac_undeads,[itm_skeleton_armor...etc.
------------
Misc. notes:
body meshes and head meshes cannot be multi-mesh.
body meshes and head meshes cannot have blends or transparency.
head meshes are mirrored at vertical axes.
The number of skins is limited to 15 in process_skins.py (more than number in process_skins will cause unexpected end of file (null) error when loading "settings data."
«
Last Edit: January 26, 2008, 02:08:56 AM by Cartread
»
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Ahadhran
Mysterious Old Man
Craftsman
Offline
Posts: 143
Re: Adding new skins into M&B .89x
«
Reply #1 on:
January 04, 2008, 02:45:48 PM »
Useful info, which I always seem to have to look up, no matter how many times I port
.
Anyway, do you have any idea if any of this changed with Version .903?
Logged
Jallon
Guildsman
Offline
Posts: 319
Re: Adding new skins into M&B .89x
«
Reply #2 on:
January 05, 2008, 10:40:55 AM »
Well, this isn't a new change for .903, but you don't have to add the tf_skeleton =3 thing. Mount & blade automatically knows that, and I am pretty sure that the only reason you use the number the new skin is, is if you add the race to the start up menu. That's all I've ever used it for at least.
Logged
Cartread
Craftsman
Offline
Posts: 110
Re: Adding new skins into M&B .89x
«
Reply #3 on:
January 06, 2008, 03:12:32 PM »
No parts of the module system for this have changed since .89x, so it should work for .903 Ahadhran, but I haven't confirmed it yet.
That sounds quite possible, Jallon. I think it's used for tf_skeleton in mod_troops, but may not be necessary.
Logged
Jallon
Guildsman
Offline
Posts: 319
Re: Adding new skins into M&B .89x
«
Reply #4 on:
January 06, 2008, 03:37:01 PM »
Well, I've added a new race into my mod, and after I add in the race in module_skins, I have it as the 4th race listed, so my race's number is 4. In module_game_menus, when I make it a playable race, to tell M&B which race to load, you add the number. Here, look at the code.
("start_elf",[],"Alfar",
[
(troop_set_type,"trp_player",
4
),
(assign,"$character_gender",0),
(jump_to_menu,"mnu_start_game_2"),
]
),
That four tells the game that when you click on the Alfar option in gender, it loads my elven race.
But, now that I re-examine my code, I think I might be completely wrong. Maybe that 4 does something else, because I have the thing labeled as start_elf, and my race's id is also elf. Hmm. What do you guys think? Not sure if what I did was right, but it works in-game.
Logged
Cartread
Craftsman
Offline
Posts: 110
Re: Adding new skins into M&B .903
«
Reply #5 on:
January 26, 2008, 02:11:04 AM »
troop_set_type is needed, and the 4 chooses the fourth skin, yep.
"start_elf" is just the name of the menu and could be anything.
--------------------------
this works for .903
the
tf_skeleton = 3
is needed if you have tf_skeleton in troops.py
if the skin is only used by the player then it is not needed (because no troops in troops.py use it)
Logged
grailknighthero
Craftsman
Offline
Posts: 141
Re: Adding new skins into M&B .903
«
Reply #6 on:
January 26, 2008, 10:30:23 AM »
I got a question, how do you make it so that new races aren't treated as female? Is it something like this {man/woman/other race/other race} ?
Logged
Cartread
Craftsman
Offline
Posts: 110
Re: Adding new skins into M&B .903
«
Reply #7 on:
January 26, 2008, 03:39:08 PM »
tf_male = 0
tf_female = 1
tf_undead = 2
tf_skeleton = 3
(troop_set_type,"trp_player",1), makes the player female & tf_female in troops.py makes a troop female
(troop_set_type,"trp_player",2), makes the player undead & tf_undead in troops.py makes a troop undead
and so on
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grailknighthero
Craftsman
Offline
Posts: 141
Re: Adding new skins into M&B .903
«
Reply #8 on:
March 05, 2008, 07:01:16 PM »
Sorry for the slow response. I should have worded my question better. How do you get it so new races arent treated as female in module_dialogs? Is it {man/woman/other race/other race} ?
So is it like {Sir/Madam/other race}? Is that possible or would that cause an error? Im still in the process of porting so I cant really try it out.
«
Last Edit: March 05, 2008, 07:03:59 PM by grailknighthero
»
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nema
Journeyman
Offline
Posts: 271
Re: Adding new skins into M&B .903
«
Reply #9 on:
March 11, 2008, 03:21:29 AM »
Quote from: grailknighthero on March 05, 2008, 07:01:16 PM
Sorry for the slow response. I should have worded my question better. How do you get it so new races aren't treated as female in module_dialogs? Is it {man/woman/other race/other race} ?
So is it like {Sir/Madam/other race}? Is that possible or would that cause an error? I'm still in the process of porting so I cant really try it out.
{Sir/Madam/other race} will not work.
Add variable in module game menues:
("start_male",[],"Male orc",
[
(troop_set_type,"trp_player",10),
(troop_add_item, "trp_player","itm_coarse_tunic",0),
(troop_add_item, "trp_player","itm_balkanknobbed",0),
(assign,"$character_gender",0),
(assign,"$character_race",4),
(jump_to_menu,"mnu_start_game_2")
]
),
Solution in modul dialogs.py
[trp_rolf,"sister_choice_c3",
[
(try_begin),(eq,"$character_race", 0),(assign, reg59, 1),
(else_try),(eq,"$character_race", 1),(assign, reg60, 1),
(else_try),(eq,"$character_race", 2),(assign, reg61, 1),
(else_try),(eq,"$character_race", 3),(assign, reg62, 1),
(else_try),(eq,"$character_race", 4),(assign, reg63, 1),
(try_end),
(eq, "$tutorial_quest_award_taken", 1),(is_between,"$guardians",0,12)],
"You should go to On for the next step
{reg59?, Human:}{reg60?, Elf:}{reg61?, Goblin:}{reg62?, Desert Elf:}{reg63?,Orc
:}.
Visit the On trainer, \
and she will help you learn the secrets of dueling. Be careful, \
the Sisters use real weapons while training, but do not be afraid. \
If you are hurt during training, you will be healed after the session. \
It is not necessary for you to defeat all of the opponents there at one time. \
If you feel like you aren't ready for an opponent, \
you can return later, and complete your training then.",
"order1",[]
],
More elegant solution. In modul scripts.py you can add:
("race",[(try_begin),
(eq,"$character_race",0),
(str_store_string, s20, "@Human"),
(else_try),
(eq,"$character_race",1),
(str_store_string, s20, "@Elf"),
(else_try),
(eq,"$character_race",2),
(str_store_string, s20, "@Goblin"),
(else_try),
(eq,"$character_race",3),
(str_store_string, s20, "@Desert Elf"),
(else_try),
(eq,"$character_race",4),
(str_store_string, s20, "@Orc"),
(try_end),
(try_begin),
(eq,"$character_gender",0),
(str_store_string, s21, "@Brother"),
(else_try),
(eq,"$character_gender",1),
(str_store_string, s21, "@Sister"),
(try_end),
]),
In modul dialogs.py will be just few changes:
[trp_rolf,"sister_choice_c3",
[
(call_script, "script_race")
,(eq, "$tutorial_quest_award_taken", 1),(is_between,"$guardians",0,12)],
"You should go to On for the next step,
{s20} {s21} {playername}.
Visit the On trainer, \
and she will help you learn the secrets of dueling. Be careful, \
the Sisters use real weapons while training, but do not be afraid. \
If you are hurt during training, you will be healed after the session. \
It is not necessary for you to defeat all of the opponents there at one time. \
If you feel like you aren't ready for an opponent, \
you can return later, and complete your training then.",
"order1",[]
],
«
Last Edit: March 12, 2008, 01:37:20 AM by nema
»
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Guardians party
Daydream
grailknighthero
Craftsman
Offline
Posts: 141
Re: Adding new skins into M&B .903
«
Reply #10 on:
March 11, 2008, 08:42:07 AM »
Thanks.
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