Author Topic: Scene Editing: How To  (Read 18368 times)

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Offline Peasant_Woman

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Re: Scene Editing: How To
« Reply #60 on: April 21, 2011, 06:34:06 am »
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Offline TheSpike

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Re: Scene Editing: How To
« Reply #61 on: April 21, 2011, 06:39:57 am »
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Offline Rannepear

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Re: Scene Editing: How To
« Reply #62 on: May 05, 2011, 12:59:31 am »
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Is there a reason some barriers will be either orange or green when placed...and also, do they not affect an area you scaled them to?

Edit: Ahh, nevermind! I got it....
« Last Edit: May 05, 2011, 02:12:27 am by Rannepear »
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Offline Ozin

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Re: Scene Editing: How To
« Reply #63 on: May 05, 2011, 02:13:17 am »
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Barriers (be sure they are not AI limiters!) are green on one side and orange on the other. Players can move through barriers from the green side, but not from the orange side. They work when you scale them. Unselect after scaling to "reset" them.
« Last Edit: May 05, 2011, 02:14:35 am by Ozin »

Offline Rannepear

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Re: Scene Editing: How To
« Reply #64 on: May 05, 2011, 04:19:16 am »
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Figured it out already, but thanks!
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Offline Seabhac

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Re: Scene Editing: How To
« Reply #65 on: July 13, 2011, 06:41:40 am »
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Hello everyone, I am wondering if there is a way to edit or create custom outer terrain as I have a great siege scene project in mind but none of the outer terrain presets really matches what I'd like to do with the scene.

Looked around about it but couldn't really find any info, so am hoping someone here could help. If there is no way to edit or create new ones, what would be an alternative in your opinions?
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Offline zagibu

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Re: Scene Editing: How To
« Reply #66 on: July 13, 2011, 11:18:53 pm »
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Use the one with all water around it, make a large terrain, and sculpt its border into your "outer terrain", so that the water can't be seen.
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Offline Seabhac

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Re: Scene Editing: How To
« Reply #67 on: July 14, 2011, 11:22:55 am »
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Use the one with all water around it, make a large terrain, and sculpt its border into your "outer terrain", so that the water can't be seen.
Thanks Zagibu, that is a solid suggestion.

I've run into a problem when compiling the editing module folder post adding a blank map to the scene & string.txt files. Followed the steps in the tutorial including adding the entry to line two of each file. After saving the new entries, compiling via the .bat they are erased in both files.

I use vista so am wondering if this is part of the compiling error people have mentioned, but was able to install and compile the QSC into the module so am not sure. Perhaps you guys could offer ideas on what is going wrong on my part.

The .bat script in the module_sys doesn't turn up any errors and I can see the files being written over in the Scene_Edit module folder. The folder also have the proper write permissions so it should work, kind of at a loss here.
« Last Edit: July 14, 2011, 12:59:40 pm by Seabhac »
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Offline zagibu

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Re: Scene Editing: How To
« Reply #68 on: July 14, 2011, 09:17:55 pm »
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The module system reads the scene information stuff from the module python scripts and WRITES the txt files. If you have no info entered in the python scripts, it will obviously replace the txt files with the defaults.
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Offline Seabhac

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Re: Scene Editing: How To
« Reply #69 on: July 15, 2011, 04:26:26 am »
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The module system reads the scene information stuff from the module python scripts and WRITES the txt files. If you have no info entered in the python scripts, it will obviously replace the txt files with the defaults.

hahah hilarious...

well I gave up and just went the replace text route, just finished the wall props. This going to be a remake of Stonehammer from aoc for warband siege.
« Last Edit: August 09, 2011, 08:16:55 am by Seabhac »
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Offline Seabhac

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Re: Scene Editing: How To
« Reply #70 on: August 09, 2011, 08:25:17 am »
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Wondering about Entry points in regards to player spawns, is there some sort of categorization on the numbers besides them being split bewteen defenders and attackers?

In example entry point number 32 being infantry or other type of class role as compared to say entry point #42?
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Re: Scene Editing: How To
« Reply #71 on: August 29, 2011, 11:04:42 pm »
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Wondering about Entry points in regards to player spawns, is there some sort of categorization on the numbers besides them being split bewteen defenders and attackers?

In example entry point number 32 being infantry or other type of class role as compared to say entry point #42?

Nope, if we're talking about battle, only entry points 0 and 31 matter at all.  Each one denotes a spawn for the entire team.  Siege is a little weirder.  There's a good thread about entry points on the Taleworlds forums.  I think the link to it is somewhere in this thread.
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Offline zagibu

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Re: Scene Editing: How To
« Reply #72 on: August 30, 2011, 12:01:23 am »
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31? Are you sure? Isn't it 32?
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Re: Scene Editing: How To
« Reply #73 on: August 30, 2011, 09:20:47 pm »
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0 faction one, 32 faction two, probably just a typo. On another note, did anyone try the adding the lines http://forums.taleworlds.com/index.php/topic,113298.0.html to avoid random siege spawns? The spawn script is a mess, especially on bigger siege maps.
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Offline zagibu

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Re: Scene Editing: How To
« Reply #74 on: August 30, 2011, 10:06:25 pm »
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This would have to be included in cRPG, can't do it for single maps, AFAIK.
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