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Tyberius
01-19-2019, 05:58
Hi guys, I'm somewhat rusty on this modding thing and I had a crazy idea, that maybe has been tested before, so I wanted to know if someone has tried to use the (actually) "forbidden seven" ("Peasant","ChainHlm","HlPlArSH","LArmWCav","MKnight","MSHelm","PlateS" ) as horses. (mounts) it would be great to have units mounted in hazel/grey/white/black/ horses...

dimitrios the samian
01-19-2019, 07:01
howdy Tyberius , good to see you back mate !
.... Not sure about that ... its a a questin for macsen , stazi , Axalon , Caravel ?
But i reckon we could easily double the amount of frames per Bif plate thus doubling the variety of troops we have !
cheers

macsen rufus
01-20-2019, 10:56
Hola Tyberius - good question....I've never tried them for mounts. My gut feeling is that they would probably still cause CTDs if given to any faction over #20, but then again, if they were mounts, perhaps the battle engine wouldn't be making those checks for shields etc etc.... so, I'd suggest a trial. It will either work or not, and then we'd all know for sure ~D

Tyberius
01-21-2019, 05:34
Well, Sadly I can confirm, the forbidden 7 cannot be used as mounts either, it works ok for custom battles but it will cause a ctd in campaign.

dimitrios the samian
01-21-2019, 05:44
Good that you trialed it ...saves others the time .
Well it looks like using 2 mounts per Bif Plate , will fit in easily ! .
Doubles the variety of mounted troops .

Tyberius
01-21-2019, 05:49
you mean to optimize the space and squeeze 2 different textures in the same Bif? do you get rid of the "dying" animation to do that? or maybe just keep only one dying animation instead of all 4?

I will try it!

dimitrios the samian
01-21-2019, 07:40
you mean to optimize the space and squeeze 2 different textures in the same Bif? do you get rid of the "dying" animation to do that? or maybe just keep only one dying animation instead of all 4?

I will try it!

yes .... if need be you can get rid of two dying animations .
Yes try it Tyb ...any questions pm me .
cheers

Stazi
01-21-2019, 11:42
you mean to optimize the space and squeeze 2 different textures in the same Bif? do you get rid of the "dying" animation to do that? or maybe just keep only one dying animation instead of all 4?

I will try it!

Instead of 512x512 you can use 1024x1024 unit texture and easily put 4 types/colors of the same mount with the same quality into one folder (like LiHorse). In UNIT_PROD you just add another MOUNT unit type and the rest is similar to any normal unit. Just check all needed entries for existing mount types and you'll know. IIRC Macsen was going to make use of this trick in one of his mods so maybe he can add some details here.
I believe adding new mount folders or using existing ones that belong to regular units is not possible due to the hardcoded effects linked to them.

dimitrios the samian
01-21-2019, 13:22
hello stazi ...
Im certain (without checking) it was a 640x640 Bif Macsen prepared for some new Romans Yan made for the Ancient mod & he also combined two Hellenic Bifs into a 640 ..this is documented over in the Ancients Forum .
I have learnt the tricks also & currently finishing up some totally new animations , to be presented on a 640x640 .
Tell me Stazi ... will we lose definition & clarity on the battlefield by using the 1024 ?

Tyberius
01-22-2019, 05:14
Instead of 512x512 you can use 1024x1024 unit texture and easily put 4 types/colors of the same mount with the same quality into one folder (like LiHorse). In UNIT_PROD you just add another MOUNT unit type and the rest is similar to any normal unit. Just check all needed entries for existing mount types and you'll know. IIRC Macsen was going to make use of this trick in one of his mods so maybe he can add some details here.
I believe adding new mount folders or using existing ones that belong to regular units is not possible due to the hardcoded effects linked to them.


Hello Stazi, nice to talk to you all again, Really...Does the game actually support 1024p frames? if so, that would be fracking great! I can't even begin to fathom all the possibilities!

Stazi
01-22-2019, 09:03
Tell me Stazi ... will we lose definition & clarity on the battlefield by using the 1024 ?

Really...Does the game actually support 1024p frames?

Nice to see you again too. Yes, the game supports 1024p textures but engine is not fully optimized for it. If you put 4 units 512p quality into 1024p texture, all those units will appear in the game 4 times smaller (2 times shorter and 2 times tighter). The SCALE factor doesn't work in the needed range so you can't scale up those units to match others made in 512p textures (that's why I think Macsen chose 640p - the difference is not too much and SCALE can cover it). The only way is to scale all other units down. Then, if you make soldiers smaller you need to reduce spaces between them in formations. It's a lot of work if you want to add only a few units but for bigger projects, why not? In the end, units and the whole army takes less space on the battlefield and maps seem to be bigger with more space for maneuvers. I've been in the process of doing all that stuff for Pike&Musket 2.0 mod but cegorach disappeared again and I didn't finish it.

dimitrios the samian
01-22-2019, 09:25
..... (that's why I think Macsen chose 640p - the difference is not too much and SCALE can cover it). The only way is to scale all other units down. I've been in the process of doing all that stuff for Pike&Musket 2.0 mod but cegorach disappeared again and I didn't finish it.

I understand you know Stazi ...
Even 640 is fantastic , as all Bifs that i have learnt n worked will easily fit two , so we can double the output !.
I am finishing off some 640 plates & triple foot troops fit , they will debut in our Ancients Mods , once i get them all finished .
Putting two riders onto a 512 is no problem and my calculated guess is 3 will fit on a 640 easily , nice !!
Our Ancient Horse Bif Plates are different with Horse n Rider combined , buy i think two will fit on a 640 with a small scaling down ...... will do in 2020
..........................
I hope you do not give up on the Pike & Musket Mod ....

Stazi
01-22-2019, 09:59
I understand you know Stazi ...
Sorry about not refering to you directly. Your question just reminded me of some Macsen's comments on that topic. No offense intended. Sorry once again.


Even 640 is fantastic , as all Bifs that i have learnt n worked will easily fit two , so we can double the output !.
I am finishing off some 640 plates & triple foot troops fit , they will debut in our Ancients Mods , once i get them all finished .
Putting two riders onto a 512 is no problem and my calculated guess is 3 will fit on a 640 easily , nice !!
Our Ancient Horse Bif Plates are different with Horse n Rider combined , buy i think two will fit on a 640 with a small scaling down ...... will do in 2020

Great! Can't wait to see what you did.


I hope you do not give up on the Pike & Musket Mod ....

I was only doing some technical stuff. Only cegorach knows how the mod should look like form the gameplay perspective.

dimitrios the samian
01-23-2019, 04:33
Great! Can't wait to see what you did.
I was only doing some technical stuff. Only cegorach knows how the mod should look like form the gameplay perspective.

Here we go .......

22129

dimitrios the samian
01-23-2019, 04:36
Remember Duke John's "War of the Roses" models, they were pretty sharp looking.

They are almost pixel perfect !! putting original MTW bif plates to shame ...
i have looked closely at the original MTW we got in the game & most are unfinished , poor textures , odd proportions , missing segments , rectangles clip bits of the soldiers , etc etc .

macsen rufus
02-08-2019, 07:51
So new factions can't own units using these 7 bifs. Can a workaround be to just not give them such units?
But then hiring a mercenary can cause a crash? Not using these bifs would reduce the spots for new models(50 folders in total).

It's not so much 'new' factions per se, it's factions beyond the 20th. If you only have 20 factions, all will be well :2thumbsup: And there is no workaround, if such a faction uses one of those BIFs you'll get a CTD going into battle - whether it's trained, hired as a mercenary, or bribed.
You HAVE to chose - limit your factions or limit your BIFs - those are the only options (hence the joy when we started to get 640x640s working ~D)

dimitrios the samian
02-08-2019, 08:30
You HAVE to chose - limit your factions or limit your BIFs - those are the only options (hence the joy when we started to get 640x640s working ~D)

Agreed ... example below holds another full Bif
simply put ..... 640's are the way to go :2thumbsup:

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macsen rufus
02-13-2019, 11:36
macsen rufus yes factions above #20, most regular ones have hardcoded events and glory goals(except hungary, novgorod, burgundy).
The mod has to come with a disclaimer: "do not hire mercearies or bribe armies", the AI doesn't do that, right?

Actually, the AI does bribe armies, plus there's also the odd unexpected unit turns up in rebellions, too... I suppose, the nearest workaround is to autocalc battles involving the dangerous BIF/faction combo, but that's no fun either ~D





I'd probably choose to go with 20 factions and all bifs.
Yep, all considered, I think this gives the best bang per buck....

macsen rufus
02-14-2019, 11:02
Yes, in as much as rebellions must follow the 'culture' rules (so Christian rebellions get 'Christian' troops, pagan rebellions get pagans, etc etc) but rebels per se will never be the problem here as they are 'faction 0' - that depends on whether they get bribed, and they do tend to be the best bribery targets....

Sultan_Suleyman
08-29-2019, 21:30
Hellow lords, excuse me for asking this question here, but i dont want to open other thread in the forum; my question is: how i can make a "indestructible building" in campaign, for example "Forest Clearing" in VI, this cant be destroyed.

drone
09-01-2019, 14:41
Hellow lords, excuse me for asking this question here, but i dont want to open other thread in the forum; my question is: how i can make a "indestructible building" in campaign, for example "Forest Clearing" in VI, this cant be destroyed.
The forest clearing is hardcoded in, but you can hijack/replace it so your mod has 1 indestructible building. Use the forest clearing game tag (I think it's IMPROVED_FARMLAND) for you building and it should work.