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Home › Forums › Age of Wonders 3 Discussions › Modding / V1.7 [OFFICIAL] NOW LIVE
This topic contains 441 replies, has 76 voices, and was last updated by Tombles 6 years, 7 months ago.
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September 13, 2015 at 00:06 #228319
Except I’d win though – eventually!
I dunno, I treid countless times but I always lost
(Tho my memory is a bit hazzy about that)September 13, 2015 at 00:13 #228320Okay, so, since applying smarts did not work, I went for brute force and tried all combinations of options for blender .dae export. It’s definitely a problem with the export script itself.
If you import the blender .dae in Maya 2015 and export it again with the proper .dae settings, it seems to work fine, but I would be surprised if there’s no data loss in that method.
=> BASICALLY Blender users should be able to just send the .dae to Maya users for finalization. Or one of the free .dae converters work / may allow us to fix.
Question: Is there a simple format beside .obj that both can use? I was slightly surprised that Maya couldn’t use 3ds.
September 13, 2015 at 00:17 #228321Question: Is there a simple format beside .obj that both can use? I was slightly surprised that Maya couldn’t use 3ds.
FBX?
September 13, 2015 at 00:24 #228323I got the exporting with Blender working using Better Collada Exporter from Godot Engine. 🙂
http://www.godotengine.org/projects/godot-engine/documents
(picture of the settings is a couple posts below!)
September 13, 2015 at 00:25 #228325FBX?
Oh right – checked it out, that should be perfect, thanks tibbles! :>
EDIT:
I got the exporting with Blender working using Better Collada Exporter from Godot Engine.
Damnit I knew It was something small I overlooked! I have the Better Collada Exporter, but forgot that the new Blender needs you to enable plugins separately >.<
It’s always the simple things.
Thanks Ryukra 🙂
September 13, 2015 at 00:31 #228328Okay I think these are the right options, make sure you select the rig after importing it into the contenteditor.
September 13, 2015 at 00:42 #228331^
Extra Catnip for this Bakeneko / Nekomata please.Note: Blender users, be sure to get the export plugin directly from theGoDot page. Simply googling them offers a few out-of-date ones.
September 13, 2015 at 00:44 #228332I believe Gloweye did something similar with his modified Catapults, in the Ballista mod.
Their attack checks against resistance I think and can therefore miss.
Do they use defence or resistance for miss chance, and if the latter, is it tied to an element, or is it physical protection + resistance?
I can make attacks that check inflict strength against physical protection + defence for a miss chance, or against any elemental protection plus resistance for a miss chance, but not physical + resistance or elemental + defence.
I’m aiming for (ranged) attack strength versus physical protection + resistance for damage done, with no miss chance, with additional spirit damage against incorporeal targets, and apart from the additional spirit damage it isn’t looking doable right now. Though the spirit damage versus incorporeal should be simple.
I could likely set an attack to ignore shields, armour and reinforcement, then increase the damage by ~2, but that’s not a perfect solution.
September 13, 2015 at 00:54 #228333Extra Catnip for this Bakeneko / Nekomata please.
Meooooow! ^w^
Charlatan, can you explain what is wrong with the humanoid rig in blender..? XD I’m not really a blenderexpert~ Are these handles which don’t work in blender and are shown as armatures? Are they really needed or can I clean the example dae?
September 13, 2015 at 01:14 #228335Meooooow! ^w^
Charlatan, can you explain what is wrong with the humanoid rig in blender..? XD I’m not really a blenderexpert~ Are these handles which don’t work in blender and are shown as armatures? Are they really needed or can I clean the example dae?
Sure, but it’s hard to tell what exactly looks wrong to you.
I assume its the unusual appearance of the bones ?
BonesThey’re by default set to display as Octahedral, you can just set them to sticks.
At least I assume that is what looks odd to you, because it is the same for me when I use Maya. And… nvm the different window arrangement in blender 😛 Had to have my own.
As for being in the way, why not just hide the armature? (hotkey “H”) Or throw it on a different layer for now (hotkey “M”)
As you surely know, you could delete the armature for now, but that’d only give you extra work 😮
September 13, 2015 at 01:19 #228336Sticks works better, yes. I just don’t know if the bones around the body are for clothing animation? Or the 2 big ones coming from the middle to the sides. ^^’
We need a moddingforum badly. 😀
September 13, 2015 at 01:20 #228337QUESTION TO THE DEVS.
Can you add option to mod tools which could change color of equipment or head items, like a figure itself? I tried to implement dwarven mohawk on model, but only black color is accessible. 🙁September 13, 2015 at 01:26 #228338Sticks works better, yes. I just don’t know if the bones around the body are for clothing animation? Or the 2 big ones coming from the middle to the sides. ^^’
We need a moddingforum badly.
It seems to be a universal skeleton including all Humanoid alternatives like Exalted and Succubus, that’s why it has extra bones for wings, robes etc.
Spiffy for modding purposes, actually.
If you want to stick with Blender, make sure to adjust it to your needs once you get more used to it. In the blessed spirit of Open Source, it is extremely customizable, you can basically change all controls how you see fit ^^
September 13, 2015 at 01:26 #228339Zaskow, isn’t that already working? Look for a playercolor.dds file. These are called colorize map.
I think the colorcode is:
Blue: Skincolor
Green: First Color
Red: Second ColorEdit: I do stuff with blender, but not as much as I should. XD A friend is tutor for blender. When I ask him stuff, he can exactly tell me what I have to do. It’s really nice. 😀
September 13, 2015 at 02:24 #228346Hey guys, I almost never post on forums, but I just thought I’d say how much I appreciate the devs work on this amazing set of mod tools. I’m sure I speak for the “lurking masses” when I say my friends and I are looking forward to playing with all the mods you guys come up with. Also someone should figure out a way to set a limit on T4 unit production, to spice up those super long games that end up being a sea of Juggernaut spam 😀
Anyhow, thanks to everyone at Triumph and the modding community, now go make some amazing mods!
September 13, 2015 at 03:38 #228349Also someone should figure out a way to set a limit on T4 unit production, to spice up those super long games that end up being a sea of Juggernaut spam
Well I won’t go into that debate again, but, to delay units, there are several, easy options:
1 – Increase the number of buildings required
2 – Increase the cost of said buildings
3 – Increase the cost of said units
E.G.
In the AoW1 mod, I have put Kharaghs in as the Goblin T4 unit.
I replaced the Grand Palace with Kharagh Holding Pens.
Right now it has the same pre-requisites as a Grand Palace, but you could easily add the T3 Building as a pre-requisite as well.
Infact you could, in theory, add all the Bonus buildings as a pre-requisite as well (i.e. needs Guardhouse, arena etc).
Infact, you could make a brand new building and say that it requires the Grand Palace as a pre-requisite.
Then you could make each building more expensive, which I am experimenting with, e.g. all t1 buildings (barracks etc) to cost about 100 gold, t2 to cost 200 (Temples, Siege shops etc) and t3 to cost 300 (Grand Temples, Item Forges etc.)
Ofcourse, this opens up more avenues for racial assymetry, e.g. Goblin buildings costing less etc etc.
Back to the Kharagh, I’ve attached a population cost to it, currently 1100, so 1000 after the Goblin cost reduction (I haven’t figured out yet how to recruit it in Goblin cities without having the “Goblin” tag, a problem I also have for the Dwarven Hill Giants. I know I’m overlooking something small because machines don’t carry a racial tag…)
So, every Kharagh requires 1000 Goblins, which is an abstract of the building requirements and because in the description I wrote they are caged beings fed all manner of horrible things – including Goblins…
You could do something similar for the Orc Red Dragon, for example.
Lastly, you could just up the price to like 500 a piece.
However, in my view, the most likely thing that will happen is that when you play Emperor, they’ll get T4 units long before you do.
They’ll get them later than they do now (from cities anyway) but you’ll get them even later, so all this would do is extend each phase of the game – now that in and of itself is actually a good thing imho on large + maps.
September 13, 2015 at 03:40 #228350Then you could adjust the way these units interact, e.g. Shrines rely on devout trait, which they do not have, so massing them is a very clear tradeoff, plus Theocrats don’t have a lot of machine healing usually.
There’s also a field called “build priority” which maybe has an effect.
September 13, 2015 at 04:18 #228352(I haven’t figured out yet how to recruit it in Goblin cities without having the “Goblin” tag, a problem I also have for the Dwarven Hill Giants. I know I’m overlooking something small because machines don’t carry a racial tag…)
I r stupid.
If anyone else makes the same mistake:
Under unit settings, set race link to whatever you want.
September 13, 2015 at 04:48 #228354Fantastic news about these tools finally being released!
Does anyone know if it would be possible to add altars, like the ones in the original AoW?
September 13, 2015 at 07:12 #228357So, how about updating the open beta patch to 1.608 without the modding tools but with all the other fixes?
September 13, 2015 at 07:27 #228362QUESTION TO THE DEVS.
Can you add option to mod tools which could change color of equipment or head items, like a figure itself? I tried to implement dwarven mohawk on model, but only black color is accessible. 🙁We can’t really do that Zaskow, it’s kind of technical to explain, but basically we can only make colors darker and not lighter, so if I put it in, then you wouldn’t be able to make a black thing red (you would be able to make a red thing black though). If you want to change the colors on a model, you need to use Photoshop or GIMP to change its texture.
So, how about updating the open beta patch to 1.608 without the modding tools but with all the other fixes?
We can’t do that I’m afraid, and we’re hoping that in a week or 2 it won’t matter.
Also, I notice you managed to get a DMP file, unfortunately I think I need a DMP file from the debug build to be able to use it. It would also help me if I had you DxDiag file, so I can see what kind of system you’re using. Only you and one other person ave complained about it being unstable, so I need to see what’s different about your machine compared to everyone else’s. You can mail it to us if you like!
September 13, 2015 at 09:27 #228364Honestly, I tried, but it looks mediocre for me
I will tell you why I think scyphe is better: you already have Berserker, MH AND Manticore using the axe. Just try to create an army in game which consists of 2 Berserkers, 2 MHs, 1 Warbreed and 1 Manticore and take a look how it seems in game. I think if they all use the same weapons it’s kind of boring.
Halfling Warbreed – the flowers should stay! also is there any weapon which looks less scary? You could give him a sling or something funny 🙂 And an ability to throw boulders with it 🙂
Additional question: is it possible to make Firstborn single figure unit and upscale it a bit? The same about Trolls, Yeti.
September 13, 2015 at 09:44 #228367Also, Zascow, you forgot about Mounted Archers! Personal Request: Goblin MA with Moskito pipes and Dwarven MA with Crossbows 🙂
September 13, 2015 at 09:55 #228371Additional question: is it possible to make Firstborn single figure unit and upscale it a bit? The same about Trolls, Yeti.
Yes, you can do up/downscale a model in the figure entity and select squad-size in the unit entity
September 13, 2015 at 10:23 #228380Additional question: is it possible to make Firstborn single figure unit and upscale it a bit? The same about Trolls, Yeti.
Yes, you can do up/downscale a model in the figure entity and select squad-size in the unit entity
Here’s a picture. See bottom left.
You can choose between small, medium, large and huge.
September 13, 2015 at 10:26 #228382@ BBB , I’m pretty sure that’s not the right setting, small, medium, large and huge refer to how far they fall/fly when they get hit, I think
September 13, 2015 at 10:27 #228383Fantastic news about these tools finally being released!
Does anyone know if it would be possible to add altars, like the ones in the original AoW?
Good question. I believe it is.
I’m not sure how (yet) but I know Taykor has done some work making areal strategic spells, so in theory it should be a question of taking said spell and linking it to a strategic map entity.
We already have strategic map entities that link abilities for one battle only (Shrines) so in theory it’s marrying the 2.
September 13, 2015 at 10:27 #228384@ BBB , I’m pretty sure that’s not the right setting, small, medium, large and huge refer to how far they fall/fly when they get hit, I think
OH? Then which setting? I’d love to know for myself :).
Scale strategic/tactical?
September 13, 2015 at 10:58 #228390Scale strategic/tactical?
Yep.
September 13, 2015 at 11:01 #228391You can make the spells that the altar cast, but I don’t think you could actually make the altars themselves. As I recall, pressing the button on the altar would let you cast the spell on a target location, right? I don’t think you can do that.
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