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Adding & Overriding Assets In RGL you can easily override existing assets or create new ones within the editor for your custom mode. Override mechanism works by replacing existing assets with the one you supplied in your module’s assets directory. It tries to match your custom assets with the ones previously registered by other modules by their names. This happens with respect to loading order of the modules. If Module A and Module B are loaded in addition to the Native module respectively, list of final assets and their sources will be as follow :
Modules can contain assets ranging from meshes to physics bodies, scenes, gameplay entities like factions, lords, troops, items, sounds, scripts and behaviours that can run any gameplay logic. In this guide, the process of creating one will be explained. Creating A New Module Modules reside inside the “Modules” folder in the root directory. It must contain an XML file named SubModule.xml. This file contains basic information like “Name”, “ID” and “Version” nodes.
How to install the tools? You can download the “Mount & Blade Bannerlord Modding Tools” from the Tools section of steam. Note that the tools use some of the files downloaded within the game itself. Thus, the tools and game should be at the same version and installed on the same harddrive. How to launch the tools? You can use the SinglePlayer option from the Launcher and once you are in the Initial Menu, you can either press the Editor button or press the Ctrl + E key combination to start up the editor.
Introduction This tutorial explains how to add simulation to the reins of a horse armor set. We previously used only one mesh for horse armor, however the reins would hang in the air and not move according to gravity. We then decided to add simulation to the reins which meant applying some changes to the system. Instead of a single mesh, horse armors now contain 3 meshes. We will divide them into 2 groups.
Introduction Sprites are two-dimensional images that are mostly used in the user interface of a game. Sprite sheets are the collection of such images. In other words, sprites are packed together to form a sprite sheet. This documentation will go through the following steps: Adding new sprites. Generating sprite sheets from the sprites that you have added. Importing the sprite sheets to your module. Using sprites in UI XML files.
Introduction This documentation will go through the following steps: Setting up a custom texture containing banner icons. Generating a material for the custom banner icons. Adding newly created banner icons to a custom module. Adding custom icon colors to Banner Editor. Prerequisites Mount & Blade II: Bannerlord - Modding Kit downloaded from Steam. Creating a Banner Icon Texture To create a set of new banner icons, first create a PSD file with 2048x2048 resolution that is split into 16 equal grid parts.
Introduction This documentation will go through the following steps: Setting Up The Files and Paths Generating Fonts Placing Files in the Module Folder Generating Sprite Sheets How to Use Fonts In Bannerlord Prerequisites TrueTypeFont file for the font. E.g. (OpenSans-Regular.ttf) Mount & Blade II: Bannerlord - Modding Kit downloaded from steam Knowledge on generating UI Spritesheets (see: Generating and Loading UI Sprite Sheets) Setting Up The Files and Paths Go to Mount & Blade II Bannerlord\GUI\GauntletUI\Fonts.
Introduction The Smithing screen allows for the creation of all melee and throwing weapons in the game (swords, daggers, throwing knives, throwing axes, maces, polearms, pikes, javelins). Picture 1: Fine Steel Cavalry Broadsword being created on Smithing screen. Adding Weapons to the Smithing System To be able to create a weapon on the Smithing screen, all the individual weapon parts need to be exported to the game separately. You can find out how to export assets to the editor on Asset Management.