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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.