Each scene record contains the following fields:
1) Scene id {string}: used for referencing scenes in other files. The prefix scn_ is automatically added before each scene-id.
2) Scene flags {int}. See header_scenes.py for a list of available flags
3) Mesh name {string}: This is used for indoor scenes only. Use the keyword "none" for outdoor scenes.
4) Body name {string}: This is used for indoor scenes only. Use the keyword "none" for outdoor scenes.
5) Min-pos {(float,float)}: minimum (x,y) coordinate. Player can't move beyond this limit.
6) Max-pos {(float,float)}: maximum (x,y) coordinate. Player can't move beyond this limit.
7) Water-level {float}.
8) Terrain code {string}: You can obtain the terrain code by copying it from the terrain generator screen.
9) List of other scenes accessible from this scene {list of strings}.
(deprecated. This will probably be removed in future versions of the module system)
(In the new system passages are used to travel between scenes and the passage's variation-no is used to select the game menu item that the passage leads to)
10) List of chest-troops used in this scene {list of strings}. You can access chests by placing them in edit mode.
The chest's variation-no is used with this list for selecting which troop's inventory it will access.
module_scenes.py write some intro text here, pages 23-25
The following scene flags are available for usage:
sf_indoors | removes the skybox and lighting by sun for this scene. |
sf_force_skybox | forces adding a skybox even if sf_indoors is set. |
sf_generate | generates terrain by terrain-generator. |
sf_randomize | randomizes terrain generator key. |
sf_auto_entry_points | automatically places entry points in randomly generated scenes.[1] Does it place them only at randomly generated scene or also at others? up4research |
sf_no_horses | is a scene marker for the operation scene_allows_mounted_units. Does nothing on its own(?), Up4research |
sf_muddy_water | changes the shader of the river mesh. Up4research |
Some lines here
min/max border scenes, Ruthven (credit) and kalarhan, Modding Q&A and Modding Q&A
internal and external border, Swyter, Modding Q&A, and GetAssista, Modding Q&A
Scene entry numbers deprecated? InVain, Mount & Blade Modding Discord
eleventh field is missing, optional in some unusual way.
water level modifier (not working?), InVain, Modding Q&A, Mount & Blade Modding Discord and Mount & Blade Modding Discord
water splash sounds and slow speed, question 2, Yoshiboy, Questions about making new rooms and some other questions
size of scene, Vornne, Modding Q&A
black area at editing scene size, Lumos, Modding Q&A and Modding Q&A
extend borders of scene, InVain, Modding Q&A
Terrain borders, Modding Q&A
Flora, Dargor, Modding Q&A
hard-coded trees at scene, jacobhinds, Modding Q&A
biggest possible scene, InVain, Mount & Blade Modding Discord
A first look around at the character creation screen, also known as the meeting scene, would perhaps let you think that it is the scene meeting_scene_plain. It is however no scene, it is made up by the game engine on the fly. It doesn't even have a real terrain, the game engine is just loading the mesh ch_meet_plain_a (CommonRes/particles_2.brf). Note that you can not change the lighting settings at it.[2] The character creation scene uses the very first skybox defined in Skyboxes.py.[3] The character uses the animation stand_man which is hardcoded.[4]
Scene stuff, cmpxchg8b, Modding Q&A