Hermodr
Squire
What programs you need
Ok this is a tutorial on how to add new weapons, armors, helmets etc to warband multiplayer. You will need a few programs before you start reading.
-Latest module system - http://forums.taleworlds.com/index.php/topic,111706.0.html
-openBrf - http://forums.taleworlds.com/index.php/topic,72279.0.html
-Wings 3D/Blender 3D - http://www.wings3d.com/
-Photoshop with DDS plugin/DDS converter - http://developer.nvidia.com/object/photoshop_dds_plugins.html
Setting up the module system
1. Download it.
2. Extract it.
3. Look for module_info and open it with notepad.
4. Insert the path to your module folder, for example like this:
export_dir = "C:/Program Files/Mount&Blade Warband/Modules/ModuleIndian/"
Exporting your model
1. Open "openBrf".
2. Click File/open and open your mount and blade warband game folder, then look in the commonRes folder.
3. If you are working on a armor you open up one of the brf files that sais armor.
4. Find a armor in the list and export it by right clicking on it and then click export static mesh.
5. In the modeling program you are using Blender or Wings 3D. Import the .obj file you exported from openBrf.
6. Line up your model to the model you imported. Make sure the pivot point of your model is in the center.
7. Delete the model you imported.
8. Make all the quads of your model triangles.
9. Export your model as a .obj file and make sure you triangulate the .obj file. (This may not work with blender. In that case download and install Wings3D.
Fixing your texture
1. Open up photoshop or the DDS converter program.
2. In photoshop click save as .dds.
3. Check the generate mip maps button.
4. Save it in your module/texture folder.
5. Open up your module.ini file inside your module folder.
6. Make sure this line is somewhere in it. "scan_module_textures = 1"
Creating the .brf file for your item
1. Make sure the .dds file is located inside the Textures folder in your module folder.
2. Open up "openBrf".
3. Click Import/Static mesh.
4. Locate the model your exported from your modeling program and import it.
5. Click Import/New Material.
6. Locate the dds. file that is in your module/texture folder.
7. Check the button saying "Also add a new texture"
8. In the mat (material) tab look what your material is called. It should by default be named like your texture.
9. Open the mes (mesh) tab and paste the material name inside the white area where it sais material.
10. Go to the mat tab again. And change the settings to your liking. I suggest looking at other armors to find out what works the best.
11. Click File/save as and save it inside your module/resources folder.
12. Click File/open and find a armor/weapon in your Common Res folder that has a similar shape to your own item.
13. Right click the item you have chosen. And then click export rigged mesh. Save it as a SMD file.
14. Open up the brf file that you put in the resource folder before.
15. Import the SMD file by clicking Import/rigged mesh.
16. Select the file you just imported then click Edit/Copy frame.
17. Select your own item then click Edit/Paste rigging.
18. Select the other item your imported and erase it by right clicking it and then remove.
19. Save your brf file in the resource folder inside your own module folder.
Making one of your troops have the weapon in multiplayer
1. Open up the module system that you prepared before.
2. Open up your module_items.
3. For example if you want to add a armor search for this line:
4. Copy the armor data you find and paste it on the bottom of all the amors. This is the data for the armor.
5. After you have given the item a ID and a ingame name. And you have written the name of the mesh of your custom made item. You can save and close the module_items.
6. Open your module_troops. And search for this line:
7. Here are all the troops for multiplayer located. Locate the troop you want to give your item to. And then add "itm_ID of the item you made". End it with a comma like this:
8. Now close and save.
9. Open up the module_scripts and search for
10. Here you will see a bunch of lines like this:
You will have to copy one of these lines and paste it on the bottom of the list of items. And change "itm_sword" to the ID of your item.
11. Now search for:
12. Look through the list until you find the class that you have given the item to.
13. Copy one of the lines and repeat what you did in step 10.
14. Save and exit.
14b. Now go into your module.ini file. And add this line:
15. Compile and see if you get any errors. If you get errors first look through all the steps again and make sure you haven't missed anything. Then ask on the forum. If it compiles correctly start the game and see your item in action.
THE END
I would like to know if I have missed something in the tutorial...I also suggest you sticky this.
Ok this is a tutorial on how to add new weapons, armors, helmets etc to warband multiplayer. You will need a few programs before you start reading.
-Latest module system - http://forums.taleworlds.com/index.php/topic,111706.0.html
-openBrf - http://forums.taleworlds.com/index.php/topic,72279.0.html
-Wings 3D/Blender 3D - http://www.wings3d.com/
-Photoshop with DDS plugin/DDS converter - http://developer.nvidia.com/object/photoshop_dds_plugins.html
Setting up the module system
1. Download it.
2. Extract it.
3. Look for module_info and open it with notepad.
4. Insert the path to your module folder, for example like this:
export_dir = "C:/Program Files/Mount&Blade Warband/Modules/ModuleIndian/"
Exporting your model
1. Open "openBrf".
2. Click File/open and open your mount and blade warband game folder, then look in the commonRes folder.
3. If you are working on a armor you open up one of the brf files that sais armor.
4. Find a armor in the list and export it by right clicking on it and then click export static mesh.
5. In the modeling program you are using Blender or Wings 3D. Import the .obj file you exported from openBrf.
6. Line up your model to the model you imported. Make sure the pivot point of your model is in the center.
7. Delete the model you imported.
8. Make all the quads of your model triangles.
9. Export your model as a .obj file and make sure you triangulate the .obj file. (This may not work with blender. In that case download and install Wings3D.
Fixing your texture
1. Open up photoshop or the DDS converter program.
2. In photoshop click save as .dds.
3. Check the generate mip maps button.
4. Save it in your module/texture folder.
5. Open up your module.ini file inside your module folder.
6. Make sure this line is somewhere in it. "scan_module_textures = 1"
Creating the .brf file for your item
1. Make sure the .dds file is located inside the Textures folder in your module folder.
2. Open up "openBrf".
3. Click Import/Static mesh.
4. Locate the model your exported from your modeling program and import it.
5. Click Import/New Material.
6. Locate the dds. file that is in your module/texture folder.
7. Check the button saying "Also add a new texture"
8. In the mat (material) tab look what your material is called. It should by default be named like your texture.
9. Open the mes (mesh) tab and paste the material name inside the white area where it sais material.
10. Go to the mat tab again. And change the settings to your liking. I suggest looking at other armors to find out what works the best.
11. Click File/save as and save it inside your module/resources folder.
12. Click File/open and find a armor/weapon in your Common Res folder that has a similar shape to your own item.
13. Right click the item you have chosen. And then click export rigged mesh. Save it as a SMD file.
14. Open up the brf file that you put in the resource folder before.
15. Import the SMD file by clicking Import/rigged mesh.
16. Select the file you just imported then click Edit/Copy frame.
17. Select your own item then click Edit/Paste rigging.
18. Select the other item your imported and erase it by right clicking it and then remove.
19. Save your brf file in the resource folder inside your own module folder.
Making one of your troops have the weapon in multiplayer
1. Open up the module system that you prepared before.
2. Open up your module_items.
3. For example if you want to add a armor search for this line:
Code:
["mail_hauberk", "Mail Hauberk", [("hauberk_a_new",0)], itp_merchandise| itp_type_body_armor |itp_covers_legs ,0,
1320 , weight(19)|abundance(100)|head_armor(0)|body_armor(40)|leg_armor(12)|difficulty(7) ,imodbits_armor ],
Code:
["item_ID", "in_game_NAME", [("MESH_NAME",0)], itp_THINGIESTHATDEFINETHEBEHAVIOUR ,0,
item Price, weight(19)|abundance(100)|head_armor(0)|body_armor(40)|leg_armor(12)|difficulty(7) ,imodbits_Explaing what modifiers the item can have. For an imodbits_armor that would be crude, rusty, battered, thick, reinforced etc. ],
6. Open your module_troops. And search for this line:
Code:
#Multiplayer troops
Code:
#Multiplayer troops (they must have the base items only, nothing else)
["swadian_crossbowman_multiplayer","Swadian Crossbowman","Swadian
Crossbowmen",tf_guarantee_all,0,0,fac_kingdom_1,
[itm_bolts,itm_crossbow,itm_sword_medieval_b_small,itm_tab_shield_heater_a,itm_baby_armor,i
tm_ankle_boots],
9. Open up the module_scripts and search for
Code:
game_quick_start
Code:
(item_set_slot, "itm_sword_medieval_a", slot_item_multiplayer_item_class, multi_item_class_type_sword),
11. Now search for:
Code:
(call_script, "script_multiplayer_set_item_available_for_troop", "itm_bolts", "trp_swadian_crossbowman_multiplayer"),
13. Copy one of the lines and repeat what you did in step 10.
14. Save and exit.
14b. Now go into your module.ini file. And add this line:
Code:
load_mod_resource = your brf file = barrier_primitives
THE END
I would like to know if I have missed something in the tutorial...I also suggest you sticky this.