ver 0.0.79 -- "revamp-skin" release (01 Aug 2012)
1- added an option to place items at game-predefined "carry-positions" (e.g. swords carried on belts).
It's inside the [mount on one bone] mesh tool.
2- new group-view mode, [auto], to see all subparts of the same object combined (but separated from the rest)
(e.g. "castle.1" and "castle.2").
3- now [alt]+clicks selects all subparts of a given objects
4- direct visualization of materials a bit improved
5- new tool [discard]=>[rigging (unmount from bone)], which positions objects back into origin.
6- bug-fixes and several polishes
7- translation update (German, by [Roemerboy] this time!)
A bit of features!1. Predefined carry positions
MaB / Warband, as you might know, give a set of predefined "carry-positions" for modders to use.
Each equippable item in the mod is set to-be-carried on one "carry-position", e.g. swords hanging on left hip or shields on back.
The new OpenBRF tool lets you simulate what will happen in game, by placing and rigging the item in a carry-position of your choice. It is accessible under [mount on one bone] tool, because after all the functionality is similar.
This has a number of uses: it lets you fine tune the geometry of the object (e.g. the strings around the body), and let's you preview how that scabbard will look like, and helps you choosing which carry position to assign to your items. Also, it's good for making great custom skins (which are what OpenBRF uses to preview animations).
By the way, this feature is fully customizable. You will find a file called "carry_positions.txt" in OpenBRF folder, which details carry positions used by OpenBRF. This might be useful if, in the future (by any means) carry positions will be changed or even made customizable. If so, I might add a tool in the future to help the definition of new carry positions (like: you place the object where you want, and this defines the carry position).
Minor note: a few of the current carry-positions are dependent on the length of weapons... if needed, the [ruler] tools pops up for you to tell OpenBRF about the length of the object you are mounting in a carry position.
I tested this tool by amassing suitable items over each one of the 23 predefined carry positions, in a skin; the result is...
This feature was only possible thanks to the info provided by [cmpxchg8b]
about in game carry-positions. His knowledge of the details of internal M&B/WB engine has already proven precious on several occasions. Thanks a thousands for sharing!2- New combo view-mode: "auto".
As you know, in OpenBRF you can select multiple objects (e.g. Ctrl+A for all, or Ctrl-click to select unselect individual items, or Shift-click to select intervals). When multiple meshes are selected, you can choose to view them combined (combo-view mode: "combo") or side-to-side (combo-view mode: "aside"). Now there is a third mode.
In the new mode, called "auto" meshes which are part of the same objects (e.g. "castle.1", "castle.3") are combined together. This should help making quicker previews (e.g. for you to screenshot). A simple rule is applied: whatever has the same name before the dot goes together.
This mode also puts together in the same cluster all LODS for a given object (e.g. "castle.lod1.1" with "castle"). For now, only the most detailed lod available is shown. In the future, this could be advanced to make it so that the LOD used depends on the zooming distance, so to let users simulate what will happen in game and thus make a visual pre-test of lods.
The mode also works for Ambient Occlusion computation (AO will be computed for exactly the objects you are seeing on the screen, combined as you see in the screen, so it depends on how you are grouping them).
Small problem ('cos I'm lazy): right now, if sub-items are not consecutive the list, they will sometimes not be grouped together. You can sort them to bypass this problem (remember there is an option to sort item alphabetically, under [tool]). I probably will correct this at some point later.3- [alt]+clicks group selection.
This is a simple new option. If you [Alt] click on an object, you will select not only it,but also all its subparts. This works nicely with the option above, for quick previewing. This also works in conjunction with other modifiers e.g. [Ctrl] (toggles selections on and off) and Shift (selects interval).4- improved direct visualization of materials
This is a small thing. This is how it looks like:
5- unmount-from-bone tool
Basically, now it is easier to tell that the material includes several textures.
Similarly to before, by clicking on texture names or mousing over the texture links (in the middle panel) (e.g. "DiffuseA" or "bump") to choose which one is on top. Naturally, you can follow the link and go to the texture item (where you are told all the details of that texture).
This is accessible from [discard] sub-menu. It is a third way to get rid of rigging:
Way one: plain. Just forget the rigging.
Way two: freeze frame. The rigging is gone, and the mesh is freezed in whichever position you are seeing on the screen.
Way three (new way): unmount: assuming the object was placed at bone positions, it is placed back at origin.
This can be useful to make, e.g., unrigged helmets.
Here is how: (1) You start with the helmet on its final position (on the neck).
(2) You mount it on the head bone (telling OpenBRF that the object is already in its final position).
(3) Now, you "unmount" it, and openBRF will place it in standard MaB/WB helm position (ready to be placed back on the neck by the game)6- bug-fixes and several polishes
The polishes include: better guessing whether alpha blending is to be used, and sqashing of a very old bug where "shift" selecting an interval of items didn't always work correctly. BTW, I hope I didn't introduce too many bugs, because lots of little things were changed internally.7- revamped german translation!!!
By [Roemerboy] this time (thank you [Roemerboy]
The new German translation is not complete, but is a drastic improvement over the previous one, which was too old!
Edit: no time for updating source files, translations files... soon!