Author Topic: Download link and main info! [latest ver 0.0.76 -- 2 Mar 2012]  (Read 96360 times)

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Yoshiboy

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Re: OpenBRF: a brf file editor! [ver 0.0.44 -- updated 21 Sept 2010]
« Reply #975 on: September 24, 2010, 09:58:24 AM »
You could export as .obj (static mesh) and then copy the rigging when you've imported it back into openBRF.

mtarini

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Re: OpenBRF: a brf file editor! [ver 0.0.44 -- updated 21 Sept 2010]
« Reply #976 on: September 24, 2010, 09:31:07 PM »
Update! The reason for this update is that I felt we needed something like that, in the Dev of TLD (you know, the Lord of The Ring module).
From the 1st page...

Quote
ver 0.0.45 (24 Sept 2010): 
- scan the entire module .TXT files (some ten of them) to find out what is actually used in the module (both WB and M&B)
- added "used By" submenu , to navigate from an object (meshes, materials...) to any objects using it
   (e.g. from a material to any mesh using it, etc). Find it by right clicking on any object.
- in the same submenu, you can see what TXT file, if any, is using that object (directly or indirectly)
- highlight objects (meshes, materials, ...) which are actually used by the module (F3, or look in Module menu)
  (also if an object can be safety removed -- not used by other ob, is lightened)
- warning given when saving common-res files
- Module Menu revamp:
--  command to choose a Brf inside current module (including ones non included in module.ini)
    (also shows how many used/unused objects they contain)
--  command to list unreferenced texture-files sitting on disk (e.g. DDS)
--  command to show module statistics
--  added .txt related errors to Error reported by "scan module for errors"


A little more details...:

1- Scanning module txts

Now openbrf will scan (if you ask it) .txts module files to find out what is really used.

Specifically, the scanned files are:
  "actions.txt", "skins.txt", "item_kinds1.txt", "meshes.txt", "map_icons.txt",       
  "scene_props.txt", "particle_systems.txt", "tableau_materials.txt",
  "flora_kinds.txt", "ground_specs.txt",  "skyboxes.txt", 

that is, anything that contains a mesh, a material, a collision object, a skeleton, etc etc.

In theory that's done both for M&B (ver 1.011 -- last ver)  and fro WarBand, but my copy of warband is a little old
so let me know if it doesn't like it

Warning: if you use Iron Launcher, you know that the last three txt files of that list, and cure_resources, are kept in your mod dir and used only when needed, to substitute hard-coded files. Be sure they are where the games wants them, in order for OpenBRF to find them (not where the Iron Launcher keeps them).


2- Error reporting

Now that OpenBRF knows what is actually required, any missing thing is reported, in the "Scan for Error" dialog (togheter with other internal inconsistencies that were reported also before, like a mesh requiring a non-existing material).


3- Color coding

Also, the item list of the left will be become colorcoded: objects that are actually used have the name displayed in bold and in dark-blue. The same if the object is used indirectly (e.g. the game uses a mesh, and that mesh uses a material, which uses a shader: that shader is used "indirectly").
On the contrary, objects not used by the module, are displayed in Gray.
Objects that not used by any other object either, are a lighter gray.

To activate the coloring just press F3 (and wait that txt files and all BRF files are scanned).
It is not automatic because,  when you don't need that,  I wanted to keep the loading very fast.
(btw -- the color coding is active whenever the files have been scanned, for whatever reason)


4- What uses what: "Used By" sub-menu

It is easy to find out why an object has a color: right click on it and check the submenu: "Used By". That shows all other Objects using that object (you can open them by selecting them), and, in italics, any txt file module file needing that object (in any) -- e.g. you can see the sword is used in the module "items" file.

A good use for that is finding out why you still need a texture that you believed you removed from the game.
Another use is to navigate: go from a Material to any mesh using it, for example.
Another use of that is that you can check that the neat sword mesh you did is actually being used in the mod.


5- Caveats about removing "useless" things

IMPORTANT NOTE:   the game scans all objects inside BRF files listed in Module.ini, even if they are not used.
If object A (not used by the module, but listed in module.ini), needs object B (also not used) -- (e.g. a material needing a texture, or a mesh needing a material), and B is removed but A kept, then the game still will not start, complaining about B not being there!

In short: a useless Object that is used by other useless objects, cannot be removed, unless you remove also the objects using it.

Also, BEWARE: some object (mesh, material) could be used by some hardwired mechanism, so, even if it is shown in gray ("not used"), it is actually needed by the game. For example, I think map materials (e.g. map_ocean, map_plain) are in this category. All objects inside "core_" files are assumed to be used, BTW.


6- Other Options in Module Menu

With Selet a Brf in Module you can list all module BRFs, and  the BRF that are inside module Resource folder but are not listed by module.ini.  You can see how many objs are being used inside, e.g. you can identify what "commonRes" stuff you don't need anymore. Clearly clicking of one file opens it.

With another command, you can list "unreferenced" texture files (.dds), i.e. files that are not listed in any BRF files. These files are not loaded by the module, so they don't slow down game loading time, but you want to remove them to slim down your module. Also MadVader module verifier does that, BTW (and much more -- e.g. same for sounds)! But I imagined it would be fine to have that functionality here too.

The "stats" command is useful to doublecheck the global status of the module, and to double check that the txt files were read correctly.





« Last Edit: April 14, 2011, 07:26:11 PM by mtarini »

COGlory

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Re: OpenBRF: a brf file editor! [ver 0.0.45 -- big update 24 Sept 2010]
« Reply #977 on: September 24, 2010, 10:01:42 PM »
Wow!  I love the scanning feature!

Vornne

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Re: OpenBRF: a brf file editor! [ver 0.0.45 -- big update 24 Sept 2010]
« Reply #978 on: September 25, 2010, 02:51:56 AM »
You forgot to upload the new version to mbrepository... but it sounds nice.

GetAssista

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Re: OpenBRF: a brf file editor! [ver 0.0.45 -- big update 24 Sept 2010]
« Reply #979 on: September 25, 2010, 09:04:39 AM »
Wow!  I love the scanning feature!
QFT! OMG! BBQ! etc

given that ModVerifier does not work on my pc, this is really really nice. Thank you, Marco!

You forgot to upload the new version to mbrepository...
QFT too! :D
« Last Edit: September 25, 2010, 09:08:32 AM by GetAssista »

BrustwarzenLenny

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Re: OpenBRF: a brf file editor! [ver 0.0.44 -- updated 21 Sept 2010]
« Reply #980 on: September 25, 2010, 09:38:04 AM »
You could export as .obj (static mesh) and then copy the rigging when you've imported it back into openBRF.
Copy the rigging o.O
How?!


Okay... I've read it in the opening-post^^
Sorry :D
« Last Edit: September 25, 2010, 09:49:23 AM by BrustwarzenLenny »

mtarini

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Re: OpenBRF: a brf file editor! [ver 0.0.45 -- big update 24 Sept 2010]
« Reply #981 on: September 25, 2010, 07:27:11 PM »
You forgot to upload the new version to mbrepository...

oops something went wrong.  :oops:  Fixed now

Vornne

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Re: OpenBRF: a brf file editor! [ver 0.0.44 -- updated 21 Sept 2010]
« Reply #982 on: September 26, 2010, 02:18:37 AM »
In theory that's done both for M&B (ver 1.011 -- last ver)  and fro WarBand, but my copy of warband is a little old
so let me know if it doesn't like it
With warband 1.131, selecting "Refresh" gives:
Quote
Error reading file 'C:/Program Files/Mount&Blade Warband/Modules/<module>/item_kinds1.txt',
at line 1:
expected 'itemsfile version 2',
got 'itemsfile version 3'
I haven't figured out how to change the selected module, to try with Native (did I miss something obvious? I tried starting the game as that module); but the item kinds files are version 3 in warband 1.105 and 1.131.

mtarini

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Re: OpenBRF: a brf file editor! [ver 0.0.46 -- 26 Sett 2010]+[big update 24 Sept]
« Reply #983 on: September 26, 2010, 02:30:48 AM »
A small update. From 1st page:

Quote
ver 0.0.46 (26 Sept 2010):
- fixed item_kinds1.txt scanning for latest WarBand
- using alpha transparency during mesh rendering (according to used material flags)
-- (this can be disabled in Settings)

I installed last warband version, and saw that OpenBRF scanning of .txt data needed to be updated (I had an older warband version).  So I did.

Edit: also, now OpenBRF looks for flora_kinds.txt and other files also in module "data" folder (if they are present there),
(before it looked for them only in game "data" folder). I just added this, and reuploaded it. Redownload if you need this feature.


-----------------------

Alpha cutouts in mesh rendering

Alpha transparency goes as follow: when a mesh is rendered, now openBrf looks at the Flags of the used Material: if any form of alpha-test is set there, then the object is previewed with alpha test (aka alpha cutouts).

Note: this is just an approximation! It is possible that, for a few objects, the alpha test will be used, or not used, incorrectly. This is because I cannot foresee what the shader will be doing for real (it is not easy for me to make openBrf use shaders mimicking what the game does, as M&B/WB shaders are written in HLSL -- i.e. DirectX stuff, while openBRF is in OpenGL).
For this reason, you can disable this behavior  (to use alpha test according to material flags) under "Settings" -> "Mesh rendering".

mtarini

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Re: OpenBRF: a brf file editor! [ver 0.0.44 -- updated 21 Sept 2010]
« Reply #984 on: September 26, 2010, 02:37:17 AM »
With warband 1.131, selecting "Refresh" gives:

Yes, last version (0.0.46) should fix this.
We posted simultaneously. But thanks for reporting it!

I haven't figured out how to change the selected module, to try with Native

Yes, I should put an option to select a module. Currently, a module is selected by opening any of its BRF file. So, native cannot be selected.

but the item kinds files are version 3 in warband 1.105 and 1.131.

Eheh, I had a WB version even older than that! Deleted it when I updated. Cannot say what version it was.
Anyway, fixed now!

Vornne

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Re: OpenBRF: a brf file editor! [ver 0.0.46 -- 26 Sett 2010]+[big update 24 Sept]
« Reply #985 on: September 26, 2010, 03:17:39 AM »
That was fast :D thanks, works great now.

mtarini

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Re: OpenBRF: a brf file editor! [ver 0.0.46 -- 26 Sett 2010]+[big update 24 Sept]
« Reply #986 on: September 26, 2010, 03:22:16 AM »
I haven't figured out how to change the selected module, to try with Native

Yes, I should put an option to select a module.

Added now! (in a micro update: ver 0.0.47):

From 1st page:
Quote
ver 0.0.47 (26 Sept 2010): (micro update)
- added a command to change current module (under "Module" menu)

Yoshiboy

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Re: OpenBRF: a brf file editor! [ver 0.0.47 -- 26 Sett 2010]+[big update 24 Sept]
« Reply #987 on: September 26, 2010, 12:35:16 PM »
Awesome updates! Great news about the alpha stuff.

Mekelan

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Re: OpenBRF: a brf file editor! [ver 0.0.47 -- 26 Sett 2010]+[big update 24 Sept]
« Reply #988 on: September 26, 2010, 03:00:04 PM »
Hi there, trying to get into M&B Modding, and having a bit of a problem.

I've created a custom armor, and rigged it according to Yoshi's tutorial. When I get it into openBRF, it throws this error: WARNING: found vertices rigged to 0 bones. In M&B, limit is 4. I find that rather perplexing as I feel certain all verts are rigged (if I move all the bones in 3DS Max, no vertices are left behind). Error or no, however, the mesh seems to behave correctly in openBRF (the animations work).

However, when I run M&B (Warband), the game crashed during the INI step, with the following error: Runtime Error.



I'm using 3DS Max 2010, using wunderboy's SMD plugins.

I've included the max file and the exported smd here: http://www.mikkelfausing.dk/pigsuit.zip

I don't expect anyone to magically "fix it for me", but maybe I'm missing something obvious?
Boring and tedious processes are great for automatisation

mtarini

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Re: OpenBRF: a brf file editor! [ver 0.0.47 -- 26 Sett 2010]+[big update 24 Sept]
« Reply #989 on: September 26, 2010, 04:05:02 PM »
I checked: sorry, that warning is bogus. I will remove it. You can ignore it for now.
And, there seem to be nothing wrong with that rigged mesh.

Maybe the games it crashes for some other reason?