Author Topic: BRF Edit 0.8.9.5 (Updated 12/5/08)  (Read 84347 times)

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Buxton

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #480 on: January 03, 2007, 03:01:57 pm »
Hmmm, sorry, but where is the update  :?
« Last Edit: January 03, 2007, 03:23:57 pm by Buxton »

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Highelf

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #481 on: January 03, 2007, 03:03:05 pm »
New updates are always on the first post.

f16diy

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #482 on: January 08, 2007, 05:04:15 am »
help
 I can't open some mods

Raz

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #483 on: January 09, 2007, 02:19:35 am »
Does it happen frequently? Did you do a fresh install?

By the way Thorgrim, I don't want to sound like a paint, but would there be a possiblity of MD3 import support (instead of .TVA), for us Milkshape users? I don't know how much trouble it would be, and if the import function makes it easier for you.
Please do consider, either way, I'd be pleased tho. :wink:

Thorgrim

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #484 on: January 09, 2007, 04:07:05 am »
f16diy: my best guess: you need new drivers.  I can't help much more unless you press "Details" and copy whats in there.

Raz: Well, the reason I don't want to do MD3 importing is that MD3 compresses vertex positions quite a lot, and can result in lots of artifacts especially when you have a mesh with lots of small details.  I was planning to add an option to import an obj file as a single frame, so you could just import frame by frame... but I haven't got around to that yet.  It is near the top of my list now though.

Tat

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #485 on: January 09, 2007, 04:31:05 am »
Bit of a NOOB question . . .
I've got the latest evrsion of the editor and was running it with Stoneds weapon pack and  while most of the weapons look fine, most of the shields and a large part of his never weapons show up with the texture (or is that a mesh - the colors outside the skeleton?)  shown wrongly - not sure why . . .

I'm not a modeller or texturer or anything like that yet, though hoping I can get started lightly on this with your tool, as it seems as professionally made and maintained as your excellent map editor . . .


octoburn

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #486 on: January 09, 2007, 04:52:06 am »
f16diy: my best guess: you need new drivers.  I can't help much more unless you press "Details" and copy whats in there.

Raz: Well, the reason I don't want to do MD3 importing is that MD3 compresses vertex positions quite a lot, and can result in lots of artifacts especially when you have a mesh with lots of small details.  I was planning to add an option to import an obj file as a single frame, so you could just import frame by frame... but I haven't got around to that yet.  It is near the top of my list now though.

so you'd be able to have the vertexanimated weapons, etc. without using 3dsmax, milkshapoe, etc.? that would be sweet :D

Raz

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #487 on: January 09, 2007, 06:21:55 pm »
Thanks Thorgrim. Will we also be able to save skeletons again in the new version?

Ahadhran

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #488 on: January 09, 2007, 08:14:33 pm »
f16diy: my best guess: you need new drivers.  I can't help much more unless you press "Details" and copy whats in there.

Raz: Well, the reason I don't want to do MD3 importing is that MD3 compresses vertex positions quite a lot, and can result in lots of artifacts especially when you have a mesh with lots of small details.  I was planning to add an option to import an obj file as a single frame, so you could just import frame by frame... but I haven't got around to that yet.  It is near the top of my list now though.

so you'd be able to have the vertexanimated weapons, etc. without using 3dsmax, milkshapoe, etc.? that would be sweet :D


I second the sweetness of that!!  :D

Highelf

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #489 on: January 09, 2007, 08:29:41 pm »
I was planning to add an option to import an obj file as a single frame, so you could just import frame by frame... but I haven't got around to that yet.  It is near the top of my list now though.


Holy crap! That would indeed be most awesome. *Tries pushing it a bit higher on the list*

I'm certainly waiting for that till I do my scabards and shields.

Raz

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #490 on: January 09, 2007, 08:52:53 pm »
But you can already do it with TVA?

Buxton

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #491 on: January 09, 2007, 09:46:24 pm »
Do you have to a fresh install with everything? I can't open any BRFs, I just get the "unhandled exception" error. :|

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Highelf

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #492 on: January 09, 2007, 10:10:34 pm »
But you can already do it with TVA?


You can do it with *VTA. I never tried it but I'm pretty sure its a bit more time consuming and harder then to just do it with 2 or 3 obj's.

Raz

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #493 on: January 09, 2007, 10:11:39 pm »
You'd actually only need 2 objects, and import 1 twice. (the sheathed sword twice)

f16diy

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #494 on: January 10, 2007, 06:10:00 am »
I can open every mesh after remove it's dds file in folder Textures :lol:
but if not ,I can open none :shock: