Author Topic: BRF Edit 0.8.9.5 (Updated 12/5/08)  (Read 82622 times)

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jhmanter

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #510 on: February 04, 2007, 11:15:08 pm »
Hey,

This nasty error ended my modeling at least temporarily:

Did I broke my RAM?

Thorgrim

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #511 on: February 05, 2007, 02:52:27 am »
Try update your graphics card drivers (from the ATI or Nvidia site).  This error is usually fixed after updating them.  If not, then you probably have a rather old card (probably around 10 years old), and should consider upgrading.

amoure

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Re: BRF Edit 0.8.1 (Updated 3/1)
« Reply #512 on: February 10, 2007, 05:39:20 am »

Can you guys let me know What OS you have, and what version of M&B you last installed? And you get this error when opening a BRF, or when opening BRFEdit?



OS is windows xp professional ,0.808 M&B, error in opening BRFEdit.

but now it works,

I try something,but I don't konw what make it work :( .but it works.

thanks ~~~ :D

Thorgrim

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #513 on: February 11, 2007, 06:48:33 am »
Little update.

I did want to get skeleton saving finished for this version... but I haven't had the time to get it finished so thought it better to release this (which now has individual frame importing) so you can make use of the new features.

The individual frame importing allows you to import individual frames that are needed for items such as scabbards, quivers, map icons etc.


The suggested procedure for creating your own scabbard, quiver or map icon is as follows:

1) Export a similar item from native, and import it into your modeling program.  If your modeling program supports MD3 importing, then you can use MD3, and scale down by to 2% after importing.

2) Modify the native item, or create your own object, using the native item as a size reference.  And export it as an OBJ

3) Modify the mesh for each frame required.  For frames which require the sword, or arrows to be hidden, simply scale that element down, and hide it inside the scabbard or quiver.  Export each of these frames to separate OBJ files.

4) Open up BRFEdit, and import the base mesh obj. 

Then for each frame you wish to import:

5) Import the obj for the frame, select "Replace selected mesh", and tick the "append" option. 

6) When prompted, type in the time for the frame you are importing.  This value varies depending on what item you are importing, and you should take a look at native items for an example of what values to use here.

Repeat Step 5 & 6 for each frame you wish to import.

7) Save the BRF, and reference your item as usual.

Highlander

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #514 on: February 11, 2007, 09:45:31 am »
great, thanks
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Raz

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #515 on: February 11, 2007, 01:21:58 pm »
Goody goody! :)

Ahadhran

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #516 on: February 13, 2007, 12:05:55 am »
Quote
3) Modify the mesh for each frame required.  For frames which require the sword, or arrows to be hidden, simply scale that element down, and hide it inside the scabbard or quiver.  Export each of these frames to separate OBJ files.

 
Do we have to scale down or can we just delete the parts not needed? Is it required that each submesh of the vertex animation have the same number of polys? It kind of makes sense that it would, but I thought I should make sure because if it doesn't then you can save on system resources by not having those extra polys there when not needed.

Raz

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #517 on: February 13, 2007, 12:15:30 am »
You have to scale down. Only exact same models can be multimeshed.

Thorgrim

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #518 on: February 13, 2007, 01:46:55 am »
Yep, all sub meshes must have the same number of vertices as the base mesh, as the base mesh stores all the UV and vertex colour info.  Sub meshes are just position and normal data for morphing the object.

Diabelica

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #519 on: February 14, 2007, 01:37:19 pm »
I have prepared many scabbards for my weapons with the new Brf edit.It's perfect.

However there are some questions in my mind.

For scabbards I think it's not possible to use multimeshed obj. like sword.1 and sword.2 When I add the second frame to multimeshed scabbard it gives me error and quits the program.

According to that problem a new problem occurs.The scabbard textures are in a different dds than the weapons textures are in adifferent dds.What should I do.To combine them and uv all of the items again. :( This is a hell lot of work.

Also I am not sure how to give seperate materials.The only possible thing in mymind is gathering all the weapon textures and the scabbard textures in one dds.Like native weapons1

Is there a way of copying the scabbard texture with all the uvmap information to the chosen place (this is important not the same te chosen) in the weapon texture dds.

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Savage fear in you will rise
Teeth of terror sinking in
The bite of the she-wolf

Thorgrim

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #520 on: February 14, 2007, 05:30:20 pm »
Hmm, I didn't test multi mesh vertex anim importing, ill have to sort that out.

For now, I would suggest exporting each bit separately.  So export the part with the one texture, import that, then export the part with the other texture, import that, and change the name to .1 or whatever.  That should work.

Cirdan

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #521 on: February 15, 2007, 06:31:26 pm »
It doesn't like me creating new textures and materials...although it will create a working .brf of them, it won't actually render the meshes in BRFedit with the new textures applied, so that I have to use my mucking about module and the Training Master to see if I havn't fucked up, which is an annoying waste of time. Is this normal, or am I doing something wrong?

octoburn

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #522 on: February 16, 2007, 04:04:48 am »
I'm having a problem with one scabbard... I get the base frame and first frame loaded fine...



but when I load the second frame, I get this...



it loads fine as a separate model:



and yes, it does have the hilt scaled down inside the scabbard. I've tried redoing it and re-exporting it many, many times. I even tried triangulating it prior to exporting, rather than triangulating during the exporting process, still no luck. I've gotten other scabbard to work fine, but this one's giving me trouble  :( any idea what the problem could be.

Thorgrim

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #523 on: February 16, 2007, 10:52:23 am »
It doesn't like me creating new textures and materials...although it will create a working .brf of them, it won't actually render the meshes in BRFedit with the new textures applied, so that I have to use my mucking about module and the Training Master to see if I havn't fucked up, which is an annoying waste of time. Is this normal, or am I doing something wrong?


Well, it should certainly show the textures, so something must be wrong, yes.  The textures look fine in game?  You are using the latest BRFEdit, with M&B 0.808?  Do all the native meshes display textures ok?

If you send me the files that seem to be causing problems, I can take a look if you like.

octoburn: Hmm, after importing the second frame, the first two frames still look ok?  If you can send me the obj files, I'd be happy to take a look.  From the screenshot I can't quite tell what the problem is, though I am guessing it is exporting the mesh differently for some reason on the second frame.  Might you have added a smoothing modifier or something after the the modifier that scaled the handle into the scabbard?  Doing things like that can cause the mesh indexes to be exported differently, even though the mesh does have the same number of vertices...

Diabelica

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Re: BRF Edit 0.8.2 (Updated 11/2)
« Reply #524 on: February 16, 2007, 02:57:37 pm »
The problem is if you joint the scabbard and the sword mesh and export it ;  it will seen corrupted like this.Buf if you select both of them and export it without jointing than it will not cause problem.

I solved this problem like that.My model program is Blender 3d
One look in her lusting eyes
Savage fear in you will rise
Teeth of terror sinking in
The bite of the she-wolf