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  1. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    More updates. Download the latest version from here.
    • Add support for importing Wavefront OBJ vertex colors.
      • With this we can now both import and export them, and Blender will mostly work as expected.
      • Keep in mind that we also support a fourth optional field; the alpha channel. I don't think many other programs do, but it's an option.
  2. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    More updates. Download the latest version from here.
    • Make it possible to recenter objects around other objects using the Roto-translate-rescale tool; when the «Apply to last selected object only» mode is checked the existing alignment buttons now let us center our movable mesh around a metaphorical box surrounding the rest of selected meshes. Adapted from suggestions about position shift copying-pasting from @Dalion.
    • Add initial support for exporting vertex colors via the Wavefront OBJ format, a lot of 3D software like Blender supports it. Importing via the same format isn't implemented, yet. But using other formats that already carried colors, like PLY, for vertex-painted meshes is still an option.
  3. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    More updates. Download the latest version from here.
    • Expand the weapon-measuring ruler tool to show up to 9 meters instead of 3 by default. By using the numeric input one can enlarge it and measure up to 99 meters. :fruity:
    • Add a new contextual option to reverse any skeletal animations, making them go backwards. Suggested by @Dalion.
    • Add a similar option for reversing the timeline of vertex animations in meshes. This also flips their frame times.
    • Make it so that we can move all LODs to the end of the list by holding Shift while clicking on Tools > Sort entries. Useful to make room and gaining extra clarity in big files. Suggested by @Cokjan.
    • Fix a crash reported by @NouH when reading textures with an incomplete mipmap chain, where the last mip (index 6) is 2x8 pixels.
      • Leave a bit of secret extra padding for alignment just in case glGetTexImage() tries to write past the end of the decoded mipmap texture buffer and overflows the stack. Go figure.
    • Fix a few typos: action.txtactions.txt, globlalglobal, shiftShift.
    • Complete the Spanish translation with the new strings.
  4. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    More updates. Download the latest version from here.
    • Fix a bunch of typos found by @tos1 while translating, make a few hardcoded English strings translatable.
    • Add the initial version of @tos1's Japanese translation. It already covers 100% of the GUI.
    • Improve and update my Spanish translation from 14 years ago. Go figure.
  5. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    More updates. Download the latest version from here.
    • Fix a regression that made it impossible to change vertex animation frames on skinned meshes when the skeletal animation is set to «no animation», female armor variants still play skeletal animations just fine. Reported by @Dalion.
    • Avoid mojibake in non-English text that is hardcoded in the source code by loading the strings with UTF-8 encoding instead of Latin1.
    • Hopefully fix another regression with redo/undo/repeat in the roto-translate tool after making it possible to move the 3D camera while editing.
      • Also fix the 3D view not refreshing on Ctrl + R, when repeating the action. All this took a lot of research.
    • Make the repeat action/Ctrl+R functionality more apparent by moving it from the Tools menu to the end of the Edit menu.
      • It was almost hidden, not even long-time modders knew about it, me included. Suggested by @kraggrim.
  6. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    Because, as you know, even if just one word changes, the relevant part of the translation file becomes useless (the original English text is displayed), and even if only a code line is shifted, many line numbers are shift and lines in Qt tool's preview will be shifted. That makes the correcting work of the translation difficult.

    Actually I mistakenly translated an older version of Marco's, and it took me two extra days to write a "script to generate sed scripts" to convert it to translation for the Marco's latest version. I can't afford to repeat that process every time your Redux version is often updated.
    My version is more stable and complete than the original, the whole point is just bug-fixing and removing annoyances.

    I don't think minor text changes should make existing Qt translations unusable, that doesn't make a lot of sense and defeats the whole point. If you upload your translation file I can take a look. The strings are 99% identical, with just a few typos fixed.
  7. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    Hi, @tos1. If you PM me the translation file and your e-mail address (to credit you on GitHub so that it appears as your change) I can add it to the normal Redux version without problem, I suppose I can do both, so that you can have newer external translations in case I disappear.

    Marco hasn't been active since 2016-2017, I think. But you can probably e-mail him.
  8. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    More updates. Download the latest version from here.
    • Improve the green (RGBA/0X0Y) or blue (RGBA/XY__) normal map detection by looking at the averaged texture pixel values and analyzing which one is more likely. Fixes the bride_dress mesh showing in pure black with glitchy white sparkles when bump mapping is enabled in the viewer, reported by @Erundil.
      • Marco just assumed every normal map texture with an alpha channel (so DDS files with DXT3 or DXT5 encoding) would be of the green kind, which is often the case as blue ones are often DXT1, but bride_dress_normalmap is a standard blue/magenta one with the same alpha channel as in the diffuse texture, probably put there by mistake.
      • Keep in mind that the analysis only works for textures with mipmaps. You generally don't want normal maps with only a single mip, because they will look pixelated and weird in the distance.
    • Conditionally enable anisotropic filtering with the maximum amount of taps for a less blurry viewport at oblique angles, like when looking at walls sideways.
    • Fix a few typos: DeafultDefault.
  9. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    Implemented a full interactive 3D view while in the roto-translate-rescale tool. Download the latest version from here.

  10. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    Thanks for the kind words. Glad that the improvements are useful. Just added a new feature:
    • Improve «Import > Anything from a BRF file» to support selecting (and importing) multiple BRF files in the open dialog at once. Suggested by @madsci on Discord.
  11. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    More updates. Download the latest version from here.
    • Add Alt+R as the key shortcut to open Roto-translate-rescale. Suggested by @kraggrim.
    • Add the Ctrl+Shift+S shortcut to File > Save As. Also suggested by @kraggrim.
    • Fix multi-selection with Ctrl and Shift when combined with my double-click LOD/multipart selection hack.
      • Now we can select all the meshes from multiple objects without deselecting what came before. Reported by @kraggrim.
    • Add the Redux moniker to the main title bar, to distinguish it from the original program.
  12. Swyter

    Mount&Blade Cartographer | Just my own spin-off...

    That font.dds file had an oddly empty/barebones header, which I don't think it's totally standard, and it's definitely missing some flags. The DXT5 format was okay. Some picky programs may struggle with it, I recommend saving the lossless PNG file from whatever image editor you use and try converting/compressing it with a more standards-compliant one, like NVIDIA Texture Tools or AMD Compressonator. Adding DDSCAPS_TEXTURE makes it work. Sent you the fixed file.

    324144590-4057b40a-cc88-41e8-b431-dd418a1aaadf.png


    About the program freezing, I was having similar issues with my AMD graphics card struggling to load a very dense Chinese map someone gave me while diagnosing issues where the mountains appeared flipped vertically when saving twice. I cut a good chunk off in Blender and reimported it and it showed up and worked (slowly). So having a lot of triangles may be the culprit. Unfortunately without more information that's all I can say about it.
  13. Swyter

    Mount&Blade Cartographer | Just my own spin-off...

    Okay, the paths and everything seem fine, I would try renaming the font.dds and font_data.xml files and see if that works, that would mean that the DDS file has been saved in a weird (uncompressed?) format that the SOIL texture-loading library doesn't understand. If you can drop your DDS file here or send it via PM I can take a quick look in a hex editor. Hope that helps.
  14. Swyter

    Mount&Blade Cartographer | Just my own spin-off...

    "@--start loading font xml
    width:1024 height:1024 padding:5
    font loaded in 0.001s
    @--start loading font dds
    luajit: .\soil.lua:100: SOIL DDS failed
    stack traceback:
    [C]: in function 'error'
    .\soil.lua:100: in function 'loadTexture'
    .\mab-font.lua:55: in function 'load'
    cartographer.lua:46: in main chunk
    [C]: ?
    _________________________
    Oops, looks like we have a bug over there :smile:"

    Im assuming a texture failed to load? but which one and why?
    I'm going to need a bit of background info. Does this happen in a vanilla cartographer folder without changing anything? i.e. it comes with a self-contained Native demo map bundled; so that should always run. 🫠

    If that works fine then it may be a case of not finding the font file in your mod folder. Knowing if your mod has custom fonts or not is also helpful. Maybe it's not finding the game or mod folder, show your config and more of the log.

    Please help me help you.
  15. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    Added a cleaned up list of the features and fixes to the first post. Let me know what you think. :grin:
  16. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    Another issue which you could perhaps fix the issue described here:

    Maroon wrote a little workaround for it:

    There are probably not many people around who have multiple frames at the armouries and tried to play the animations. It is also only broken in the "newer" OpenBRF version iirc since I have never had the problem at my older version (I use the version 0.0.79 at my old laptop).
    Hopefully fixed, please check the latest version. Surprisingly easy to find and fix, at least compared to the double-click bug above, just had to tweak a single line.
  17. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    There's currently a regression in the double-click on a mesh name to select all parts and LODs in one go function. For some reason the second click fires a single-click Qt signal/event that resets the double-click event, kind of tricky to fix.

    But it seems like double-clicking with the mouse wheel/middle button works just fine.

    Holding Shift while double right-clicking also works. There's something wrong with single left clicks. 🐥
    Just managed to "fix" this using a funky workaround after a very long and arduous debugging and testing session, didn't manage to find the root cause. So hopefully isn't any worse than any of the official versions, no more drawbacks! Please re-download from here.

    Perhaps you could fix the issue with the custom feminizer morpher files as described by mtarini here:

    Some basic informations of frame differences between M&B and Warband are described at this section here, at the top "Female frame", although you might be aware of them:
    https://earendil_ardamire.gitlab.io/modding-guide/Subpages/New_at_modding_Warband/BRF_Resource_Management.html#Skeletons
    Darn, sounds a bit messy, but added it to my to-do list anyway. Thanks for the suggestion! :grin:
  18. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    Edit: This is fixed in the latest version.

    There's currently a regression in the double-click on a mesh name to select all parts and LODs in one go function. For some reason the second click fires a single-click Qt signal/event that resets the double-click event, kind of tricky to fix.

    But it seems like double-clicking with the mouse wheel/middle button works just fine.

    Holding Shift while double right-clicking also works. There's something wrong with single left clicks. 🐥

    --

    @kraggrim suggested adding another button in the texture coordinate tool to flip the UVs vertically and horizontally, so I added that yesterday. Keep them coming.
  19. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    Thanks for testing, mate. Yeah, the function that marks suffixed versions of used meshes is kind of funky.

    Marco probably had his good reasons to do it like this, but I've just expanded the original mechanism a bit. If someone has some time to investigate subtly broken bits and hence make fixing them easier, please post that here. Knowing is half the battle.

    A bunch of the Warband regulars on the Discord server also had other potential suggestions to make OpenBRF a bit less annoying to use; yesterday I implemented support for local rotations/scaling, an option to only color tint the last selected mesh, raised the material/beard/hair limits for skins.txt and the other text files, added the map tree meshes to the hardcoded list, and made it use the mod's core_*.brf files in the resource usage finder if they exist, so custom shaders don't cause errors anymore.

    Please post yours here, happy to discuss them and see what can be done, even if it's just small, quality-of-life stuff. Don't be shy. :fruity:
  20. Swyter

    OpenBRF Redux — A de-rusted, bug-fixed version of the tool

    This is a de-rusted version of Marco Tarini's OpenBRF tool for modding Mount&Blade 1.011 and Warband; it comes with bug fixes and enhancements. Download and change log here: https://github.com/Swyter/openbrf-redux The idea is to keep the program well-maintained, develop it openly, and...
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