I imported this model which I made myself from Blender 3.4, but I don't know why part of the surface disappeared after importing it. Since it's my first time to use Openbrf, please help.
You need to recalculate your normals, the hollow looking hilt on that sword is because OpenBRF doesn't render back faces to match the game.
You're seeing the inner faces.
Covers how to quickly check face normal directions and how to quickly recalculate them.
So that seem to fix all problems, but will the messed up face cause problem on texturing?Have you marked triangulate on export? If you have n-gons, OpenBRF can't import them correctly and can only guess how to triangulate the mesh and will create holes and make mistakes like that.
The scale and orientation is off, so you might want to copy an existing weapon of around the same size to use as a reference to adjust the mesh in OpenBRF with, but outside of that, it should be ready to go!So is this consider to be ready to import to the warband?
The scale and orientation is off, so you might want to copy an existing weapon of around the same size to use as a reference to adjust the mesh in OpenBRF with, but outside of that, it should be ready to go!
The grid is scaled such that each line translates to 50cm in engine. There is a built in measuring tool for weapons you can activate usingSo does the scale has to be within the grid?
Tools > Measure with ruler
to see what the axis the engine will attach the weapon to the agents. You can set the intended length on the ruler and use the Roto-translate-rescale tool to adjust the model to where you want it to end.Thanks for your critique.The grid is scaled such that each line translates to 50cm in engine. There is a built in measuring tool for weapons you can activate usingTools > Measure with ruler
to see what the axis the engine will attach the weapon to the agents. You can set the intended length on the ruler and use the Roto-translate-rescale tool to adjust the model to where you want it to end.
Edit: you added a photo after I posted this, so some critique.
A lot closer to the WB scale for sure. The facing is incorrect though, open a BRF with an axe or scimitar to see the facing you will need for it to make sense.
That'll put it into a format the game can read, absolutely.Thanks for your critique.
So I use the axe from viking conquest as referance:
So if i just turn this into brf and throw it in the resource, will it run?
Thank you for the answeringThat'll put it into a format the game can read, absolutely.
To get it in game, you'll need to add the brf file name to the module.ini file for the mod, and that will allow the game to access the resource. At that point you just put the resource name as the mesh name for the item you want it to be and bingo-bango. In-game.
https://earendil_ardamire.gitlab.io/modding-guide/Subpages/Documentation_Module_System/Module_Items.htmlThank you for the answering
Do you know where has the descriptions of the item flags like:
itp_merchandise itp_always_loot itp_two_handed itp_primary itc_nodachi itcf_carry_sword_back
Also do you know mean of the part that I underlined?
["sword_of_war", "Sword of War", [("b_bastard_sword",0),("scab_bastardsw_b", ixmesh_carry)], itp_type_two_handed_wpn|itp_merchandise| itp_two_handed|itp_primary, itc_greatsword|itcf_carry_sword_back|itcf_show_holster_when_drawn,
524 , weight(3)|difficulty(11)|spd_rtng(93) | weapon_length(130)|swing_damage(40 , cut) | thrust_damage(31 , pierce),imodbits_sword_high ],
("b_bastard_sword",0),
sets the main mesh, 0 is main/equipped mesh, as b_bastard_sword and ("scab_bastardsw_b", ixmesh_carry)
sets the carry/scabbard mesh as scab_bastardsw_b.my_cool_sword
inside OpenBRF you would need to do ("my_cool_sword",0),
to have that item reflect your new sword mesh. Thank you for your answering!https://earendil_ardamire.gitlab.io/modding-guide/Subpages/Documentation_Module_System/Module_Items.html
Will have all the flags and descriptions from each.
What you have underlined are the mesh entries.("b_bastard_sword",0),
sets the main mesh, 0 is main/equipped mesh, as b_bastard_sword and
("scab_bastardsw_b", ixmesh_carry)
sets the carry/scabbard mesh as scab_bastardsw_b.
Those need to match the name of the mesh inside the BRF exactly. So if you named your meshmy_cool_sword
inside OpenBRF you would need to do("my_cool_sword",0),
to have that item reflect your new sword mesh.
You don't need a carry mesh declared, it's just if you have one. I suggest you search for a tutorial on adding scabbards and their vertex animations if you are interested in that.
100%, it was my pleasure!Thank you for your answering!
thank you replyhttps://earendil_ardamire.gitlab.io/modding-guide/Subpages/Documentation_Module_System/Module_Items.html
Will have all the flags and descriptions from each.
What you have underlined are the mesh entries.("b_bastard_sword",0),
sets the main mesh, 0 is main/equipped mesh, as b_bastard_sword and
("scab_bastardsw_b", ixmesh_carry)
sets the carry/scabbard mesh as scab_bastardsw_b.
Those need to match the name of the mesh inside the BRF exactly. So if you named your meshmy_cool_sword
inside OpenBRF you would need to do("my_cool_sword",0),
to have that item reflect your new sword mesh.
You don't need a carry mesh declared, it's just if you have one. I suggest you search for a tutorial on adding scabbards and their vertex animations if you are interested in that.
Also do you know how to make texture?100%, it was my pleasure!
Welcome to the community, I look forward to seeing what you can do.
Check YouTube for some tutorials on how to texture models on Blender. It will be much more indepth than anything I can tell you here.Also do you know how to make texture?
By default, any weapons you add will only be available to you. You will need to add it to the troops' inventories for them to have it. NPCs do not buy from shops like the player does.thank you reply
So is ways to make a custom weapon only useable for player, not other npc?
So I know how to make texture in blender but I not sure how to import it to the game.Check YouTube for some tutorials on how to texture models on Blender. It will be much more indepth than anything I can tell you here.
By default, any weapons you add will only be available to you. You will need to add it to the troops' inventories for them to have it. NPCs do not buy from shops like the player does.