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.
The idea is to keep the program well-maintained, develop it openly, and accept suggestions and improvements from the community.
Download and change log here: https://github.com/Swyter/openbrf-redux |
The idea is to keep the program well-maintained, develop it openly, and accept suggestions and improvements from the community.
- Fix OpenBRF switching to female versions of armour mesh when playing back skeletal animations. Suggested by @Earendil.
- Fix the double right-clicking multi-mesh selection reset bug via some cursed workaround.
- After trying for days to diagnose and track down this weird mix of Qt/OpenBRF bugs.
- Add a new button in the transform texture coords tool to invert the texture UV coordinates in the horizontal dimension, not only vertically. Suggested by @kraggrim.
- I believe the button actions were inverted from the start, Flipping U should flip it horizontally (X coordinate) and V vertically (Y coordinate). So changed that, too.
- Fix a few typos: Transfrom ⇢ Transform, trasnfer ⇢ transfer.
- Add an «Apply to last selected object only» checkbox to the vertex color tool, similar to the one in the roto-rescale tool. Suggested by @kraggrim.
- Add two checkboxes to the roto-translate-rescale dialog tool, to independently switch between local and global rotation/scaling. By default everything is local, until now OpenBRF only supported global transforms.
- Use the center point of all the selected elements when the «Apply to last element» checkbox is off, and keep using the center of just the last element when on. That way everything rotates nicely around their own shapes as expected.
- Change the order of operations in the roto-translate-rescale tool from translation ⇢ rotation ⇢ scaling, to translation ⇢ scaling ⇢ rotation to avoid shearing.
- Rename the
customPreviewShaders.xml
file to avoid throwing GLSL errors, for the time being. That way it stays there but doesn't get loaded. - Add the build time and a small | Redux suffix into the «About» menu.
- Reduce the limitations when there are long lists of elements in text files. Raise the maximum
.txt
file reader line length and parser token count (to 512).- The limit for tokens in a single line for the OpenBRF
.txt
file parser was 256, which may fall short when there are many faces or materials inskins.txt
and other similar files; raise it to 512. Dedicated to @Tocan.
- The limit for tokens in a single line for the OpenBRF
- Add support for detecting meshes with the
_fem
suffix as being used/mark them as blue, suggested by @Erundil. - Add the hardcoded strategic map tree meshes to the engine usage list, suggested by @Erundil.
- Fix mixed-mode 1.011/Warband mods like TLD that have both older and newer-style
.txt
files.- Fix parsing the
flora_kinds.txt
andskyboxes.txt
as M&B 1.011 just becauseitem_kinds1.txt
is using the older format; if theactions.txt
file has the Warband format (that one doesn't have retro-compatibility support) then treat subsequent files as a Warband mod. - This gets rid of the parsing errors in the Data folder when opening the Warband version of The Last Days of the Third Age.
- Fix parsing the
- Add support for actually grabbing the hardcoded
core_*.brf
resources from the mod's Resource folder first, if they exist. This functionality was added after the first Warband patches.- This should fix any misleading «unknown shader» issue, when using custom shaders, and the like.
- Fix the «Module > Open module folder in explorer» menu option, which didn't do anything.
- Improve the
actions.txt
format auto-detection to find if the file has the Warband or the M&B 1.011 format, by counting how many space-separated elements are in an animation entry line. - Raise to 255 the 10 or 40-element limitation for hair and beard materials, as well as the item variants limit, in the @mtarini parser.
- Make building the source code more straightforward, bundle slimmed down versions of the needed libraries.
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