Author Topic: Download link and main info! [latest ver 0.0.81b -- 20 Jun 2013]  (Read 170329 times)

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mtarini

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    Here is a tool I'm building with The Last Day module in mind (you know, the Lord of the Ring based one). I was developing it inside that community, but why not share here. It is meant to be used to preview and edit BRF files (Binary Resource Files), i.e. most content of the game (e.g. meshes and animations).

    Download:
      lastest ver: 0.0.81b [update notes]  -- (10 Jun 2013)   
      [exe in mb-repository] (just unzip in any folder and run -- if upgrading over 0.0.79 or earlier: overwrite DLLs !)   
      [source code] -- given under GNU General Public License


    Feature list:

    Basic Features:
    (click to show/hide)
    Tools for skeletons/rigging/skeletal-animation
    (click to show/hide)
    Tools for 3D meshes:
    (click to show/hide)
    Tools for Collision Objects:
    (click to show/hide)
    Tools for Materials/Textures:
    (click to show/hide)
    Tools for vertex animations:
    (click to show/hide)
    Module management:
    (click to show/hide)
    general usability hints:
      - most tools can be applied over multiple objects in one go: just make a multiple selection first
      - most tools are accessed by right-clicking on over selected item(s) in the list, or though the [selected] menu.
      - you can repeat last command with [ctrl+R], and undo redo with [ctrl+Z] and [ctrl+Y]



    Screenshots:
    a skeletal animation displayed with a customizable skinning:
    (click to show/hide)
    multiple selection (meshes):
    (click to show/hide)
    a vertex animation:
    (click to show/hide)
    a rigged mesh, seen animated:
    (click to show/hide)
    skeletons:
    (click to show/hide)
    composite collision objects:
    (click to show/hide)
    materials panel: textures with transparency, and flags dialog:
    (click to show/hide)
    with "multi-view mode" set to "aside" you can see any number of models side to side:
    (click to show/hide)
    with "view mode" set to "scene" you can navigate with WASD keys just like in game:
    (click to show/hide)
    "search in module" window:
    (click to show/hide)
    Hit-boxes associated to skeletons:
    (click to show/hide)



    Thanks to:
      [amade] for the nice icon!
      [cmpxchg8b] for the many info on the M&B/WB engine, including flags, carry-positions and more!
      [Swyter] for the nice banner above!
      [Foxyman] for completing the translation support!
      [Vornne] for the Unix compilation fixes!
      the translators: [Foxyman] (again), [Roemerboy], [Swyter] (again), [Vlejundo]!
      all the many testers, suggestion givers, bug reportes...: a probably incomplete list is found in the "About" screen![/list][/list]
    « Last Edit: September 01, 2014, 07:44:50 AM by mtarini »

    Captain Lust

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    Re: Open-BRF (a new brfEdit)
    « Reply #1 on: August 06, 2009, 09:52:02 PM »
    Wow, looks cool. Not useable, until it can do rigged, though, really. I'll check it out.

    Note: naturally, a lot has changed since this early comment. Now OpenBRF can do rigged in all kinds of ways -- mtarini
    « Last Edit: June 11, 2011, 12:30:23 PM by mtarini »
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    mtarini

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    Re: Open-BRF (a new brfEdit)
    « Reply #2 on: August 06, 2009, 09:56:22 PM »
    Clarification on textures (for now):

    Open-BRF, just for now, is not very smart at locating textures...

    It only scans materials inside "core_materials.brf" and "materials.brf" (same dir of the file that you open), and the ones included the BRF file that you open. Objects using materials other than those will not have textures.

    The texture-files themselves (.dds) will be only searched in the "../texture" directory (relative to the file you open).

    It will be made smarter in the future (I just wanted to see textures now)


    « Last Edit: September 18, 2009, 02:17:50 AM by mtarini »

    cdvader

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    Re: Open-BRF (a new brfEdit)
    « Reply #3 on: August 06, 2009, 09:59:13 PM »
    Awesome, man!!! Can't wait til' it can do rigged stuff.

    mtarini

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    Re: Open-BRF (a new brfEdit)
    « Reply #4 on: August 06, 2009, 10:04:42 PM »
    Clarification on "reference models"...

    OpenBrf keeps a set of skeletons/rigged-meshes/animations for the purpose of displaying (and later exporting) skeletal animations and rigged mesh.

    Here is how it works:

    - you can right-click on a mesh to assign it to a "skin", i.e. a set of rigged meshes used to display an animation. If the mesh is not rigged (an head, for examle) you will be asked to assign it to a bone. There is skin A, skin B, etc.

    - you can right-click on a skeletal animation to enlist it as a "reference animation".

    Those objects are saved for further sessions... You can edit them directly (thus remove them, rename them etc), using "tool=>edit reference objects" (screen becomes orange).

    Once these objects are set: when visualizing an animation you can select a skin and you will see how that animation works on that skin (instead of just looking at bones). Similarly, when seeing a rigged mesh, you can select a reference animation and see how that mesh behaves with that animation (or pose).
    « Last Edit: August 06, 2009, 10:39:44 PM by mtarini »

    Miclee

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    Re: Open-BRF (a new brfEdit)
    « Reply #5 on: August 06, 2009, 10:05:46 PM »
    Can't wait until this is done!
    You can find me on twitter: http://twitter.com/#!/MikeLouisseize

    mtarini

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    Re: Open-BRF (a new brfEdit)
    « Reply #6 on: August 06, 2009, 10:18:33 PM »
    Example of use: get Ambient Occlusion on your meshes for interiors and buildings.

    Care has been taken to make Open-Brf export/import meshes with Color-per-Vertex.
    For example, the PLY format does that (and other formats too, I cannot remember).

    Do you know meshlab?
    It is a free, open-source mesh processing tool that understands PLY meshes very well and has a big deal of algorithms (I collabotate with its developement).

    One of them computes Ambient Occlusion (AO). AO does a great job at simulating global lighting in a way M&B can exploit.

    Detailed instruction:

    1-in OpnBrf export a static mesh featuring an interior, a building or such in PLY format (right click, export).

    2- load the .ply mesh in Meshlab

    3- In meshlab: [Filters] => [Color creation and processing] => [Vertex Ambient Occlusion]

    (note: since AO is computed per vertex, you might want to create a bit more vertices first in order to compute a more detialed AO, by subdividing the mesh a little (Meshlab can do it for you). Not always necessary.)

    4- Save on MeshLab as ply, re-imported in OpenBrf, save.

    Example of results:

    before:


    after:


    (in this case, no geometry complexity increase was necessary)
    « Last Edit: August 06, 2009, 11:03:54 PM by mtarini »

    Captain Lust

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    Re: Open-BRF (a new brfEdit)
    « Reply #7 on: August 06, 2009, 10:19:31 PM »
    This is really cool. It wouldn't open my mod's brf file at all, though.



    I just get that. Any idea why?
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    HokieBT

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    Re: Open-BRF (a new brfEdit)
    « Reply #8 on: August 06, 2009, 10:19:40 PM »
    holy @#*!#(     nice work!

    one request, could you add a BRF search type of function?   trying to find what BRF file contains a certain mesh/material/texture can sometimes be quite annoying and I usually have to end up using the notepad++ search all files type of command.   Heck, even a separate program to do this would be fine with me, I looked into it once but couldn't make sense of the BRF file.   :?
     

    mtarini

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    Re: Open-BRF (a new brfEdit)
    « Reply #9 on: August 06, 2009, 10:33:22 PM »
    This is really cool. It wouldn't open my mod's brf file at all, though.

    @Capitan Lust:

    Thanks for the bug report... unfortunately, I won't be able to check-it out until Monday. (I'm leaving tonight for a short computer-less vacation). Pity becasue that one looks like an inviting bug.

    (((hmmm... does it do that on every file? then, just guessing, it could be that it doesn't like "materials.brf" or "material_core.brf", the files it always loads at startup -- can you try on commorRes folder, as a test? If instead it does that on a specific file only, then I really would like to have a look at it. PM it?)))


    @HokieBT:

    Search function: a really good idea. I will do that.


    @everybody:

    thanks for the support. This started less than a week ago and should go pretty fast. But I'll be computer-less starting more or less now until next monday -- catch you soon!

    Ruthven

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    Re: Open-BRF (a new brfEdit)
    « Reply #10 on: August 06, 2009, 10:36:49 PM »
    Awesomesauce.





    Mage246

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    Re: Open-BRF (a new brfEdit)
    « Reply #11 on: August 06, 2009, 10:38:04 PM »
    Damn, the modding community owes you big time for doing this.
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    cdvader

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    Re: Open-BRF (a new brfEdit)
    « Reply #12 on: August 06, 2009, 10:40:39 PM »
    Everyone, bring out the sacrifice goats. :P Btw. You should make a Wiki / Documentation on all this stuff you're currently posting. :)

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    Re: Open-BRF (a new brfEdit)
    « Reply #13 on: August 06, 2009, 10:42:11 PM »
    Good work!
    Creator of the mod Southern Realms, Head Admin of Exilian

    Highelf

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    Re: Open-BRF (a new brfEdit)
    « Reply #14 on: August 06, 2009, 10:42:53 PM »
    Awesome.