Author Topic: Texture & Material editor released(updated to ver 1.3)  (Read 11681 times)

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simpson

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Texture & Material editor released(updated to ver 1.3)
« on: February 06, 2006, 11:33:38 PM »
Texture & Material editor ver 1.3 is out now

Features v 1.3:
(1)Now compatible with 0.731
(2)Added alpha and RGB editor


Features v 1.2:
1) more than 255 materials can be added now.
2)Few other improvements done


Features  v 1.1:
(1)the pink texture problem is fixed now
(2) Added a "new" button  to create new brf files

Note:
(1)Do not open the file in the  editor if it is already in use within  a hexeditor or some other application
(2)You will also need Dot net framework 1.0 to run this s/w



Tip:
If you create a new material with this editor then first select a  material which most resembles you current material from the listbox and then press"add" this will ensure that all other hidden settings of that material is added to your new material thus ensuring better results.
note:this feature is not available if u are creating a new brf file


Thanks:
(1)Big thanks to n00854180t & Janus for their excellent tutorials
(2)Gandalf,Fisheye , Ubberdorc,Khalid,Dreadus for finding the bugs and suggestions.


you can d/l it from here
Texture & Material editor ver 1.3


Quote
Ok guys this is a modder's utility i created in my free time.
It is basically for those modders who create their own
materials and texture brf files and hate to do the hexediting
involved.
You can now add and delete multiple items quite easily without
hexediting.Support is only for Materials.brf and
texture_names.brf.Since i am not a modder i havent been able
to fully test this s/w but i think it should be quite
compatible.So if there are any bugs pls let me know.


Quote from: simpson
Since some of you guys are having probs with the editor here is how to add new materials using the editor.

First select the texture file which you want to use for the mesh if you are using an existing texture then dont follow step 2 else  put the dds file in your textures folder.

(1)Now open the editor select the material tab load the materials.brf file press "add" button  input a name for the material u wish to create,select the shader that you want to use and enter the name of the texture file without .dds extension.(the file should be in the textures foldr).Press apply and the press "save"

(2)If you are using existing texture then go to step 3 else
select the Textures tab load the texture_names.brf file.
Enter the name of the texture file  in the textbox and press"add".Now press "save" and exit the editor.

(3)Now open Lurbs brfview.load the brf file and select the mesh to which you want to attach the new material and then select the new material from the dropdownlist(it should be there if u have done step1 and 2 properly) and apply the material

That should be all.

Yoshiboy

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Texture & Material editor released(updated to ver 1.3)
« Reply #1 on: February 06, 2006, 11:36:25 PM »
awesome stuff!

*goes to test it out*

Janus

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Texture & Material editor released(updated to ver 1.3)
« Reply #2 on: February 07, 2006, 12:07:11 AM »
Cool. Assuming it works correctly, that should make it much easier than having to hex edit the files.
Tomas asked Dolgan, "What place is this?"
The dwarf puffed on his pipe. "It is a glory hole, laddie. When my people mined this area, we fashioned many such areas."
     - Raymond E. Feist, Magician: Apprentice  (Riftwar Saga)

Ubberdorc

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Texture & Material editor released(updated to ver 1.3)
« Reply #3 on: February 07, 2006, 12:08:00 AM »
If this works, you are my hero!

I will try this out tonight.
Rats? I hate Rats...rats drive me crazy...crazy? I was crazy once they put me in a room..a rubber room...the room was filled with rats...rats? I hate rats..rats drive me crazy....

Raz

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Texture & Material editor released(updated to ver 1.3)
« Reply #4 on: February 07, 2006, 12:21:28 AM »
That is the bomb, if it works correctly that is ;)

Solja Sheep

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Texture & Material editor released(updated to ver 1.3)
« Reply #5 on: February 07, 2006, 12:32:54 AM »
ok, i might just be a moron, but i cant find any .brf files in any of the m&b folders...can someone help me out...do u have to do something to them?
If guns are outlawed, can we use swords?

DaBiggman

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Texture & Material editor released(updated to ver 1.3)
« Reply #6 on: February 07, 2006, 01:15:18 AM »
They are in the commonres folder.  

As to the editor...I dinnea think it works...or I am just an idiot, either or.
Mount&Blade skinning whore.

"Death shall come upon but swift wings from Fate's eternal apprentice."

Solja Sheep

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Texture & Material editor released(updated to ver 1.3)
« Reply #7 on: February 07, 2006, 01:17:45 AM »
i dunno if im doin somethin wrong or what, but it keeps saying the file structure is incorrect
If guns are outlawed, can we use swords?

Janus

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Texture & Material editor released(updated to ver 1.3)
« Reply #8 on: February 07, 2006, 01:31:02 AM »
The Load button on the Textures tab will only load texture_names.brf correctly, while the Load button on the Materials tab will only load materials.brf.
If you try loading other files than those (which would serve no purpose with this tool anyway), it will give you the file structure error.
Tomas asked Dolgan, "What place is this?"
The dwarf puffed on his pipe. "It is a glory hole, laddie. When my people mined this area, we fashioned many such areas."
     - Raymond E. Feist, Magician: Apprentice  (Riftwar Saga)

DaBiggman

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Texture & Material editor released(updated to ver 1.3)
« Reply #9 on: February 07, 2006, 01:34:51 AM »
I am still getting the old errors of "get_material failed for XXXX"  That is the same ole error from a long time ago for me.
Mount&Blade skinning whore.

"Death shall come upon but swift wings from Fate's eternal apprentice."

Khalid ibn Walid

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Texture & Material editor released(updated to ver 1.3)
« Reply #10 on: February 07, 2006, 01:36:00 AM »
:shock:  :shock:  :shock:

Are you telepathic?

WOW!  I just spent the weekend adding some forty-something new shields, and was dreading the hex-editing work to come.  But now.......YAHOO!!!!!!

THANKS A LOT!!
.

Solja Sheep

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Texture & Material editor released(updated to ver 1.3)
« Reply #11 on: February 07, 2006, 01:39:43 AM »
sorry about another stupid question, but im really pumped to use this, but how do you actually start editing stuff once you load the materials or the textures??
If guns are outlawed, can we use swords?

Winter

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Texture & Material editor released(updated to ver 1.3)
« Reply #12 on: February 07, 2006, 01:40:03 AM »
Quote from: Khalid ibn Walid
:shock:  :shock:  :shock:

Are you telepathic?

WOW!  I just spent the weekend adding some forty-something new shields, and was dreading the hex-editing work to come.  But now.......YAHOO!!!!!!

THANKS A LOT!!

But now just anyone can add items to their mods! What about our exclusive club of hex-editing-skilled modders? Where will we go? *sob*

Nice work, simpson. I've still got a few more items to add to Storymod, in addition to the hundreds I've already done the hard way (:P), so this should come in handy.

Possessedly,
Winter

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Solja Sheep

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Texture & Material editor released(updated to ver 1.3)
« Reply #13 on: February 07, 2006, 01:41:33 AM »
what im saying is can you edit the current files or do you make your own??
If guns are outlawed, can we use swords?

Effidian

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Texture & Material editor released(updated to ver 1.3)
« Reply #14 on: February 07, 2006, 01:45:16 AM »
I was thinking last night I should do this.  One of the samples in the brflib actually does the required hex editing and I thought I should just add a couple command lines and release it as a command line tool for all of you until we get a real tool.  

Did you use brflib for this?