emw98 said:
Basically, i'm trying to add a sword from one mod to another. We'll call them Mod X (the mod containing the sword I want) and Mod Y (the mod that I am trying to add the sword into). I can view the sword fine while it's in Mod X's directory and while Mod X is my active module, but when I move the files to Mod Y (brf's and texture's both) and view the brf's from Mod Y, there is no texture displaying and no texture is shown in game, despite the successful addition of the new models (changed mesh on my weapon so i can confirm that the models are in game and working.) basically my question is how do you link a texture to a mesh? Is it done in openBRF? Also, if you could message me the answer it would be preferred, as I am new to forums entirely and navigation is slightly hard for me :s
Wow. Breakthrough. I got a good handful of items to work in game! Although a few of my desired items textures are still yet to be found, I'm gladly equipped with a brand new, unique set of armor that I've been at for days! New problem has arisen, though. My sword that I've imported goes into game fine, but it seems to want to be a scabbard. When i unsheath the weapon from my characters hip, it stays there and he is holding an invisible sword. I mean, that would be great and all if I was trying to assassinate the emperor, but alas, I am not and it bothers me. It seems that my sword model is currently recognized as a scabbard, like I said, but there is no alternate scabbard model for it. I'm not quite sure how to fix this? I would love a quick bit of help, thanks in advance
Weapons are embedded in the scabbard model, and can be set separately in
.
You probably want to do it with OpenBRF, to get a good reference find a existing scabbard from Native and play the timeline to see its vertex animation, every frame is a different mode.
You'll see that most scabbards have three frames, the first two (0 and 1) have timing 0 and represent the sheathed weapon, the third (frame 2) and final frame has timing 10 and represents just the empty scabbard.
You may be asking yourself how to create vertex animations in OpenBRF. Well, just create a model with the weapon in the scabbard, positioned at the right place, adjust until it looks good in-game (search for
in
and you'll see what I mean). Then go back into your 3D editor and select the weapon part and scale it down until is tiny and hidden. Remember that you can't delete any vertices in a vertex animation, so every frame has to share the same amount of vertex with the rest, you can just change their positions. That's why is specially important to keep the same vertex order at export-time. Finally use the Edit menu in OpenBRF to copy the mesh as an animation frame, paste it over itself to have two identical frames, then import the unsheathed version, copy it as a frame, and paste it in the same place to have our three frames. Then adjust their timing (this is specially important as frame number does not mean anything by itself without the right timing) and set it to zero, zero and ten, respectively.
Finally, add the new scabbard mesh name in the mesh tuple of your item as
. You are done.
--
Here's a better rundown by
mtarini about doing it all within OpenBRF without having to re-export:
Code:
https://forums.taleworlds.com/index.php/topic,336351.msg8049229.html#msg8049229
(You can split, translate, rotate, scale individual parts, and merge meshes without leaving OpenBRF, pretty handy!)