Hey there. It's been a month since the early access of Bannerlord was released, and its modding community has grown a lot. However there is still no way to manipulate the game assets, so I made a tool to open the asset packages, i.e. tpac files.
Although its name contains "Tool", it still lacks some important features. For example, importing. So far it can only preview and export models, textures and skeletons. That's why I call it an explorer. There is some distance to a complete editor, anyway.
And I'm sure you guys know the rules. Everything extracted from the tpac files belongs to its producer - in other words, belongs to Taleworlds. You should only use them for studying and modding purposes.
Download: https://1drv.ms/u/s!AvLke0JkRmqFgZUQATQ-2opE72JK_A?e=pX29d5
Website: https://github.com/szszss/TpacTool
TpacTool is an open source software. You can keep track of its progress on that website, and even contribute to its development.
Although its name contains "Tool", it still lacks some important features. For example, importing. So far it can only preview and export models, textures and skeletons. That's why I call it an explorer. There is some distance to a complete editor, anyway.
And I'm sure you guys know the rules. Everything extracted from the tpac files belongs to its producer - in other words, belongs to Taleworlds. You should only use them for studying and modding purposes.
Download: https://1drv.ms/u/s!AvLke0JkRmqFgZUQATQ-2opE72JK_A?e=pX29d5
Website: https://github.com/szszss/TpacTool
TpacTool is an open source software. You can keep track of its progress on that website, and even contribute to its development.
v0.4.0
Support latest (1.8.0 beta) Bannerlord.
New OpenGL preview renderer.
Support previewing of BC6 and BC7 textures.
Support previewing of green and blue channels for texture.
Support exporting models in FBX format.
Support exporting skeletal animations and morph animations in FBX format (exporting animations in DAE is not supported).
Support exporting all LODs of model.
Fix the problem that assets could not be selected after clearing filter boxes.
Fix a problem about quaternions, which caused the orientation of bones to be exported incorrectly, and any animation made with this skeleton would twist the character when used in-game.
v0.3.2
Support latest (1.5.8 beta) Bannerlord.
v0.3.1
Fix a bug when exporting morphed models with negative-Y forward.
v0.3.0
Support latest (1.5.7 beta) Bannerlord.
Support exporting models and skeletons with negative-Y forward.
Improve asset trees. Support asset filter.
Fix the orientations of bone when exporting skeleton. Only tested in Blender.
Change the format of morph names. Add a hardcoded facial morph names remapping.
v0.2.0
Support latest (1.5.2) Bannerlord.
Support to load tpac files from sub directories. Now you can assign EmAssetPackages as the working directory. (And it's recommended because the tpacs in EmAssetPackages contain textures!)
New model previewer.
Fixed the broken horse skeleton exporting.
Fixed the crash when export mega textures. (For example, main_map_area. It took me one minute and 5G memory to export it, good luck.)
Fixed a Collada (.dae) exporting bug which caused the exported model cannot be imported by Blender 2.83+
Slight performance improving.
Support latest (1.8.0 beta) Bannerlord.
New OpenGL preview renderer.
Support previewing of BC6 and BC7 textures.
Support previewing of green and blue channels for texture.
Support exporting models in FBX format.
Support exporting skeletal animations and morph animations in FBX format (exporting animations in DAE is not supported).
Support exporting all LODs of model.
Fix the problem that assets could not be selected after clearing filter boxes.
Fix a problem about quaternions, which caused the orientation of bones to be exported incorrectly, and any animation made with this skeleton would twist the character when used in-game.
v0.3.2
Support latest (1.5.8 beta) Bannerlord.
v0.3.1
Fix a bug when exporting morphed models with negative-Y forward.
v0.3.0
Support latest (1.5.7 beta) Bannerlord.
Support exporting models and skeletons with negative-Y forward.
Improve asset trees. Support asset filter.
Fix the orientations of bone when exporting skeleton. Only tested in Blender.
Change the format of morph names. Add a hardcoded facial morph names remapping.
v0.2.0
Support latest (1.5.2) Bannerlord.
Support to load tpac files from sub directories. Now you can assign EmAssetPackages as the working directory. (And it's recommended because the tpacs in EmAssetPackages contain textures!)
New model previewer.
Fixed the broken horse skeleton exporting.
Fixed the crash when export mega textures. (For example, main_map_area. It took me one minute and 5G memory to export it, good luck.)
Fixed a Collada (.dae) exporting bug which caused the exported model cannot be imported by Blender 2.83+
Slight performance improving.
When exporting models with skeletons using TpacTool, It's highly recommended that export them in FBX format. Blender cannot import skeleton correctly from DAE. The orientation (roll) of bones will be different from the actual skeleton. It doesn't affect models you make, but if you make animation based on improper skeleton, it will look weird in game.
When importing skeletons and skeletal animations in FBX to Blender, using these settings:
Armature - Primary Bone Axis: X Axis
Armature - Secondary Bone Axis: Y Axis
When exporting skeletons and skeletal animations in FBX from Blender, using these settings:
Armature - Primary Bone Axis: X Axis
Armature - Secondary Bone Axis: Y Axis
Armature - Add Leaf Bones: Uncheck
When exporting morph animation in FBX from Blender, using these settings. Because of a bug since Blender 2.80 (Issue T66272), if you check either NLA Strips or All Actions, Blender will refuse to export any morph animation:
Geometry - Apply Modifiers: Uncheck (Any model with shape keys should always uncheck this option!)
Bake Animation: Check
Bake Animation - NLA Strips: Uncheck
Bake Animation - All Actions: Uncheck
Eyebrows are not driven by morph. They are driven by mesh deforming. You can use Surface Deform modifier on the eyebrow models and bind them to head models to simulate this effect.
When importing skeletons and skeletal animations in FBX to Blender, using these settings:
Armature - Primary Bone Axis: X Axis
Armature - Secondary Bone Axis: Y Axis
When exporting skeletons and skeletal animations in FBX from Blender, using these settings:
Armature - Primary Bone Axis: X Axis
Armature - Secondary Bone Axis: Y Axis
Armature - Add Leaf Bones: Uncheck
When exporting morph animation in FBX from Blender, using these settings. Because of a bug since Blender 2.80 (Issue T66272), if you check either NLA Strips or All Actions, Blender will refuse to export any morph animation:
Geometry - Apply Modifiers: Uncheck (Any model with shape keys should always uncheck this option!)
Bake Animation: Check
Bake Animation - NLA Strips: Uncheck
Bake Animation - All Actions: Uncheck
Eyebrows are not driven by morph. They are driven by mesh deforming. You can use Surface Deform modifier on the eyebrow models and bind them to head models to simulate this effect.
Q: Why are so many textures missing?
A: About half of the textures of Bannerlord are stored in the TileSets archives (*.gtex files). It's a private file format of Graphine, and I can't decode it. Unfortunately, all these textures are important. For example, the diffuse (color) and normal of the material.
I'm still studying the clockwork toy of Graphine. But don't expect it too much, it will cost lots of time, patience, sanity and luck…
Update: Taleworlds has packed most textures into the files in EmAssetPackages. You can select it as the working directory to view those textures.
Q: My Photoshop cannot open some exported DDS textures
A: The dds plugin of your Photoshop is outdated. Install the Nvidia DDS Plugin or the Intel DDS Plugin, or try other alternative software, e.g. Paint.NET.
A: About half of the textures of Bannerlord are stored in the TileSets archives (*.gtex files). It's a private file format of Graphine, and I can't decode it. Unfortunately, all these textures are important. For example, the diffuse (color) and normal of the material.
I'm still studying the clockwork toy of Graphine. But don't expect it too much, it will cost lots of time, patience, sanity and luck…
Update: Taleworlds has packed most textures into the files in EmAssetPackages. You can select it as the working directory to view those textures.
Q: My Photoshop cannot open some exported DDS textures
A: The dds plugin of your Photoshop is outdated. Install the Nvidia DDS Plugin or the Intel DDS Plugin, or try other alternative software, e.g. Paint.NET.
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