Bayard-X said:
I need some information about multimesh and multi-texture for trying to merge the plumes of the Landsknecht beret to e.g. the burgonet. Maybe a briefe tutorial with in-OpenBRF-screenies.
Dunno about a fancy tutorial with pictures, but I can give you a quick walk through; listen very carefully, I have included everything you need to know
........
As you may have noticed by looking at the game files (specifically the sceneprop meshes), things are multimeshed. In M&B it was only possible to multimesh sceneprops, but in Warband it is possible to multimesh armors and weapons too. It is not possible to multimesh map icons, however. Believe me, I've tried.
Pretty simple really, merely type the name of the base mesh, then add a '.2' at the end, increasing the last number by one as you add meshes.
Example
Example.2
Example.3
so on and so forth....
Now if you want multimeshed LOD's, things get slightly more complicated, but again, rather straightforward. You type the name of the mesh, followed by the name of the lod (1 through 4) separated by a period, followed by a '.2', and where subsequent parts of that particular LOD are named by increasing the last number by one. Since everybody loves a visual example here's one...
Example.lod1.2
Example.lod1.3
Example.lod2.2
Example.lod2.3
Example.lod3.2
Example.lod3.3
Example.lod4.2
Example.lod4.3
Now multimeshing is only truly worthwhile if you are using two different materials. It allows you to achieve higher resolution on meshes because you can use a lot of different tileable textures. You can also get better results with armor looks by using different shaders to produce a certain effect, for example getting a nice plume on a helmet with both the nice specular shader effects and nice alpha effects. You can also design models modularly, so that you can multimesh different accents to quickly and easily create variation in equipment.
That ought to do it for multimeshing......