Hi. I meant amending weights of vertex groups so that aventails/guards/curtains follow movements of the head/neck/shoulders/thorax when animated.
Answer: the name of one's .brf resource shouldn't match the name of any CommonRes .brf shipped with the game. If issues like this happen, it is generally a good idea to check
rgl_log.txt
in one's Warband folder for any insights.Textures
. I didn't change anything in module system, so references should be OK, i recompiled the module 2 times just in case. But now my helmets are not visible in the game (they clip char's hair, but no models shown). Any ideas what might have gone wrong.Exactly what I needed. TY. I believe I have seen some of their assets in Explorer mod.
TY. So far another update: I finally committed to finding out how to add additional polygons to an existing model and how to make it so that certain parts of helmets follow characher's head/shoulders movements. This would help some native helmets with aventails to look more natural.
Modulesys entries? I have already fixed this issue in modulesys, so it won't be helpful. To reproduce:
Yes. It can only thrust and swing top-bottom. The swing damage is blunt by default even though the weapon it using the beak side by default. It is a bug even if developers refuse to admit it
Was not able to do side attacks.
No. Polearm (blunt) / polearm (piercing)
I am not happy with the implementation as it is. So I either forget it and quit or do something with it.
Will definitely check as a reference. Credit will certainly be given to anyone who helped directly or indirectly.\
load_resource
declaration in module.ini
there is another declaration that loads some resource with the same name, the first declaration will prevail. Consider the following structure:// brf_a.brf
texture_1
// brf_b.brf
texture_1
texture_2
// module.ini
load_resource = brf_a
load_resource = brf_b
// What game loads
texture_1 (brf_a) // becase texture_1 from brf_a was encountered first and shadows texture_1 from brf_b
testure_2 (brf_b) // because testure_2 wasn't shadowed
Did I get it right that resources that are loaded first (at the top of
module.ini
) shadow everything that follows?module_itmes.py
. The idea is that versions padded with leather, gambeson, aketon, and hauberk offer a small increase to head and body armor rating, but also increase the weight, difficulty and price. The resulting stats of armors however should not exceed the stats of the strongest items of corresponding type.Yes. I am running win10. About your solution:
.dds
and they look fine in openbrf?_new
suffix at the end?module.ini
are loaded?Warband/CommonRes/helmets.brf
, (e.g. spiked_helmet_new). It is unclear to me which texture path to use or which preparations are required prior to opening a standard .brf. Any more ideas?