Scavenged armor is totally fair. Here's a shot of an orc from ROTK with scavenged Gondorian armor.
I think it still lines up pretty well with what I said. It's asymmetrical, (missing a pauldron) covered in grime, and looking at the outline you wouldn't really mistake it for a Gondorian...
Looks good, as usual.
If I may dare to submit some suggestions, when I look at it, I don't really think "orc". After looking closely and trying to figure out what it is, I have decided that the wear, tear and crudeness is mostly focused on the micro level, without much on the macro level. It...
Ok fine, I'll put something up here if no one else will (no offence to the existing submission).
This replaces main_menu_nord (the main menu screen).
Man, we are really coming along. I wonder how much of that is applicable to realtime environments in games.
Houdini is free for non-commercial products, so it's certainly something that would be worth looking into.
All very cool!
Is the bird vertex animated, swiftly switching between different meshes or rigged?
(Sorry, don't mean to distract from the point of your post, but that's the first time I've seen that bird and it looks pretty awesome too!)
If you haven't made a material for this item yet, you need to go to import and then New material to set up a new material for your item.
Name it "plainhelmets" and make all of the settings the same as the material you showed us earlier, except use "specular_shader_noskin_bump_high" instead of...
I can't help you if you don't show me your material tab.
Or wait, maybe you don't have one? Were you just showing us the material tab from the mod you took it from? You need your own material tab for this item in your own mod that you're moving it to.
The image you shared earlier (this one: https://imgur.com/a/GQCSlHN) seems to show that the textures are already referenced. If you import plainhelmets, plainhelmets_normal and plainhelmets_spec into openbrf, then it should work.
"Referencing the textures" just means writing the names of the...
Textures need to be in your mod's texture folder.
The textures need to be imported into openBRF.
They need to be referenced in the material.
The material needs to have a shader that exists in your mod.
If you haven't imported the textures, then that would likely be it.
Earlier, you posted a picture of openBRF with the helmet mesh and texture looking fine. The earlier screenshot showed that the textures were linked fine, but now they aren't. What changed since you did that? Did you change the material tab? Can we see the new material tab after you changed it?
What does your material tab look like now? Did you change it? There isn't really much useful information in the mesh tab, all the important stuff is in the materials tab. It says "texture not found" but we don't know more unless we see the material and which textures it is trying to access.
I would say that your problem is that the helmet is trying to access a shader that is specific to the original mod and not available in native.
"shader_normal" is not present in your mod, so the helmet does not show up.
Try typing "specular_shader_noskin_bump_high" into the shader box and see...
I mean, show us a screenshot of your material settings for that helmet. Like this:
With visual problems, this is usually where the problem is.
Also, your case has to match perfectly. In openbrf, the model will look fine if you are trying to reference the texture "helmet" but write "Helmet"...