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  1. WB 3D Art Different armor shininess in openbrf and blender

    I found the reason: when we calculate the specular color in shader, there is a exponential power coefficient. That value in MB material is 20, and OpenBrf read that value; while in Bender it's default 50 [hardness] (narrow reflection effect).
  2. WB 3D Art Different armor shininess in openbrf and blender

    I found armor looks much better in openbrf than in blender. What settings can I change in blender to mimic the appearance in openbrf? I checked, it's not about direction/intensity of light or anything like that. (I used all diffuse, normal map, and specular map. The spec map is set to...
  3. Question about the animation blending mechanism

    I am trying to make some new animations and I would like to understand more about the animation blending mechanism in MB Warband. What I already know: The final animation in the game could be the result of two animation combined. For example, when we attack while walking/run, the upper body is...
  4. SP Tutorial Animation How to make animated map icons in OpenBRF

    NPC99 说:
    lhhtsinghua 说:
    Thank you very much for this helpful tutorial, sir!!!

    It's so useful that I literally registered and signed in to reply and thank you!
    Hope to see more of your tutorials in the future.

    Some questions:
    1. If I want to make models like this for other use (not the icon_map), and I decided to use the high poly half face. How can I make a whole face use that half? Duplicate and invert? I could not find such actions.

    In OpenBRF, duplicate the half face then mirror it and then merge meshes. Just remember that the game only needs half a face as the engine mirrors it automatically in battles etc. I only use whole heads in OpenBRF to check helmets, hair, etc before putting them into the game. If you use the whole head to check animations in OpenBRF it can be disconcerting as the animations cause the face to also run through all its vertex animation frames of facial expressions - I always separate all frames and just use frame 0.

    Thanks!
    Yes, they use animation frames for slight changes in the mesh, e.g. face emotions, man/female differences.

    One more question:
    When I am playing with two-handed weapons animation, I simply put the weapon "mount on one bone" to item.R the same as a one-handed weapon. Now I found the animation is not accurate, for example, those two hands are not on the weapon. So I was wondering how should I do that?
    The reason I am asking this is that I am trying to select different armors/weapons then export many different animations.
  5. Modding Q&A [For Quick Questions and Answers]

    [Bcw]Btm_Earendil 说:
    lhhtsinghua 说:
    Somebody 说:
    He decompiled the game engine

    Wow, that's impressive. Do you know where I can find such a copy of the decompiled version? I have so many questions when I am doing a MOD.
    Would be better if you understand first the basics of modding given by the module system before you dive deeper into the enginee :wink:

    I've already read through all the python source code of the modular system; I also read through the "so-said" C# source code leaked several years ago on some forum. But never saw any piece of code of the engine itself. That's why I am excited to see that someone really decompiled the engine code, and that's why I am asking to see the source code to answer so many of my questions raised up years ago. I would be really thrilled if someone could share it, partly because I don't really believe those things are shared anywhere. Probably only available to very few people who decompiled that.
    BTW: The fact that I am not a great MOD maker does not unqualify me to learn the engine source code just for my own curiosity:smile:
  6. Modding Q&A [For Quick Questions and Answers]

    Somebody 说:
    He decompiled the game engine

    Wow, that's impressive. Do you know where I can find such a copy of the decompiled version? I have so many questions when I am doing a MOD.
  7. Modding Q&A [For Quick Questions and Answers]

    cmpxchg8b 说:
    maxSpeed *=1 ((agility * 0.7f + athletics * 3.0f + 25.0f) * 70.0f / (equippedItemsWeight + wieldedItemWeight * wieldedItemLength * 2.5 + 70.0f) + 90.0f) / 100.0f
    maxAcceleration = ((athletics / 6.0f + (agility + 2.0f) / 15.0f) * 40.0f / (equippedItemsWeight + 40.0f) + 1.0f) * 70.0f / (equippedItemsWeight + 70.0f) * 5.0f

    1 there is a ton of other stuff before this formula

    I just came across your answer about this formula while doing some search. I was wondering where did you find those reference. Do you have some source code to share?
  8. SP Tutorial Animation How to make animated map icons in OpenBRF

    Thank you very much for this helpful tutorial, sir!!!

    It's so useful that I literally registered and signed in to reply and thank you!
    Hope to see more of your tutorials in the future.

    Some questions:
    1. If I want to make models like this for other use (not the icon_map), and I decided to use the high poly half face. How can I make a whole face use that half? Duplicate and invert? I could not find such actions.
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