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  1. I need help finding a good texture

    this guys got some grate photo-textures and they'r free to use

    http://www.darknews.com/high-res-textures/
  2. RGL error

    you could use the item editor to alter the seax_dagger entry, Its 571 Seax
    just use itemeditor to open up the modules item_kinds1.txt and look for the Seax entry. then change they carry mask mesh for it

    replace the scab_seax_dagger with seax_dagger, then just save the file and it should work fine. I added the undead invasion mod for it and didn't run into this problem.
    hope that helps
  3. Question about wings 3d

    tried wings didn't like it so I cant help much but I can give you links to some better free 3d modeling software

    http://www.caligari.com/downloads.html -truespace looks nice I'm downloading it now to try it out.

    http://www.blender.org/ -probably not what you want its a real pain to learn.

    http://chumbalum.swissquake.ch/index.html - milkshape 3d realy easiest  to use 3d software I've come across  made for making game models, not free though shareware with a two week or two month trial i think something like that anyway

    http://www.turbosquid.com/gmax a free version of 3dsmax for modding games don't remember much about this one tried it awhile ago  one thing I do remember is that it was a pain to find file type import/exporters for it
  4. Official 3D art thread - Warband

    Sheriff-murder 说:
    Already done that, the method you told me still ignores the alpha channel and goes after the darkness of the texture instead.

    Also the "paint program" is photoshop.

    I'll check the pallet compression later.
    Ok messed around a bit and DXT3 with explicate alpha channel worked without having to mess with the alpha mask or anything
  5. How do you you convert a file to a BRF file?

    tutorial
    http://forums.taleworlds.com/index.php/topic,6146.0.html

    you probably clicked on open file instead of the import arrow button
  6. How do you you convert a file to a BRF file?

    import with brfedit
    http://forums.taleworlds.com/index.php/topic,8771.0.html
  7. Official 3D art thread - Warband

    don't know that paint program, but if your going to use compression you need to map the alpha channel by hand the way the game reads it that means blacking out everything you want to be transparent and whiting out all solid stuff then pasting that into your textures alpha channel

    your paint program should have a dialog or something like this so you can do that. the easy way would be to just use the image alpha and save without compression I think that's the pallet ARGB 8 bpp 256 + alpha. I don't think interpolated alpha is the same as exponent not sure though could be
  8. Official 3D art thread - Warband

    Sheriff-murder 说:
    Again @ Refheld:
    How do you save the shader settings? It's reset every time i open the BRF.

    notice the set button next to the number entry 9984 hit that to save it. If there are any errors in the entry it won't save it though, so i first set the name (hit set button) then the texture file (again with the set button) then the specular level and color if I'm using one( you get the drill), then finally enter the number for the flags I want 9984 in the case of transparent stuff. Also a good way to check for errors is by making another mat so you can switch to it and then back after hitting the set button to see if it kept your changes.
  9. Official 3D art thread - Warband

    Sheriff-murder 说:
    That is the same as DXT5 in Photoshop. FYI.
    However, can't get it to work.
    They are always visible regardless to me.
    DXT5 is a compression method not a format

    if you want to use dxt5 compression make sure you save as Alpha Exponent (DXT5) (and not BC3 or YCoCg) in witch case transparency goes from black - full transparency to white no transparency .
    same mat and texture as before but with DXT5 compression

    notice how all the darker spots are now transparent. Also if you have an older graphics card that only supports vertex shaders 1.X you may need to switch to DX 7 render mode and down load the dx7 shiny armor fix, my guess is you just saved it with bc3/dxt5 compression though.
    hope that helps
  10. The Wedding Dance (Beta Download v.92)

    merc quest lasts 90 days you'll know its ended by a dialog asking if you want to extend it, a couple of days has to pass after it ends before kings will start propositioning you and your fame needs to be high enough like 2 or 3 hundred or so. If your fame is high enough you can just go offer your to sword to them and they will make you a lord don't know if this is an option if your still doing the merc quest though. Oh and you can't get a flag while your a merc or neutral unless you start with impoverished  noble or hold land, castle/town
  11. Official 3D art thread - Warband

    Tatari_okan 说:
    I don't know what file type i must use for transparent material in BRFedit yet. :razz:
    thanks
    If you dont want to have to mess with mapping the alpha channel channel by hand  and use the regular one that paint programs make just use an uncompressed RGBA8 dds image
    like so

    then you set up your mat in brfedit like this
  12. Official 3D art thread - Warband

    got board made space suit thingy
    wip still needs mesh work mostly happy with the texture though


  13. Official 3D art thread - Warband




    still need to do boots and more work on the texture
  14. Official 3D art thread - Warband

    wip barb chick


  15. Textures?

    you can make them with a paint program or use google image search for free stock photos.
  16. Converting helmet to face?

    as far as face texture maps go don't know.
    you might be able to add it as a hair object. haven't actualy tride adding a new hair texture map yet. you may have to mess with scripting or something to get the textures to show up as the color is done on a slider instead of a button list

    to added it as a hair import your helm like usual into a brf then open up skins.txt and find this block
    not you will have to do this for male female and each additional race in your mod

    20 -increase this by one for every helmet you add
    man_hair_s  man_hair_m  man_hair_n  man_hair_o  man_hair_y10  man_hair_y12  man_hair_p  man_hair_r  man_hair_q  man_hair_v  man_hair_t  man_hair_y6  man_hair_y3  man_hair_y7  man_hair_y9  man_hair_y11  man_hair_u  man_hair_y  man_hair_y2  man_hair_y4 -add your helmets here
    next find this block
    5 -increase this by one for every texture hair_blonde  hair_red  hair_brunette  hair_black  hair_white -add textures here

    [example]
    8
    woman_hair_p  woman_hair_n  woman_hair_o  woman_hair_q  woman_hair_r  woman_hair_t  woman_hair_s  Hairtmp


    next open module.ini and change the third from last setting from this

    limit_hair_colors = 1
    to this
    limit_hair_colors = 0

    you could also probably do the same by adding them as beards since they are handled mostly the same (defined in same file and stuff), just md3's instead of obj's and they are mirrored  in the game so chop your helms in half look in beards.brf for model examples.
  17. Need Help Rigging weapons to hands

    check to make sure brf edit didn't import another mat with the sword, and check the spelling. 9 times out of 10 its the first one
  18. Official 3D art thread - Warband

    use brf edit to add material  pick the shader you like for your material and type 9984 into the box next to the set button to enable alpha from your texture map
  19. Official 3D art thread - Warband

    cowboy hat with curly blonde hair wig


  20. Healing Weapon/item; Self Heal weapon/item

    star wars conquest has med packs they're thrown weapons might want to ask them about it
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