[Bcw]Btm_Earendil said:I only know it because I have had the same problem with helmets from TLD.
In openBRF you can import a normal human head from the Native files, it's called male head if I remember correctly. It has only half a head but you can mirror and combine it to get a whole one^^
Then you first click on the head and second on the helm, press 'multi-vie combo' to see both at the same position. You should now see how much you have to move that helmet around. Right click on the helm (take care that you still have selected both) and choose roto-translate-rescale. If the helmet has the correct size, only translate is important for you, you can move around the helmet there. Take care that you have checked 'Apply to last selected object only', otherwise your head with the reference position gets moved too (That's why it is also important that you first select the head and afterwards the helmet).
After you have moved it, select all other helmets or submeshes (without the head and the first moved helmet), go again to r-t-r and press Ctrl+R for autoapplying the last changes. Be aware that it applies only the last changes. So if you have moved the helmet a bit at the x-axis, pressed ok and checked the position and are moving the helmet in a second action at the y-axis, the Ctrl#R combo is only remembering the movement of the y-axis.
Not sure if that here is a good explanation
Currently im using helmets from "Rus 13th century way of the warrior". How would I move them around? Like I said, braindead on modelling and mesh stuff[Bcw]Btm_Earendil said:From which OSP/LSP are you importing the helmets? If you for example use the ones from TLD, you need to move their position around a bit in openBRF since there are other skeletons used.
[Bcw]Btm_Earendil said:If you have written in a code snippet into a file and refers to a file which gets compiled earlier then your first result will always be an error message. That's pretty normal. Just compile it twice. If there still appears an error afterwards it's one you have made though
Also this would have been a good question for the Q&A thread
xenoargh said:I think he's asking, "is there some way to bring over the rigging, too?".
The answer to that is a flat No; the skeletons for M&B are completely different and aren't compatible.
If you don't know how to rig a mesh, you aren't going to be able to do this.
You'll also have big problems with the proportions of the costumes, which won't fit with Warband well. So, basically, if you're not already an expert 3D artist, you have a very big series of challenges ahead.
You probably either:
1. Don't have a reference to your BRF in module.ini. - i.e., load_mod_resource my_nifty_new_items
2. Forgot to import your textures into the BRF.
3. Put .brf or .BRF in step 1- it doesn't require a file extension.