A very noob-like question!

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Mallind

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So, my passion is to skin games, add new things, give some face lifts, and in this case, I went for face lifts, so I textured some faces as DDS, added them, then used to the BRF to assemble them. So, I tried in game after editting the module.ini and it said something along the lines of no object for the texture, which I understand what the problem is. How to solve it however, I am a bit confused. Do I use the OpenBRF to apply the texture to an object, or and if so, how? And if not, well, please help regardless! I looked around the forums and didn't find anything relative, apologies if I'm reposting something that is blatantly obvious to the majority.
 
AFAIK, if you are just editing textures, you don't have to do anything but edit the texture. Just place it in your Module/Your Module/Textures folder and it should use it instead.
 
Actually I wish to add it as a new face, not replace one of the old ones, I wish to add another face to the Native menus.
 
Actually, in single player when you create your character, and you can choose your hair, facial features and such, I wish to be able to add to the face or skin catagory, so I can select mine own. Problem is, I don't know how to actually apply the texture to the mesh, nevermind the menus. And I couldn't find a tutorial on how to do it.
 
Ok, Well you need to get OpenBrf(look in the "unofficial tools section''). Open up 'textures_facegen.brf' in the CommonRes folder of wherever you have Warband stored on your computer. Add the new texture. Either save it (make backups of the files you are changing first) to the CommonRes folder, or save it to the Resource Folder of whichever module you want to use it for. If you choose the latter, you'll need to open up module.ini and place the entry 'load_mod_resource = textures_facegen' somewhere after 'load_resource = textures_facegen'. Open up 'materials_facegen.brf' and add a new material (look at the other ones for all the values). Save it.


Now to get it to show up ingame, you'll need to modify either skins.txt or module_skins.py. I haven't really done much with python, so I'll leave that out  for now. Here's what you should do for skins.txt (hopefully it'll work)

Open up skins.txt in whatever module you are using. Find this entry:

8  manface_young_2 4291551456 1 3  hair_blonde  4294967295  4289742615  4283443737  manface_midage 4292866017 1 5  hair_blonde  4294967295  4289742615  4284689944  4283443737  4279832588  manface_young 4291879136 1 4  hair_blonde  4286787610  4283443737  4279832588  4278979865  manface_young_3 4292668909 1 3  hair_blonde  4281276430  4279702291  68451502092  manface_7 4290824392 1 2  hair_blonde  4279702291  68451502092  manface_midage_2 4259629272 1 3  hair_blonde  4283443737  4279832588  4278979865  manface_rugged 4289768117 1 2  hair_blonde  4279702291  68451502092  manface_african 4286610570 1 2  hair_blonde  4279371784  68451502092

Increase the 8 by one for each new skin type you add. Then add this entry to the end, note that the 'your_face_texture _name' is the whatever you call your texture in the brf file...):

your_face_texture_name 4290824392 1 2  hair_blonde  4279702291  68451502092

The final entry should look like this:

9  manface_young_2 4291551456 1 3  hair_blonde  4294967295  4289742615  4283443737  manface_midage 4292866017 1 5  hair_blonde  4294967295  4289742615  4284689944  4283443737  4279832588  manface_young 4291879136 1 4  hair_blonde  4286787610  4283443737  4279832588  4278979865  manface_young_3 4292668909 1 3  hair_blonde  4281276430  4279702291  68451502092  manface_7 4290824392 1 2  hair_blonde  4279702291  68451502092  manface_midage_2 4259629272 1 3  hair_blonde  4283443737  4279832588  4278979865  manface_rugged 4289768117 1 2  hair_blonde  4279702291  68451502092  manface_african 4286610570 1 2  hair_blonde  4279371784  68451502092  your_face_texture_name 4290824392 1 2  hair_blonde  4279702291  68451502092 
 
Thank you for the haste replies, but I'm a bit confused, I'm trying to 'import' the texture into the .brf, which I'm going to use in the module folder, but it comes up clear, and I'm also a bit confused on what you ment to do with the meshes. Also, for the Textures, I should copy the flags from one of the other textures and paste, correct?

Edit: Nevermind about the texture not showing up, I didn't put the brf in the folder!  :oops:
 
I'll do a proper test tomorrow, but my instructions should work. I did forget to mention a few things, though. You need to place the dds of the face texture you made into either the Textures folder of the main Warband folder, or the Textures folder of the module you use. Which folder you place it in depends on where the 'brf' file you are using is located. Obviously the brf in your module's Resource folder would be using textures from your module's Texture folder.

For the materials, copy an existing one in the 'materials_facegen.brf', then rename it, and change the diffuseA to your new texture. DiffuseB is the 'aged' version, so if you made an 'aged version, change that too. And yes, copy the flags. I don't know what they mean, though.
 
Oh, I think I got it working, only one thing, should I also do a load_mod_resource for the materials?

Edit: Also, when I enter the game, it says it can't find the materials, even though I did just as you said, I'm a bit confused on the problem.
 
Alrighty, so everything seems to be in order except for some reason, the game can't detect the materials! It allows me to load in and even select the skin, but the skin is just a blank white shade, as in my texture isn't there. I would guess this is a module.ini problem?

Also, thank you for all your help!

Code:
load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials
load_resource = materials_face_gen
load_mod_resource = textures_face_gen
 
Did you place it after 'load_resource = materials_facegen' ? also check for spelling errors....

Each entry adds to or overwrites the one befor it, therefore order is important. Actually, I would suggest adding a # infront of both the textures and materials facegen entries to commnet it out...like this


#load_resource = textures_facegen
#load_resource = materials_facegen
 
Yes everything seems to be in the correct order, I tried your suggestion, to # out the originals and it caused the game to crash.

Code:
load_resource = test
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials
load_resource = materials_face_gen
load_mod_resource = materials_face_gen
load_mod_resource = textures_face_gen

Code:
6  womanface_young 4293126383 1 4  hair_blonde  4294967295  4289742615  4283443737  4279832588  womanface_b 4292861919 1 4  hair_blonde  4289021983  4283443737  4279832588  4278979865  womanface_a 4293451749 1 3  hair_blonde  4283443737  4279832588  4278979865  womanface_brown 4289699710 1 3  hair_blonde  4279832588  4278979865  68451502092  womanface_african 4286611584 1 2  hair_blonde  4279371784  68451502092  womanface_mall1 4293126383 1 4  hair_blonde  4294967295  4289742615  4283443737  4279832588
 
Only other thing to suggest is to make sure you save the brfs as the original M&B, not the Warband version of the brf. I'll try adding a new face texture tomorrow, then let you know how to do it.... :D
 
I am able to see the textures in the Brf files, when I was looking at the head meshses, so it is likely a skin or a module.ini error, but at the same token, everything works correctly, just when I get into the game it says, 'Can't find Material; womanface_mall1' and 'Can't find Material; womanface_mall1.lod'

So, that must mean the files are working correctly, and it IS searching for them, but it isn't finding them inside the module folder, anyway, I must be off for a bit, ciao, thanks for the help so far!
 
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