Hey,
because of the many questions appearing the last days about how to add items to Mount&Blade Warband, I made a small tutorial about it. (WIP)
For the tutorial about how to make a vertex animation, go to post two.
English isn't my first language, so please excuse any mistakes
The Tutorial is devided in 4 parts:
1. Modelling
To add items to the game, you have to create them!
2. Texturing
A mesh without a texture is quiet boring...
3. Creating a .brf file
In a .brf file you save your mesh and assign the texture an a material to it
4. Modul System
You have to give the game the information to load the mesh and the texture
This tutorial is not about modelling or texturing, you will find links to extern tutorials for that. It is mainly about adding a textured mesh to the game. For weapons like bows, x-bows and shields, it's necessary to create a vertex animation. It's not part of the tutorial yet, but I'm planning to add it later. Same with normal (bump) and specular maps.
1. Modelling:
If you want to create your own weapon/armour/house or whatever, Blender is a great free to use software.
Blender: https://www.blender.org/
Check this tutorial, it contains the basics of modelling and texturing. I know it’s quiet long and you might not want to create a T-Rex but the time you need is worth it.
Tutorial: http://cgi.tutsplus.com/tutorials/modeling-uvmapping-and-texturing-a-low-poly-t-rex-in-blender-part-1--cg-12763
2. Texture:
For creating textures, GIMP is a good choice:
https://www.gimp.org/
GIMP is not able to save your texture as .dds file, so you have to install a plugin.
GIMP-dds: https://code.google.com/p/gimp-dds/
Everything done? Great, let's go on
3. Create a .brf file
Download OpenBrf. You find it here:
https://forums.taleworlds.com/index.php/topic,72279.0.html
With this programm you are able to open the games resource files (meshes, materials, textures).
If you created a mesh in Blender, for example a sword, next thing to do is to scale it to the correct size. In OpenBrf click „File -> Open“ and go to „Mount&Blade Warband\CommonRes“. Every mesh used by the game is saved here. For your sword search for „weapon_meshes_c“ and open it. OpenBrf should look like this:
Now you have to look for a sword that fits your own one, for example: sword_medieval_a.
Right click on it and „Export static mesh…“. Save the mesh somewhere. Open your selfmade weapon in Blender and click on „File -> Import -> Wavefront (.obj)“ and open the „sword_medieval_a“. Scale and rotate your own sword until it fits the size of the sword_medieval_a. Most important is the hilt oft he sword. You dont want your soldiers to grab it at the blade. If you are done, delete the importet medieval sword. Next step is to export you own one: „File -> Export -> Wavefront (.obj)“. Save it somewhere where you find it. I will name it „my_sword.obj“
IMPORTANT: Do not use CAPS for any filenames. It may cause errors later.
Open your texture with GIMP. „File -> Export As…“. In the new window at the bottom click at „Select File Type“, scroll down and choose „DDS image“. Save it in your modules texture folder. With clicking on „Export“, a new window pops up. Just click „OK“.
Open OpenBrf, go to „Import -> Static mesh…“ and open your exportet mesh from Blender („my_sword.obj“). It should look like this now:
Next important thing is to change the module in OpenBrf from „Native“ to your own one.
„Module -> Change current Module…“ and choose yours (Mount&Blade Warband/Modules/Your Module). The bottom right should has changed to „Your Module“.
Now you are ready to Import your texture:
„Import -> New Texture…“. Click on „Browse“, go to your modules texture folder and open your texture. The texture should show up in OpenBrf:
Next step is to import a new material. Click on „Import -> New Material…“. Change the name to anything you want, for example: „my_sword_material“ and click on „OK“.
This should show up:
Enter the name of your texture in the red marked field. In my example it's „my_sword_texture“. The blue and white checked pattern should be replaced by your texture.
Go to your mesh and enter your materials name („my_sword_material“) in the red marked field:
If you have done everything correctly your sword should get a texture:
Now click on „File -> Save As…“, go to your modules Resource folder (Mount&Blade Warband/Modules/Your Module/Resource) and save it as „.brf“. I named it „my_sword.brf“.
Close OpenBrf, you don’t need it anymore.
4. Module System:
The Next step is to make sure, that the game loads your mesh and texture.
For this, you have to install the Module System for Warband. You find anything you need for this here:
https://forums.taleworlds.com/index.php/topic,5408.0.html
When you are done, go to the Module System, open „module_info“ and add „scan_module_textures = 1“ at the end.
Save it.
Now go to your Module scroll down and open „module.ini“. Search for „#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.“ and add „load_mod_resource = my_sword“ below it.
Save it.
Go to the Module System and open „module_items“. Every item used by the game is listed here. Your task is to find one, that is similar to your selfmade one. For our sword search for „sword_medieval_a“. Copy the whole line and paste it just below.
Change the red ones to „my_sword“. The blue one is the name shown ingame. Choose any name you want, for example „Witch Killer“.
Now save it and close everything.
The moment of truth has come. Go to the Module System and run „build_module.bat“. If no errors appear, congratulations! Your weapon is now ingame, and you can buy it from merchants.
If you want to edit the attributes of your weapon or want to give it to troops, download „Morghs M&B WB-WFAS Editor“.
https://forums.taleworlds.com/index.php/topic,105928.0.html
It is a simple to use tool. Just try.
Thanks for reading and please leave a comment
because of the many questions appearing the last days about how to add items to Mount&Blade Warband, I made a small tutorial about it. (WIP)
For the tutorial about how to make a vertex animation, go to post two.
English isn't my first language, so please excuse any mistakes
The Tutorial is devided in 4 parts:
1. Modelling
To add items to the game, you have to create them!
2. Texturing
A mesh without a texture is quiet boring...
3. Creating a .brf file
In a .brf file you save your mesh and assign the texture an a material to it
4. Modul System
You have to give the game the information to load the mesh and the texture
This tutorial is not about modelling or texturing, you will find links to extern tutorials for that. It is mainly about adding a textured mesh to the game. For weapons like bows, x-bows and shields, it's necessary to create a vertex animation. It's not part of the tutorial yet, but I'm planning to add it later. Same with normal (bump) and specular maps.
1. Modelling:
If you want to create your own weapon/armour/house or whatever, Blender is a great free to use software.
Blender: https://www.blender.org/
Check this tutorial, it contains the basics of modelling and texturing. I know it’s quiet long and you might not want to create a T-Rex but the time you need is worth it.
Tutorial: http://cgi.tutsplus.com/tutorials/modeling-uvmapping-and-texturing-a-low-poly-t-rex-in-blender-part-1--cg-12763
2. Texture:
For creating textures, GIMP is a good choice:
https://www.gimp.org/
GIMP is not able to save your texture as .dds file, so you have to install a plugin.
GIMP-dds: https://code.google.com/p/gimp-dds/
Everything done? Great, let's go on
3. Create a .brf file
Download OpenBrf. You find it here:
https://forums.taleworlds.com/index.php/topic,72279.0.html
With this programm you are able to open the games resource files (meshes, materials, textures).
If you created a mesh in Blender, for example a sword, next thing to do is to scale it to the correct size. In OpenBrf click „File -> Open“ and go to „Mount&Blade Warband\CommonRes“. Every mesh used by the game is saved here. For your sword search for „weapon_meshes_c“ and open it. OpenBrf should look like this:
Now you have to look for a sword that fits your own one, for example: sword_medieval_a.
Right click on it and „Export static mesh…“. Save the mesh somewhere. Open your selfmade weapon in Blender and click on „File -> Import -> Wavefront (.obj)“ and open the „sword_medieval_a“. Scale and rotate your own sword until it fits the size of the sword_medieval_a. Most important is the hilt oft he sword. You dont want your soldiers to grab it at the blade. If you are done, delete the importet medieval sword. Next step is to export you own one: „File -> Export -> Wavefront (.obj)“. Save it somewhere where you find it. I will name it „my_sword.obj“
IMPORTANT: Do not use CAPS for any filenames. It may cause errors later.
Open your texture with GIMP. „File -> Export As…“. In the new window at the bottom click at „Select File Type“, scroll down and choose „DDS image“. Save it in your modules texture folder. With clicking on „Export“, a new window pops up. Just click „OK“.
Open OpenBrf, go to „Import -> Static mesh…“ and open your exportet mesh from Blender („my_sword.obj“). It should look like this now:
Next important thing is to change the module in OpenBrf from „Native“ to your own one.
„Module -> Change current Module…“ and choose yours (Mount&Blade Warband/Modules/Your Module). The bottom right should has changed to „Your Module“.
Now you are ready to Import your texture:
„Import -> New Texture…“. Click on „Browse“, go to your modules texture folder and open your texture. The texture should show up in OpenBrf:
Next step is to import a new material. Click on „Import -> New Material…“. Change the name to anything you want, for example: „my_sword_material“ and click on „OK“.
This should show up:
Enter the name of your texture in the red marked field. In my example it's „my_sword_texture“. The blue and white checked pattern should be replaced by your texture.
Go to your mesh and enter your materials name („my_sword_material“) in the red marked field:
If you have done everything correctly your sword should get a texture:
Now click on „File -> Save As…“, go to your modules Resource folder (Mount&Blade Warband/Modules/Your Module/Resource) and save it as „.brf“. I named it „my_sword.brf“.
Close OpenBrf, you don’t need it anymore.
4. Module System:
The Next step is to make sure, that the game loads your mesh and texture.
For this, you have to install the Module System for Warband. You find anything you need for this here:
https://forums.taleworlds.com/index.php/topic,5408.0.html
When you are done, go to the Module System, open „module_info“ and add „scan_module_textures = 1“ at the end.
Save it.
Now go to your Module scroll down and open „module.ini“. Search for „#You can also use load_mod_resource instead of load_resource to make sure you are reading files from module directory.“ and add „load_mod_resource = my_sword“ below it.
Save it.
Go to the Module System and open „module_items“. Every item used by the game is listed here. Your task is to find one, that is similar to your selfmade one. For our sword search for „sword_medieval_a“. Copy the whole line and paste it just below.
Change the red ones to „my_sword“. The blue one is the name shown ingame. Choose any name you want, for example „Witch Killer“.
Now save it and close everything.
The moment of truth has come. Go to the Module System and run „build_module.bat“. If no errors appear, congratulations! Your weapon is now ingame, and you can buy it from merchants.
If you want to edit the attributes of your weapon or want to give it to troops, download „Morghs M&B WB-WFAS Editor“.
https://forums.taleworlds.com/index.php/topic,105928.0.html
It is a simple to use tool. Just try.
Thanks for reading and please leave a comment