MarkQuinn
Sergeant at Arms

Well the title says it.
I searched this forum using various keywords such as runtime error, crash, crashing, BRFEdit + crash, etc. I'm a little woried that, as far as I can tell, no one has had this error. And yes I have also read every tutorial I can get my hands on.
Here's what I'm doing:
I've retextured a set of horse armor, a surcoat and shield. I'm trying to add them to the game. I've copied the horse_meshes.brf over to my module folder, renaming the file "TestHorse". I've deleted all the horses that I don't want, leaving just the warhorse. I click on the Tex tab. I click "Add". I highlight the line that says "default_texture.dds". I replace it with my own texture name, "testhorse.dds", ensuring, yes, that .dds is included. The image of the new horse appears on the screen momentarily and then the program freezes. Windows notifies me that there has been a runtime error, that a display driver has failed and then recovered. I am using the latest NVIDIA drivers for my 8800GTS, and running many other graphic intensive games and programs has recently yielded no such problems.
As I said, I've read every tutorial I can find. However that doesn't mean I know what I'm doing. This is a very good tutorial:
http://forums.taleworlds.com/index.php/topic,27935.0.html
But it assumes you want to add a mesh of your own making to the game. That kind of throws a person llike myself off who just wants to add a retexture, not a brand new mesh, and I'm following the instructions along religiously and then suddenly the tutorial breaks and starts talking about Wings3D. Bottom line, I had to take bits and pieces of his recipe and try to make my own concoction.
I have attempted to add the texture first. I have attempted to add the material first. I have attempted to import that texture into BRFEdit rather than naming it via the Tex tab. I have attempted to make my own .brf file and add the texture that way, rather than using an existing, edited vanilla file. In each case, the moment that texture appears on screen, the program crashes.
Thinking maybe the .dds file was somehow corrupted, I tried adding the retextured shield instead. That too crashed the program the moment the image appeared on the screen in the Tex tab.
And here's the REAL kicker, what has me totally baffled. Earlier today I was able to successfully add a retextured item into the game. It was a crappy, throw-away item I textured in three minutes just to see if I could take a brand new, unique texture and following the various instructions, put it into Mount&Blade. "Winging it" as I do, it somehow worked. BRFEdit worked fine. I followed the steps required and ammended my module.ini to recognize the new .brf, etc. I used ItemEditor to add it to the game, merely replacing another mesh with my own retextured one for ease of testing. There it was, a poorly textured but lovely test warhorse ready to charge off into battle. It worked!
So, happy with my recent success and even about 85% certain how I did it, I set off to make a series of Photoshop templates which I could use to easily mass produce new thematic textures (which I hoped to release one day soon). But after two new, better test textures I thought to myself "You know what, I'd better see if I can add these to the game just one more time." That's when everything just blew up in my face. Adding the new textures is simply crashing BRFEdit and I don't know what to do about it.
My apologies for the very long post, but I really wanted to make my situation clear and cover all bases. PLEASE help me someone, and thanks for reading!
I searched this forum using various keywords such as runtime error, crash, crashing, BRFEdit + crash, etc. I'm a little woried that, as far as I can tell, no one has had this error. And yes I have also read every tutorial I can get my hands on.
Here's what I'm doing:
I've retextured a set of horse armor, a surcoat and shield. I'm trying to add them to the game. I've copied the horse_meshes.brf over to my module folder, renaming the file "TestHorse". I've deleted all the horses that I don't want, leaving just the warhorse. I click on the Tex tab. I click "Add". I highlight the line that says "default_texture.dds". I replace it with my own texture name, "testhorse.dds", ensuring, yes, that .dds is included. The image of the new horse appears on the screen momentarily and then the program freezes. Windows notifies me that there has been a runtime error, that a display driver has failed and then recovered. I am using the latest NVIDIA drivers for my 8800GTS, and running many other graphic intensive games and programs has recently yielded no such problems.
As I said, I've read every tutorial I can find. However that doesn't mean I know what I'm doing. This is a very good tutorial:
http://forums.taleworlds.com/index.php/topic,27935.0.html
But it assumes you want to add a mesh of your own making to the game. That kind of throws a person llike myself off who just wants to add a retexture, not a brand new mesh, and I'm following the instructions along religiously and then suddenly the tutorial breaks and starts talking about Wings3D. Bottom line, I had to take bits and pieces of his recipe and try to make my own concoction.
I have attempted to add the texture first. I have attempted to add the material first. I have attempted to import that texture into BRFEdit rather than naming it via the Tex tab. I have attempted to make my own .brf file and add the texture that way, rather than using an existing, edited vanilla file. In each case, the moment that texture appears on screen, the program crashes.
Thinking maybe the .dds file was somehow corrupted, I tried adding the retextured shield instead. That too crashed the program the moment the image appeared on the screen in the Tex tab.
And here's the REAL kicker, what has me totally baffled. Earlier today I was able to successfully add a retextured item into the game. It was a crappy, throw-away item I textured in three minutes just to see if I could take a brand new, unique texture and following the various instructions, put it into Mount&Blade. "Winging it" as I do, it somehow worked. BRFEdit worked fine. I followed the steps required and ammended my module.ini to recognize the new .brf, etc. I used ItemEditor to add it to the game, merely replacing another mesh with my own retextured one for ease of testing. There it was, a poorly textured but lovely test warhorse ready to charge off into battle. It worked!
So, happy with my recent success and even about 85% certain how I did it, I set off to make a series of Photoshop templates which I could use to easily mass produce new thematic textures (which I hoped to release one day soon). But after two new, better test textures I thought to myself "You know what, I'd better see if I can add these to the game just one more time." That's when everything just blew up in my face. Adding the new textures is simply crashing BRFEdit and I don't know what to do about it.
My apologies for the very long post, but I really wanted to make my situation clear and cover all bases. PLEASE help me someone, and thanks for reading!