André de Cuyne
Knight
Red River said:It seems to have problems reading some dds textures.
I had this problem with one of mine.
It desapeared when I saved the texture in DXT1 format.
Red River said:It seems to have problems reading some dds textures.
mtarini said:amade said:the models are renamed as "1"
Uhm... Not here. Anyway, it must be that I made it so that the mesh assumes the nambe of the object inside the obj (not of the filename). It seemed the right thing, but I'll revert to make it use the filename.
mtarini said:amade said:[imported meshes] are also mirrored.
[Unless I'm mistaken...] It is just that the old exporter (as well as brfedit exporter) produced mirrored meshes. In fact, we saw objects mirrored in Wings3d/blender. The old importer mirrored them back. The new importer and new exporter shouldn't mirror anything. In short: before importing an OBJ produced by the prev versions or by BrfEdit, mirror it on the X inside you modelling app (say, blender). From now on, we should see the same thing in wings3d, openBRF, and in-game. Confirm?
Ver0.0.180.0.19: (3 sept 2009)
- added full "forward compatibility" with warband files!
- added a mirror (flip) tool for meshes and collision.
- minor fixes and improvements on stability
I think you should mention [differences with obj orientation] in the front page because most people are already used to modeling the BRFedit way.
And for those who don't have modeling capabilities, maybe add a similar feature from BRFedit where you can translate
André de Cuyne said:I had this problem with one of mine.
It desapeared when I saved the texture in DXT1 format.
mtarini said:New version! Yes, I forgot to update the number, so it is still 18. Rely on the date (3 sept).
It reads as 0.0.19 alpha in the about menu
I know, that's just me being lazy . For now, no need to save and load, just "save" then "module->refresh" (F5) should work.Autocomplete does not seem to list newly imported materials/textures
mtarini said:I know, that's just me being lazy . For now, no need to save and load, just "save" then "module->refresh" (F5) should work.Autocomplete does not seem to list newly imported materials/textures
mtarini said:What disappeared? The problem, or the texture?
mtarini said:> I still get not in module.ini with some brf files.
If you get that, it has nothing to do with the BRF file itself. It means that it didn't find a
in your module.ini (or, that it didn't find module.ini).Code:load_mod_resource yourfile.brf
Note, load_mod_resource is not the same as load_resource. The former makes openBrf (and M&B) look in module "Resource" folder. The latter, in "CommonRes" folder.
I have load_module_resource in all mods...
Apart from modules in brf filse in module.ini, OpenBRF also knowns about materials which are in the same BRF file as the mesh using them.
> It seems to have problems reading some dds textures.
That's easy to check. If you load the material (or texture) itself, does it show it? If not, either it is a problem with dds file, or the dds file is not where it is expected to be (in either one of the "Textures" folder: the common one or the module one). Let me know!
Neither texture nor material show proper textures(checkboards). I have every file in the default folder and everything looks fine in game as well as old BRFEdit.
mtarini said:"load_module_resource"... you mean "mod", not "module", resource? OpenBrf looks for "mod".
If it should look for "module" too, then let me know.
Red River said:works much better now. still can't see some textures properly. it has to do with texture format I guess. like dx1 and too big textures and stuff..
well done. keep it up!