TonyBee said:
How do you take the armors in ASIF and put them in ACOK so that they can be used in morghs editor ?
Here you go
1. Download Morgh´s Editor, as well as openbrf. You will need openbrf, in order to view your resource files and choose the item you want to add
2. Look for the item you want to add in the resource folder of the mod. Sometimes it can be rather hard to locate your item of choice, as the exact item you´re looking for is hidden among all those .brf files. You therefore need to look it up manually, by opening the .brf files with OpenBrf. The resource folder can be found in the Module/Mod_Name/Resource folder of a mod. I will choose a model from the "A new dawn" mod for this. A pair of iron greaves/boots to be precise
(http://i.imgur.com/wrAPp1G.png)
3. Copy the desired .brf file into the ACOK resource folder.
4.As shown in the picture above, you will also need to find the texture of your item, which you then also need to copy into the ACOK texture folder. Which texture, belongs to which object, can be viewed in the other areas, which I encircled in red: The "Mate" section reveals the texture pairs, which you require for your object. The "Texture" section reveals every single texture related to the objects in this .brf file. The "Material" field on the other side lists the precise name of the texture necessary for this object. But note that you also need the Specular, as well as the Normalmap for the file. They´re nevertheless all listed in the "Mate" section. Obviously there might be certain exception, whereas the specular texture is for example borrowed from a data, which is also used for another similar item. Nevertheless if you simply copy every texture file listed on the mate section, you´re fine.
(http://i.imgur.com/8frLbLM.png)
5. You need to do this with certain Resource files: Delete every "Structure", "Mate" and "Texture" line, which is not relating to your specific object. In my case, I require the bo_plate_boots3, bo_plate_boots3.lod1, bo_plate_boots3lod2 and the bo_plate_boots3lod3 line, and the textures related to it. Not every item has additional lod datas. However under rare circumstances, lod datas might be also saved in a seperate .brf file. So far, I encountered this only in the "Rome at War" mod. In that case you also need to add the lod brf. file into your resource folder, as well as adding it to your module.ini
6. Now open your module.ini file and add the following line under the last line of the #Item section: load_mod_resource = (name of your resource file)
(http://i.imgur.com/wW7oQZs.png)
7. Next open Morghs Editor and go into the Item Editor. There you will need to look for an item, equivalent or really similiar to your item. If you´re for example adding a horse, look for a horse among all the item datas which stats approximately matches your custom horse. Then press on the "add" button. Price, name, attributes and abundance can be adjusted on the section right. If you want the item to be sold on the market, you need to tick the "merchandise" box on the first table chart of the item editor. You can even set the faction culture of the item, so that they´re for example only sold in one specific kingdom. Make sure though that you update, and save before closing the editor
(http://i.imgur.com/c3M34MO.png)
8. Now you need to make the game load up the model and its texture: Go into the item.txt file of ACOK, and look for the item which you´ve just recently added. There are a lot of number and other stuff, but the only important section for us, is this part over here (encircled in red):
(http://i.imgur.com/CGE9TeN.png)
It shows, which model the game is loading up. You need to change it, to the model name, shown in the .brf file. In my case its "bo_plate_boots3". Don´t change any other value. You would mess up your game.
9. Basically you´re done. Go into the troop editor section of Morgh´s Editor to add the item to your unit of choice. The troop editor section of ACOK is nevertheless rather messy. You won´t for example find Vale units, by just typing in "Vale" in the search bar below. This is due to the faction units being named after sarranid units, possibly from another mod, like Floris. Hasn´t been changed ever since.
(http://i.imgur.com/fSeby74.png)
You could just change the name if you want. Though I´am afraid that some sort of script is related to certain units. So I keep my hands of it. Don´t forget to update, and save your units. The process is similar to how you would add an item in morghs. NEVER use one of the placeholder units, which are listed on the editor section. Always add if you want to make a new unit.
10. Sometimes your item won´t show up. In this case, it is due to the item range being fixed, for whatever reason. In that case you would need to increase your item range manually in the menu.txt file. You should look this up on the web, if thats your problem.