I need some help with models & modeling

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Rocknok2

Squire
Hey there everyone. I've recently become obsessed with an Italian skirmisher unit called the Bersaglieri, and even though they are formed after the NW, I'm still interested to fashion a unit (Maybe the English light infantry, or Austrian Grenz) after them

This is what they would look like
9yyEx.jpg

I only know one modeler and he's on a vacation (and thinks that the hats may be a bit too hard)
And I'm willing to see what I can do with this.

So I have two questions, For those who are modelers, would you be willing to try to make this unit?

If not, Can I have some guidance on where & what the ingame unit's models are? I'm trying to import them to Autodesk 3ds Max and kind of mess around from there on.

I already have openBRF but I have no idea what to do with it.


Thanks.
 
Follow-up question to this, How do I open and edit .brf Files within wings 3D? I've downloaded OpenBrf, yet found no export-tool, or similiar.
 
Thank you Mad_Mad1.

But even further, what are you supposed to use OpenBRF with anyways?

And I can't download for a few days (Internet cap).

But anyways in the NW directory, I only see DDS files for the textures, and in resource are the BRF folders (Animations right?)

So, what is used for what?
 
Rocknok2 说:
Thank you Mad_Mad1.

But even further, what are you supposed to use OpenBRF with anyways?

And I can't download for a few days (Internet cap).

But anyways in the NW directory, I only see DDS files for the textures, and in resource are the BRF folders (Animations right?)

So, what is used for what?
The open brf files the files you place in your resource folder and commonres. Both can be found in your mount and blade warband directory.
 
term884 说:
Rocknok2 说:
Thank you Mad_Mad1.

But even further, what are you supposed to use OpenBRF with anyways?

And I can't download for a few days (Internet cap).

But anyways in the NW directory, I only see DDS files for the textures, and in resource are the BRF folders (Animations right?)

So, what is used for what?
The open brf files the files you place in your resource folder and commonres. Both can be found in your mount and blade warband directory.

I understand that, but they are animations. I'm trying to model a skin :razz:
So I'm wondering why I'd even need to open a BRF :razz:
I'm thinking that the DDS files are the textures, and those would be the ones I'd have to edit, right?
 
Um , i don't know exactly how to as i don't model. But i know that you can edit the open brf files (models textures manually from wigns3d. You can then presumably repaste them into open brf. I have not tried this myself.
 
term884 说:
Um , i don't know exactly how to as i don't model. But i know that you can edit the open brf files (models textures manually from wigns3d. You can then presumably repaste them into open brf. I have not tried this myself.

Alright, thanks.
 
Lemme explain the use of OpenBrf:
OpenBrf is used mainly to edit the models you already modeled in Wings3D like adding its proper Texture and lighting and Bump maps.
Now in your case you can also paste the rigging into the models to make them playable
and also it is  used also if you want to use a model from the game.

Basicly it
 
BetaKnight 说:
Lemme explain the use of OpenBrf:
OpenBrf is used mainly to edit the models you already modeled in Wings3D like adding its proper Texture and lighting and Bump maps.
Now in your case you can also paste the rigging into the models to make them playable
and also it is  used also if you want to use a model from the game.

Basicly it

Let's say I'd like to edit the Hat of the brittish Artillery officer, how do I open the file into Wings?
 
Talii 说:
BetaKnight 说:
Lemme explain the use of OpenBrf:
OpenBrf is used mainly to edit the models you already modeled in Wings3D like adding its proper Texture and lighting and Bump maps.
Now in your case you can also paste the rigging into the models to make them playable
and also it is  used also if you want to use a model from the game.

Basicly it

Let's say I'd like to edit the Hat of the brittish Artillery officer, how do I open the file into Wings?
Well first you right click on the models name and click the extract models as obj
then you extract it somewhere in a folder and then you open wings3d and click import and click .obj and locate the file you extracted and open it there then you can start editing

Happy Editing
 
BetaKnight 说:
Talii 说:
BetaKnight 说:
Lemme explain the use of OpenBrf:
OpenBrf is used mainly to edit the models you already modeled in Wings3D like adding its proper Texture and lighting and Bump maps.
Now in your case you can also paste the rigging into the models to make them playable
and also it is  used also if you want to use a model from the game.

Basicly it

Let's say I'd like to edit the Hat of the brittish Artillery officer, how do I open the file into Wings?
Well first you right click on the models name and click the extract models as obj
then you extract it somewhere in a folder and then you open wings3d and click import and click .obj and locate the file you extracted and open it there then you can start editing

Happy Editing

Thanks mate
 
Okay, I figured out that DDS is basically 2d. So... When I make a new model, how do I add it to my game?
what is the model? a mix of DDS & BRF? the better question, is what do I have to do, to completely remodel a unit?

Extra: I've followed this tutorial here, for the helmet http://www.youtube.com/watch?v=b7TaaAXKvy0&feature=gv&hl=en-GB

Only problem is, when I try to mirror; Wings3D stops responding & crashes, the other 3d editing program I have is Autodesk 3ds and I have no idea how to curve the object there :/
thanks
 
Rocknok2 说:
Okay, I figured out that DDS is basically 2d.
That's correct, dds files are the textures for models. If you want to edit them, convert them into something like bmp or png. There is a program called DDS converter 2 that does that.


When I make a new model, how do I add it to my game?
Make the model and texture it first, then think about that. Modeling isn't something that you can just be like, 'Alright, I'm going to get into it and create something that looks incredible.' It takes a ton of practice to get something that looks decent.


what is the model? a mix of DDS & BRF? the better question, is what do I have to do, to completely remodel a unit?
Beta mentioned earlier how to export a model from OpenBRF. When you do so, it gives you a model in obj format, that's a model. DDS is the texture that is applied to the model to give it color.
 
Rigadoon 说:
Rocknok2 说:
Okay, I figured out that DDS is basically 2d.
That's correct, dds files are the textures for models. If you want to edit them, convert them into something like bmp or png. There is a program called DDS converter 2 that does that.


When I make a new model, how do I add it to my game?
Make the model and texture it first, then think about that. Modeling isn't something that you can just be like, 'Alright, I'm going to get into it and create something that looks incredible.' It takes a ton of practice to get something that looks decent.


what is the model? a mix of DDS & BRF? the better question, is what do I have to do, to completely remodel a unit?
Beta mentioned earlier how to export a model from OpenBRF. When you do so, it gives you a model in obj format, that's a model. DDS is the texture that is applied to the model to give it color.

Ah, It makes sense now. And yes of course I've got plenty of spare time. So hopefully I could make something decent... Unless of course someone could do the models for me :smile:

So basically, Model it in a 3d program, then open it with photoshop or any 2d editing program, then convert to DDS. right?
 
You'll need to export the texture from the 3d program. In 3Ds MAX it was something like "unwrap" or something. Not very sure though. That texture you convert to DDS, place in your mod's texture folder, then open openBRF, import the texture both as a material AND texture and add the texture name the model's material tab. If you also have a "normal" texture (for bump mapping) import that one also as a texture and  add it in the "normal" tab in the material window.

Remember the DDS converter works only with a "power of 2" size in pixels: 1024x1024 for example.

Also, remember to set the right folder for your module in openBRF and import the BRF files in "modules.ini" in your mod's folder.

Good luck.
 
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