Sorry, I meant item_kinds, obviously.A aron said:My apologies im fairly new to this, how do i give it an entry in scene_props and update them?
Mandible said:The material entry in openBRF might tell us more if you wanted to post a screenshot of that.
fladin said:In openbrf click in the -blue- "Material" link (plainhelmets) then click the DiffiuseA -blue- link , if nothing happens when you click : you need to add the corresponding textures entries ...
A aron said:Mandible said:The material entry in openBRF might tell us more if you wanted to post a screenshot of that.
How may i do that? My apologies im am really new to openBRF.
Mandible said:A aron said:Mandible said:The material entry in openBRF might tell us more if you wanted to post a screenshot of that.
How may i do that? My apologies im am really new to openBRF.
I mean, show us a screenshot of your material settings for that helmet. Like this:
With visual problems, this is usually where the problem is.
Mandible said:I would say that your problem is that the helmet is trying to access a shader that is specific to the original mod and not available in native.
"shader_normal" is not present in your mod, so the helmet does not show up.
Try typing "specular_shader_noskin_bump_high" into the shader box and see if that works.
Mandible said:What does your material tab look like now? Did you change it? There isn't really much useful information in the mesh tab, all the important stuff is in the materials tab.
Mandible said:Earlier, you posted a picture of openBRF with the helmet mesh and texture looking fine. What changed since you did that? Did you change the material tab? Can we see the new material tab after you changed it?
Mandible said:Textures need to be in your mod's texture folder.
The textures need to be imported into openBRF.
They need to be referenced in the material.
The material needs to have a shader that exists in your mod.
If you haven't imported the textures, then that would likely be it.
Mandible said:The image you shared earlier (this one: https://imgur.com/a/GQCSlHN) seems to show that the textures are already referenced. If you import plainhelmets, plainhelmets_normal and plainhelmets_spec into openbrf, then it should work.
"Referencing the textures" just means writing the names of the textures that you'll be using in the DiffuseA, Bump, and Specular boxes (it also looks like the one you're using has an enviro texture as well).