OpenBRF Redux — A de-rusted, bug-fixed version of the tool

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@Swyter when separating frames of vertex anim, it outputs frames like this:
frame5
frame4
frame3
frame2
frame1
frame0
but for correct remerging it needs frames like this:
frame0
frame1
frame2
frame3
frame4
frame5

This means, that we have to reorder them by hand (which can be tedious with 30+ frames).
Could it be changed, so that when it splits into frames, it doesn't output them in reversed order?

Another thing:
When re-merging frames into vertex anim, the new object gets added almost to the very end of the list. Not even the exact end, just some arbitrary position near the end. This is surprising and inconsistent with "Combine meshes" which adds new object somewhere closer to objects being merged.

Speaking of:
When using Combine meshes, it works like this. I merge these:
mesh1
mesh2
mesh3
mesh4
After merging I get:
mesh1
mesh2
mesh3
mesh_combined
mesh4
Which is also kind of a weird behavior, but at least I don't have to scroll all the way down the list to find my mesh.
 
Thanks for the detailed bug report, added it to the backlog! It's probably my Qt double-click selection workaround bitting me back again. Remind me in a few months if I forget about it. :grin:

I'm guessing the Unicode path problems are now solved for you. No news means good news.

Boss, please add a function to rename the .lod's backstamp in batches. Because my computer is not good, I can only use the lod low model. I want to generate the .lod and use its low model. Please, I am from China loves this game very much
Hmm, do you mean running the LOD generation for each mesh in the selection? Are you trying to optimize mods you downloaded? I don't know if this works already.

One thing you can try is renaming the various lod2 to lod1, OpenBRF can do batch renames with common parts already. I'd also try WSE2 and lowering the shader quality. Hope that helps!
 
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