Problem replacing Native .BRFs, changes don't show

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Unless there's something else I missed, the only way to do things like change the model the game uses for map view trees or change how beards look is to create a copy of the correct .brf, place it in your mod folder, add it to the .ini, and in the .ini comment out Native's version. This is unlike replacing Native textures, where the version in the mod folder is used instead of the original; it's two copies of the same model that makes the game **** itself. The Star Wars mod does this to replace map trees with an asteroid model.

I tried the same thing to replace the trees of the "steppes" tileset with the village model, and to change the texture on certain beards by playing with the transparency area on two renamed copies of hair_blond.dds while also leaving the original texture for the rest.

In the case of the trees, the models show up on the map but instead of using the correct texture, fake_houses.dds, it uses the same texture as the trees, transparencies and all. This is especially weird since I thought transparency was a model property, one which the village model doesn't have.

As an added bonus, the camera won't go into the west side of my map anymore. It bumps into a new invisible wall.

And as for beards, the game must be using the original texture since my new transparency attributes show up in the brf viewer but not in-game.

WTF, M&B?
 
Alan Q Smithee said:
As an added bonus, the camera won't go into the west side of my map anymore. It bumps into a new invisible wall.
I've seen this happen after using the map editor, it sometimes messes up your module.ini file.  Open that file in notepad and look at lines 1-5, usually there are some weird characters you have to delete or they are now on a single line, etc.

In terms of your other questions, I have seen some weird behavior, but haven't messed with transparency or a lot of the shader or other settings in the BRF's.  I know when I replaced the tree's, I found out that even if I switched the material on my tree mesh to something different, the game seemed to be still be hard coded to use map_trees as the material...  So I also had to also ship a modified copy of materials.brf and comment out the native one.  My guess would be that is what is happening for you.
 
Thanks for responding.
You were right about the .ini, the second line, about one of the map borders, was one line too high.

I'll try porting/replacing materials.brf. It sounds like if I do that though I won't be able to have any traditional trees at all. Dang.
 
yeah, it seems the material is hard-coded for the tree's, I originally read about it in this post.
http://forums.taleworlds.com/index.php/topic,57802.msg1499761.html#msg1499761

You should be able to have both tho, you'd just have to make a new texture that contained both the tree textures and your new texture.  Then re-do the uv-mapping on the native tree's you wanted to keep and your new tree's, etc..
 
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