Mount And Blade Warband Weapon Meshes E Brf.epub
How to Create Custom Weapon Meshes for Mount And Blade Warband Using E Brf
How to Create Custom Weapon Meshes for Mount And Blade Warband Using E Brf
Mount And Blade Warband is a popular medieval sandbox game that allows players to create their own characters, factions, and adventures. One of the most appealing aspects of the game is its modding potential, which enables players to customize and enhance their gaming experience with new content, features, and graphics.
Mount And Blade Warband Weapon Meshes E Brf.epub
One of the ways to mod the game is to create custom weapon meshes, which are the 3D models of the weapons that appear in the game. Weapon meshes are stored in BRF files, which are binary resource files that contain various types of data for the game engine. To edit BRF files, you need a tool called E Brf, which is an editor for BRF files that can preview, import, and export everything from meshes, animations, skeletons, materials, textures, rigged meshes, collision bodies, hit-boxes, and more.
In this article, we will show you how to use E Brf to create custom weapon meshes for Mount And Blade Warband. We will cover the following steps:
Downloading and installing E Brf
Creating a new BRF file and importing a weapon mesh
Editing the weapon mesh properties and values
Exporting the weapon mesh and adding it to the game
Testing the weapon mesh in-game
By following this guide, you will be able to create your own unique weapons for Mount And Blade Warband and share them with other modders and players.
Downloading and installing E Brf
The first step is to download and install E Brf, which you can find on Nexus Mods. E Brf is compatible with any version of Mount And Blade and Warband, and it supports multiple languages. It also has a fast loading and startup time, and a somewhat faithful preview of the game graphics.
To install E Brf, simply extract the zip file to a folder of your choice. You don't need to put it in your game directory or run it as an administrator. To run E Brf, just double-click on the openBRF.exe file.
Creating a new BRF file and importing a weapon mesh
The next step is to create a new BRF file and import a weapon mesh that you want to edit. A weapon mesh can be any 3D model that you have created or downloaded from another source. It can be in various formats, such as .obj, .3ds, .dae, .smd, .md3, .ms3d, etc. E Brf can import most of these formats without any problem.
To create a new BRF file, click on File > New in E Brf. A dialog box will appear asking you to name your new BRF file. You can name it anything you want, but make sure it doesn't conflict with any existing BRF files in your game directory. For example, you can name it custom_weapons.brf.
To import a weapon mesh, click on File > Import > Mesh in E Brf. A file browser will open where you can select the weapon mesh file that you want to import. Once you have selected the file, click on Open. The weapon mesh will appear in the list of objects on the left side of the E Brf window. You can also preview the weapon mesh in the 3D view on the right side of the window by clicking on it.
Editing the weapon mesh properties and values
The third step is to edit the weapon mesh properties and values according to your preferences. You can access the properties and values of the weapon mesh by clicking on it in the list of objects on the left side of the E Brf window. A panel will appear below the list where you can see and modify various parameters of the weapon mesh.
Some of the important parameters that you need to edit are:
Name: This is the name of the weapon mesh that will be used by the game engine. You can change it to anything you want, but make sure it is unique and descriptive. For example, you can name it sword_custom_01.
Material: This is the material that will be applied to the weapon mesh. You can choose from the existing materials in the game or create your own. To create your own material, you need to have a texture file that will be used as the base color of the weapon mesh. You can also adjust the specular, ambient, and diffuse values of the material to change its appearance. To create a new material, click on the New button next to the Material field. A dialog box will appear where you can name your new material and select your texture file. For example, you can name it mat_sword_custom_01 and select sword_custom_01.dds as your texture file.
Flags: These are the flags that will determine how the weapon mesh behaves in the game. You can check or uncheck the boxes next to the flags to enable or disable them. Some of the important flags that you need to set are:
Static: This flag means that the weapon mesh will not move or animate in the game. You need to uncheck this flag if you want your weapon mesh to be used as a weapon.
Cast Shadow: This flag means that the weapon mesh will cast a shadow in the game. You can check this flag if you want your weapon mesh to look more realistic.
Has Collision: This flag means that the weapon mesh will have a collision body in the game. You need to check this flag if you want your weapon mesh to be able to hit and damage other objects and characters in the game.
Has Hit-box: This flag means that the weapon mesh will have a hit-box in the game. You need to check this flag if you want your weapon mesh to be able to receive damage from other objects and characters in the game.
Collision Body: This is the collision body that will be used by the game engine to detect collisions between the weapon mesh and other objects and characters in the game. You can create a collision body for your weapon mesh by clicking on Tools > Make Collision Body in E Brf. A dialog box will appear where you can choose from different types of collision bodies, such as box, sphere, capsule, etc. You can also adjust the size and position of the collision body by dragging the handles on it in the 3D view. You can also use Tools > Auto-Quadrangulate Collision Body to automatically create a collision body that matches the shape of your weapon mesh.
Hit-box: This is the hit-box that will be used by the game engine to detect hits between the weapon mesh and other objects and characters in the game. You can create a hit-box for your weapon mesh by clicking on Tools > Make Hit-Box in E Brf. A dialog box will appear where you can choose from different types of hit-boxes, such as box, sphere, capsule, etc. You can also adjust the size and position of the hit-box by dragging the handles on it in the 3D view.
You can also edit other parameters of the weapon mesh, such as scale, rotation, translation, vertex colors, normals, etc. by using various tools and options in E Brf. For more information on how to use E Brf, you can refer to its documentation or its forum.
Exporting the weapon mesh and adding it to the game
The fourth step is to export the weapon mesh and add it to the game. To export the weapon mesh, click on File > Export > Mesh in E Brf. A file browser will open where you can select where you want to save your exported weapon mesh file. You can save it in any format that is supported by E Brf, such as .obj, .3ds, .dae, .smd, .md3, .ms3d, etc.
To add the weapon mesh to the game, you need to copy your exported weapon mesh file and your texture file (if you have created a new material) to your game directory. The default location of your game directory is C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules\Native\Resource\. You also need to copy your BRF file (custom_weapons.brf) to this folder.
Then, you need to edit two text files in your game directory: module.ini and item_kinds1.txt. The default location of these files is C:\Program Files (x86)\Steam\steamapps\common\MountBlade Warband\Modules\Native\. To edit these files, you can use any text editor, such as Notepad.
In module.ini, you need to add a line that tells the game engine to load your BRF file. The line should look like this: load_resource = custom_weapons You can add this line anywhere in the file, but it is recommended to add it after the other load_resource lines. In item_kinds1.txt, you need to add a new entry for your weapon mesh. The entry should look like this: itm_sword_custom_01 sword_custom_01 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1.000000 1.000000 wpn_type_one_handed_wpn wpn_skill_sword wpn_damage_cut wpn_damage_pierce wpn_damage_blunt wpn_length wpn_speed wpn_shoot_speed wpn_head_speed wpn_missile_speed wpn_thrust_damage wpn_swing_damage 1.000000 1.000000 itp_type_one_handed_wpn itp_primary itp_merchandise itp_wooden_attack itp_cant_reload_on_horseback itp_next_item_as_melee itp_offset_lance itp_no_blur sword_custom_01 The first line of the entry is the name of the item, the name of the weapon mesh, and a series of flags that determine how the item behaves in the game. You can change the name of the item to anything you want, but make sure it is unique and descriptive. For example, you can name it itm_sword_custom_01. The name of the weapon mesh should match the name that you have given to your weapon mesh in E Brf. For example, you can name it sword_custom_01. The flags are a series of numbers that represent different properties of the item, such as its weight, value, durability, etc. You can use any values that you want, but make sure they are realistic and balanced. For more information on how to use these flags, you can refer to this guide. The second line of the entry is the scale and rotation of the weapon mesh in the game. You can use any values that you want, but make sure th