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 Mount&Blade Repository » Modding Tools » BRF Edit 0.8.9.5
      
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View this file on the M&B NexusFile Listing: BRF Edit 0.8.9.5
Last Updated: Jun 25, 2008, 08:14:22 am
First Created: Feb 27, 2006, 12:40:25 pm
File version: 0.8.9.5
For M&B version: .960
Downloads: 53,903 Size: 278.9 KB
Views: 66,928 Type: EXE
Rating (16 votes): 4.6 / 5.0
Description
Editor for modifying BRF resources (including those with animation).


Features
  • Supports all BRF files
  • View Skeletons, Collision Meshes, Textures and Meshes, including multi meshes animations
  • Paint mesh vertex colors
  • Material Editing
  • Shader Editing
  • Supports module specific materials and resources
  • Import BRF resources from other BRF files (to merge BRFs)
  • View the animation type of meshes
  • Export Collision manifolds to obj files
  • Import obj files as collision manifolds
  • Import SMD (with skeletal data for animated meshes)
  • Export meshes to SMD
  • Import / export to obj files
  • Export meshes to MD3 (for those with vertex animation)
  • Import VTA files containing vertex animation data
  • Rename any resource
  • Clone / delete any resource
  • Edit / Import / Export skeletons / animations


File History
Version 0.8.9.5

- Added backwards compatibility so older BRF files from 0.90x and earlier can still be loaded.
- Fixed some shader rendering issues

Version 0.8.9

- Normal mapping support
- Support for M&B 0.950 materials
- NOTE: 0.950 skeletons and animations are not yet supported

Version 0.8.5

- Scale / Rotate / Translate now have the option of effecting sub meshes as well (vertex animation)
- Show Axis menu option
- You can now hold shift to move the camera vertically (instead of having to switch translation modes)
- Completely new rendering engine (DirectX) - this should solve a number of issues such as texture compression error messages,
and also adds support for HLSL shaders.
- Flip mode permananty changes the rotation axis for easily viewing helmets etc which are on thier side.
- Added support for saving animations
- Added support for binding meshes to a rig (currently the only way to view animations) via the "Bind Mesh" button (when viewing a skeleton)

Version 0.8.3b

- Fixed some bugs with the rotate tool (now rotates normals, and rotates collision meshes correctly)
- obj exporter now exports the currently visible frame of an animation, instead of the first frame

Version 0.8.3

- Obj importer can now import quads, as well as triangles (doesnt support 5+ sided polygons though)
- Obj exporter now exports multi meshes if the multimesh checkbox is checked
- Fixed a number of problems with multimesh vertex painting


Version 0.8.2

- Now works with most resources from 0.730+ (instead of only 0.80x)
- Fixes for resource loading
- Fixed horse skeleton that is exported with horses
- Installer should now allow BRFEdit to be registered as the default program to open BRFS/OBJs/SMDs with
- Added the ability to import objs as sub meshes (for vertex animation). Allows for appending of frames, replacing of frames, and replacing of the base mesh.
- When viewing meshes with vertex animation, the time for the selected frame is also shown, to give an idea of how you should do quivers, scabords etc.


Version 0.8.1

- Fixed bug with load_mod_resource


Version 0.8.0

- Added support for animated textures
- Added support for loading the 0.80x skeleton and skeleton_anim format, BUT DO NOT TRY TO SAVE THEM YET
- Added box for viewing and editing texture flags
- Default texture created when adding a texture now has valid flags
- Now correctly uses load_mod_resource (instead of the old load_module_resource)

Version 0.7.6

- Fixed some SMD importing bugs for both skeleton and mesh importing

Version 0.7.5

- Fixed some bugs with the Skeleton importer, should now import the whole skeleton without crashing
- Fixed SMD exporting, now exports all partial bone weightings per vertex
- "Face" checkbox is no longer auto-enabled for things ending in "head" to stop confusion

Version 0.7.4

- Fixed some stability issues
- Selected materials and textures now display texture type (TGA/DXT1/DXT3/DXT5) and dimensions
- Added Rotate/Translate to the transformation dialog box


Version 0.7.3

- Fixed some stability issues

Version 0.7.2

- Fixed some stability issues
- Added support to find a mesh in a mods resources, load the BRF, and select the mesh (See MBDev)

Version 0.7.1

- The add bone function hopefully works right now
- Faces should now display as in game (mirrored mesh, with mirrored UVs)
- Added lighten and darken vertex paint tools
- Changed the initial light position so things look brighter (armour is no longer shadowed at the front)
- Added a "Bake Lighting" button to bake the current lighting to a meshes vertex colors. Shadow baking is planned, but not finished yet.
- Skeleton position animation can now be viewed, edited, imported and exported if the "Position Anim" checkbox is checked.
- Fixed some SMD mesh importing problems
- Fixed many SMD skeleton importing problems


Version 0.7

General Changes:

- The viewport now displays the triangle count of the mesh being viewed.
- Multimeshes should now display more like they do in game (ie it uses the new naming style used in 0.751)
- Importing Obj files with multiple meshes / textures, should now do a better job of auto multimeshing them, and gives an option in most cases.
- Added a lighting toggle for meshes, that will shade the mesh in a similar way to how it will show up in game.
- The light position may be adjusted to view how the item looks under different lighting conditions.
- Exporting SMDs should now always export the skeleton, no matter what directory BRFEdit is opened from.
- When viewing skeletons, BRFEdit now lists animations as the list of all actions used in game, and the different animation sequences that are used for each of these actions.
- Added a menu option to manage resources, that allows the user to add/delete/re-order BRF resources that are loaded by the game.
- When saving, if the resources is not present in module_info.txt, it will ask if you want it to be automatically be added.
- BRFEdit now correctly displays alpha, and blending, pretty much as it appears in game.
- There are now sort and ordering buttons to re order resources, or alphabetically sort them.
- Added an update checker, which you can run from the file menu, and will automatically run once per day when you open BRFEdit.
- There is now a background color setting to adjust the color of the viewport background.

Vertex Paint changes:

- Vertex Paint mode now has a color picking mode, which allows you to pick vertex colors from the mesh so you can easily get the color you pained on last time.
- Vertex Painting now does not form a harsh line on seems, unless the "Seams" option is checked. The extra cross seam painting is also given its own undo stack portion, so you can easily undo just the cross seam painting if you did not want it.
- Added a "smudge" vertex paint mode - doesn't work too well yet though.
- Added an checkbox for multimesh painting.
- Added an opacity value to vertex paining menu, for subtle coloring etc.
- Added a vertex color blur tool (does not currently do cross seam bluring)
- New scale dialog allowing precise scaling on specific axis (works for both meshes and collision meshes).
- Added import scale options

Animation/Morph additions:

- Major improvements to the vertex animation importing / exporting
- Added a VAT file for importing face morphs for making custom races, new morphs etc. Each frame corresponds to a morph of 1.0. Maximum and minimum morph values for the sliders are defined in module_skins.py.

- You can now export Skeletons, and the current animation sequence to SMD.
- You can also bind meshes to this skeleton, and they are exported with the skeleton so you can view how the mesh deforms with the skeleton in your animation editing tool of choice. Currently only 1 mesh may be bound to the skeleton at a time.
- When viewing a skeleton with a mesh bound to it, the bone weightings will be displayed for the slected bone.
- Importing an SMD with a animation sequence selected will attempt to import the animation sequence to fit the current sequence. The user can select if they want to import new frames, new poses, new bones etc. This feature is still a little buggy. Some poses will not import correctly, however simple ones such as walk/run cycles etc should work ok.
Note that only bone 0 may move over time, any other changes in bone position over time will be ignored, however you can import reference bone positions. Note however that this will change the bones position for ALL animations, not just the one you are importing (This is a limit of the BRF format, not of BRFEdit).
- A user may also import new bones for the current skeleton. The first frame (and last if the "Last frame ref" checkbox is ticked) will be used as the reference pose (frame 0, and frame 100000), and other poses will be imported as usual.
This allows for creation of whole new sub skeletons, for use in adding animated objects: such as flags and swaying trees, or for adding to the existing skeleton: sword belts, animated weapons, extra limbs etc.
You can even create a whole new skeleton for new races, monsters etc. Note that the SMD file must contain ALL bones (ie include the old skeleton), not just the ones you wish to add, however only the selected bones will be imported.
Commands
More From This Author
Comments (Page 1 of 2)
IP: logged
 Re: BRF Edit 0.6.3  » posted by Ancientwanker on Jul 06, 2006, 08:01:54 am
Great tool!
IP: logged
 Re: BRF Edit 0.8.3b  » posted by Spike on Jul 06, 2007, 03:35:26 pm
Hi, when I want to import .brf files, I get a error message:
Unhandled exception has occurred in your application...........
Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

Hope you can give me a soloution.
Regards
IP: logged
 Re: BRF Edit 0.8.9  » posted by evil chicken on May 11, 2008, 09:39:39 pm
will this let me like, make new armours or change the coulours of existing ones? if it did that would be awsom!
IP: logged
 Re: BRF Edit 0.8.9  » posted by MAXHARDMAN on Jun 01, 2008, 03:31:39 pm
Gratest Edit Tool ! :-D

ps We wait new update ;-)
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by Archangel Of Death on Aug 29, 2008, 08:43:06 pm
whenever i open it it says;
This application has failed to start because d3dx9_29.dll was not found. Re-installing the application may fix this problem.

I have tried re-installing it and re-downloading it but it still doesn't work. What can i do? It worked once and now it doesn't. has this happened to anyone else?
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by Laedend Riht on Jan 04, 2009, 03:02:24 pm
Map i please put this application in a modders kit?
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by SuomiLeijona on Feb 12, 2009, 07:35:10 am
.
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by Slip on Mar 06, 2009, 12:24:35 pm
hi

will this BRF work on version 1.010/1.011 ?????
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by Dall on May 08, 2009, 01:20:00 pm
Firstly thanks for great app! Secondly one question
concerning UV map editing. For Oblivion and Fallout 3 modding I am using Nifskope which has UV maps editor built in. For me and type of mods I do this is very convenient and practicaly indispensable so I was wondering if anything similar can be done or added in future to your BRF Edit? As at present time I know less than zilch about brf format so my sincere apologies if I am asking something stupid.
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by SuomiLeijona on Jun 12, 2009, 05:25:23 am
Quote:
This application has failed to start because d3dx9_29.dll was not found. Re-installing the application may fix this problem.

Copy the d3dx9_31.dll-file from mount&blade-folder to the brf edit. Then change the name to d3dx9_29.dll.
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by SuomiLeijona on Jun 12, 2009, 05:27:11 am
When I try to open the tool it says: Can't open module.ini and I can't use the tool.
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by Calcifer on Jun 28, 2009, 04:42:41 am
I have the same problem as SuomiLeijona,but then another error comes up, (ERROR Loading ./mb

pease help :-(
IP: logged
 BRF Edit 0.8.9.5 (v 0.8.9.5)  » posted by Excel5450 on Apr 11, 2010, 02:44:39 am
thx thorgrim
:-)
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by jakeslatts on Jul 01, 2010, 09:07:38 pm
SuomiLeijona wrote:
When I try to open the tool it says: Can't open module.ini and I can't use the tool.
mine says it too, and then error loading ./mb.fx
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by nickdesterke on Jul 22, 2010, 02:10:18 pm
jakeslatts wrote:
SuomiLeijona wrote:
When I try to open the tool it says: Can't open module.ini and I can't use the tool.
mine says it too, and then error loading ./mb.fx
same here. I really need help.
IP: logged
 BRF Edit 0.8.9.5 (v 0.8.9.5)  » posted by danshyu on Aug 14, 2010, 09:35:43 pm
Getting some serious errors attempting to run this thing.
Quote:
System.Runtime.InteropServices.SEHException: External component has thrown an exception.
at_CxxThrowException(Void*, _s_ThrowInfo* )
at brf.Parser.parse(StreamReader* reader, ResourceCollection* res, Int32 version)
at
brt.loadMaterials(basic_string<char\,std::char_traits<char>\,std::allocator<char>>*fname, ResourceCollection* col)
at BRFEdit.Form1.loadMaterialsFromBrf(SByte* filename, Booleanprompt_them)

I'm running Windows 7 x64. And has Mount & Blade: Warband via Steam. Any idea what exactly is happening?
IP: logged
 BRF Edit 0.8.9.5 (v 0.8.9.5)  » posted by Priyon of Sparta on Sep 04, 2010, 04:20:10 pm
When I try to open it, it gives me an error. A horrible error, which reopens again and again after you close it. So I had to end it's process.
IP: logged
 BRF Edit 0.8.9.5 (v 0.8.9.5)  » posted by Arethor on Oct 27, 2010, 09:53:21 am
I have had the same with the two comments before me. :-|
IP: logged
 BRF Edit 0.8.9.5 (v 0.8.9.5)  » posted by HansBlix on Dec 30, 2010, 01:27:58 am
System.Runtime.InteropServices.SEHException: External component has thrown an exception.
at_CxxThrowException(Void*, _s_ThrowInfo* )
at brf.Parser.parse(StreamReader* reader, ResourceCollection* res, Int32 version)
at
brt.loadMaterials(basic_string<char\,std::char_traits<char>\,std::allocator<char>>*fname, ResourceCollection* col)
at BRFEdit.Form1.loadMaterialsFromBrf(SByte* filename, Booleanprompt_them)

I'm running Windows 7 x64. And has Mount & Blade: Warband via Steam. Will someone help us?
IP: logged
 Re: BRF Edit 0.8.9.5  » posted by Dakdeath on Dec 30, 2010, 02:11:03 pm
Archangel Of Death wrote:
whenever i open it it says;
This application has failed to start because d3dx9_29.dll was not found. Re-installing the application may fix this problem.

I have tried re-installing it and re-downloading it but it still doesn't work. What can i do? It worked once and now it doesn't. has this happened to anyone else?
You need to Download DirectX
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