07-01-2015, 06:00 PM
Well, the textures you had for the model in the first place.
Senni explains it a bit more in his tutorial:
Basically, a Warband model (no experience with any other kind of modeling) requires two different types of file; a .obj file, which is your model without any textures. .Obj files do store a UV-map, though. The second type of file is .dds, which is a texture file. Openbrf is used to link the two filetypes together through a material.
Senni explains it a bit more in his tutorial:
(23-04-2013, 12:27 AM)Senni link Wrote:OpenBrf
Load it up, then:
Import -> static mesh (find your .obj model file)
Click no if it asks to import as seperate meshes.
You will probably have to scale down and rotate the model. 2 squares is the right kind of scale, you can always scale it up later.
Now:
Import -> new material -> click ok.
Name it whatever you want, something to do with the model.
[...]
Next step:
Import -> new texture -> find all your textures (texture, spec, norm) -> Ok.
Basically, a Warband model (no experience with any other kind of modeling) requires two different types of file; a .obj file, which is your model without any textures. .Obj files do store a UV-map, though. The second type of file is .dds, which is a texture file. Openbrf is used to link the two filetypes together through a material.
I was never here, you saw nothing...
Motivational tip: When you wake up in the morning, look in the mirror and say confidently, "That's a nice head you have on your shoulders."
Motivational tip: When you wake up in the morning, look in the mirror and say confidently, "That's a nice head you have on your shoulders."