Mount & Blade

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Thorgrim

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About this mod

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

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Editor for modifying BRF resources (including those with animation).


[rule] Features[rule]
  • 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



[rule] File History[rule]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.