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Mount And Blade Warband Weapon Meshes 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



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 3D model file that you want to import. Once you select it, click on Open. The weapon mesh will be imported into your new BRF file and appear in the list on the left side of E Brf.


Editing the weapon mesh properties and values




The next step is to edit the weapon mesh properties and values in E Brf. These are the parameters that define how the weapon mesh behaves and looks in the game engine. You can access them by right-clicking on the weapon mesh in the list and selecting Edit Object Properties.


A window will pop up where you can see and change various properties and values of the weapon mesh. Some of the most important ones 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 doesn't conflict with any existing weapon meshes in your game directory.



  • Type: This is the type of the weapon mesh that determines how it is classified by the game engine. You can choose from various types such as sword, axe, mace, polearm, bow, crossbow, arrow, bolt, shield, etc.



  • Flags: These are the flags that modify certain aspects of the weapon mesh behavior and appearance in the game engine. You can check or uncheck various flags such as no collision detection (nc), no shadow (ns), cast dynamic shadow (cs), has hit points (hp), etc.



  • Material: This is the material that defines how the weapon mesh looks in terms of texture and lighting in the game engine. You can choose from various materials such as iron (ir), wood (wo), leather (le), gold (go), etc.



  • Texture: This is the texture that defines how the