Hey Atilla, got a couple of questions for you here; what leg textures do the Scottish trews replace, which tartan is that and would it be alright if I used them in a skin I'm developing?
The tartan is the same as the in-game tartan, you can use it.
Just add the texture in you don't need to replace any of the current ones. Would not recommend sticking the brf files in the resource folder as they wont be patch compatible.
I am attempting to use your trews model and texture for the War of 1812 mod to recreate the 93rd Sutherland Highlanders as they appeared at New Orleans. However, I can't seem to get them to appear in the game. I know not to use the brf's from your old download because of the new patch.
I added the british_highland_kilt.obj file from the download by importing it into Open Brf as a static mesh.
Then I dumped the Scottish_Trews.dds into the textures folder.
Then manually linked the mesh to the texture by importing Scottish_Trews both as a material and texture in Open Brf.
However, I still get the kilt showing up in the game. When I renamed or deleated the other kilt files then the entire lower half of the unit disappeared. Any assistance you can provide would be much appreciated.
It's a lot easier to copy paste stuff between open OpenBRF windows, that way you'll avoid making any mistakes when importing (and it's just so much quicker).
1. First place the textures in the texture folder, then copy the trews' mesh in the Brit uniforms brf, rename the meshes with the same name as the kilt, and delete the kilt and all the lods for it.
2. Now open Attila's materials and copy paste his materials for the trews into your mmmaterials brf (this way you don't need to worry about names, shaders, normals, and specs), save and open the textures brf and choose "import textures" and find the textures for the trews in your textures folder.
3. Save all of your hard work, head back to Brit uniforms and make sure that the trews are working.
4. You're almost done now! Lastly, create the lods by right clicking on the trews mesh and "generate lods" (so that the legs don't disappear from a certain distance).
Job done and done