How do I create shading for my textures? for example, when I stand under a tree, the texture stays the same? Is it something I need to change in OpenBRF or is it something to do with the texture itself?
You want to check that the model's material first has a shader applied that is not standart_shader. Check regular NW uniforms in openBRF for the typical shader a torso, pants or hat uses along with the Spec RGB and Coeff numbers with the flags. Most usual uniform materials have flags of 20. Your texture should also have the flags AA000 added in openBRF's Texture tab.
I've tried to replace "Garde Briquet" to add the dangling thingy which grenadiers and voltigeurs had.
With the unsheathed version it worked. But the one in scabbard was still the same thought it was changed in brf
Does anyone know what's the problem?
The problem may be the new sheath scabbared model is not named the same as the default one to appear in-game in client-side mods. The new scabbard should have vertex animation as well, this may or may not be doable of a detail to add an extra thing to a scabbard. Depending on vertex animation, probably.
So in these resource files I see uni.equip.brf and a lot of other "uni's"
Does someone know what they stand for and what these files do?
uni_equip.brf is one of many files that store the module's animations used in-game.
I would guess uni stands for universal as these are also animation files that are used almost, if not, universally in the CommonRes and were perhaps required/altered/left over for Napoleonic Wars for its own Resource folder. (Ani_) named files are the other animation brf files. That, and for NW, mmanimations.brf is commonly used.