I'll release more updates on how I did it when I have the time, for now, here is a gif of a very bad looking helmet working atleast.


I hope we do too, but as far as I know to my current knowledge, the only way you can probably get something working is by using a program called ultimate unwrap 3D to do the exporting/importing for you, even though the program is meant to be an UV unwrapper, but you can perfectly import any ogre mesh into that thing without a problem.Butta wrote:Really nice!
But I still hope that we get some tools later. Weapons are quite easy to mod in, but those armors are a pain!


ironbishop wrote:I hope we do too, but as far as I know to my current knowledge, the only way you can probably get something working is by using a program called ultimate unwrap 3D to do the exporting/importing for you, even though the program is meant to be an UV unwrapper, but you can perfectly import any ogre mesh into that thing without a problem.Butta wrote:Really nice!
But I still hope that we get some tools later. Weapons are quite easy to mod in, but those armors are a pain!
what you can experiment on with armor, especially helmets or anything that is somewhat plate-like or solid, you can try to import a vanilla mesh/skeleton on blender, replace the vanilla mesh with a custom one, apply the skin modifier to the newer mesh but with exception of just using the head or a specific part of the bone that your custom mesh will be attached to, then export it out, delete your new .skeleton file and replace it with a vanilla one.
Sadly you cannot use your own exported bone files because apparently while exporting the ogre mesh, the bones tend to screw up massively, I have no idea why it does that. but I truly wish a developer would clarify as to why this is happening, I would also love for them to shed a light on this whole modding armor thing, that would be great.
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