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To create a 3d model, you will need modelling software like Autodesk Maya or Blender. You will also need an addon to import and export Crusader Kings III models. To create a texture, you will need image-editing software like Adobe Photoshop or GIMP with an addon to import and export DDS textures. | To create a 3d model, you will need modelling software like Autodesk Maya or Blender. You will also need an addon to import and export Crusader Kings III models. To create a texture, you will need image-editing software like Adobe Photoshop or GIMP with an addon to import and export DDS textures. | ||
== Overview == | |||
== Overview | |||
All models and their respective textures and animations can be found in {{path|gfx/models/}} | All models and their respective textures and animations can be found in {{path|gfx/models/}} | ||
A typical model will have the following files: | A typical model will have the following files: | ||
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More textures for other 3d models include: | More textures for other 3d models include: | ||
* '''<model>_unique.dds''' - Used with the standard_atlas shader. The B channel is the models’ ambient occlusion texture | * '''<model>_unique.dds''' - Used with the standard_atlas shader. The B channel is the models’ ambient occlusion texture. | ||
== Tutorial: Setup | == Tutorial: Setup == | ||
===Tools | ===Tools=== | ||
* Autodesk Maya. A program used to create 3d models and animation. Needs the Clausewitz Maya Exporter installed. | * Autodesk Maya. A program used to create 3d models and animation. Needs the Clausewitz Maya Exporter installed. | ||
* [https://forum.paradoxplaza.com/forum/threads/information-and-faq.924764/ Clausewitz Maya Exporter]. A Maya plugin from Paradox. Setup models based on installed games and exports model and asset. Installation instructions linked in the forum post and below. | * [https://forum.paradoxplaza.com/forum/threads/information-and-faq.924764/ Clausewitz Maya Exporter]. A Maya plugin from Paradox. Setup models based on installed games and exports model and asset. Installation instructions linked in the forum post and below. | ||
* [https://www.blender.org/download/ Blender]. A free program used to create 3d models and animation. | * [https://www.blender.org/download/ Blender]. A free program used to create 3d models and animation. | ||
* [https://github.com/ross-g/io_pdx_mesh IO PDX Mesh addon]. Addon that can be installed to Blender or Autodesk Maya. Setup models from compatible games. Installation instructions on their page. | * [https://github.com/ross-g/io_pdx_mesh IO PDX Mesh addon]. Addon that can be installed to Blender or Autodesk Maya. Setup models from compatible games. Installation instructions on their page. | ||
===Setup Clausewitz Maya exporter | ===Setup Clausewitz Maya exporter=== | ||
There is a full setup guide for the [[Exporters|exporters]]. The below guide is shortened. | There is a full setup guide for the [[Exporters|exporters]]. The below guide is shortened. | ||
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* The / slash (forward slash) is important, Windows Explorer uses \ (backwards slash). If you copy from Windows Explorer, you will need to edit the folder paths to use /. | * The / slash (forward slash) is important, Windows Explorer uses \ (backwards slash). If you copy from Windows Explorer, you will need to edit the folder paths to use /. | ||
* The name must be one word, no spaces. | * The name must be one word, no spaces. | ||
===Preparing Maya 3d model=== | |||
====UVs==== | |||
===Preparing Maya 3d model | |||
====UVs | |||
Order of UV maps for the standard_atlas shader: | Order of UV maps for the standard_atlas shader: | ||
# '''map1''' - uv mapped to AO "<model>_unique" | # '''map1''' - uv mapped to AO "<model>_unique" | ||
# '''map2''' - uv mapped material atlas | # '''map2''' - uv mapped material atlas | ||
This can catch you off guard when creating your model, map1 must be above map2, map1 must be the default uv set in Maya. If you’re importing the model from Blender as a .dae file, the uv maps must be in the correct order in Blender too. | This can catch you off guard when creating your model, map1 must be above map2, map1 must be the default uv set in Maya. If you’re importing the model from Blender as a .dae file, the uv maps must be in the correct order in Blender too. | ||
If your uvs are not in the correct order, then use this method to rearrange them. I do not know a method to delete the default uv set in Maya. | If your uvs are not in the correct order, then use this method to rearrange them. I do not know a method to delete the default uv set in Maya. | ||
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# Rename UVSet1 (originally copied from map1 in step 1) to “map2”. | # Rename UVSet1 (originally copied from map1 in step 1) to “map2”. | ||
# Select map1 and click Update. | # Select map1 and click Update. | ||
====Broken normals | ====Broken normals==== | ||
Use Maya ’s Mesh Cleanup tool (with default settings) to solve <code>Error! Mesh contains broken normals, tangents and/or bitangents.</code> | |||
==Tutorial: Getting them on the map | ==Tutorial: Getting them on the map== | ||
You'll want to make building models appear in the game; this requires editing a few other files. | You'll want to make building models appear in the game; this requires editing a few other files. | ||
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First off, the asset file for a building must contain an entity-block and a pdxmesh-block, the former essentially containing just a reference to the latter. You'll want to reference either the mesh or the entity in different places. | First off, the asset file for a building must contain an entity-block and a pdxmesh-block, the former essentially containing just a reference to the latter. You'll want to reference either the mesh or the entity in different places. | ||
===Holdings=== | |||
===Holdings | |||
To make holding buildings for your modded religion or culture, you must first make sure they are considered as entities to be placed on the map: you will need to reference them by editing the vanilla file <code>all_buildings.asset</code>, under <code>gfx/models/buildings</code>. It is unclear what all the settings do here, but you can just follow the pattern and add a locator and attach-block for each of your new holding models, e.g. like so: | To make holding buildings for your modded religion or culture, you must first make sure they are considered as entities to be placed on the map: you will need to reference them by editing the vanilla file <code>all_buildings.asset</code>, under <code>gfx/models/buildings</code>. It is unclear what all the settings do here, but you can just follow the pattern and add a locator and attach-block for each of your new holding models, e.g. like so: | ||
<pre> | <pre> | ||
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Then to string everything together, you edit the vanilla file for the ''buildings'' (not holdings as one would expect). E.g. to add a new temple holding mesh, you edit <code>00_temple_buildings.txt</code>. Each of the four tiers of the holding (of the core building, really) has a series of asset blocks defining potential meshes to use for that building. You add one for your own new holding model like this: | Then to string everything together, you edit the vanilla file for the ''buildings'' (not holdings as one would expect). E.g. to add a new temple holding mesh, you edit <code>00_temple_buildings.txt</code>. Each of the four tiers of the holding (of the core building, really) has a series of asset blocks defining potential meshes to use for that building. You add one for your own new holding model like this: | ||
<pre> | <pre> | ||
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This syntax works the same for cities and castles; just use <code>graphical_cultures</code> in the place of <code>graphical_faiths</code>. | This syntax works the same for cities and castles; just use <code>graphical_cultures</code> in the place of <code>graphical_faiths</code>. | ||
<br> | <br> |