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cw4:custom_units

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Custom Units

How to

MagicaVoxel is recommend to start with.

It's free, and doesn't take a lot of training to get going. You can watch a 5 minute video and get the gist of it. Use version 0.99.2 until 0.99.4 comes out. 0.99.3 has an export bug that will rotate the object and mess with the origin (Author has been notified).

When you export, export as an “obj”. CW4 will want that obj as well as the png file that goes with it. The obj is just a text file that specified the geometry of the model and the png is the texture to places over that geometry.

Another good voxel tool is Qubicle. The full version isn't free. It was used for the prototype units in CW4.

Anyone could also use Blender or any 3D modeler, but if you don't know how, they can be a really steep learning curve.

What

The game needs both the .obj for the actual model and the texture file (usually a .png file, so make sure you have both available for import into the C-Pack editor.

Please don't use images that you do not have the rights to use, that are the property of others, have licensing fees or require attributions. Links to repositories that are not family-safe are not welcome.

Some links from the MagicaVoxel website

Sketchfab some models are free, some have rights and others need to be purchased.

Converting units/importing unit formats:

The Open-Asset-Importer-Lib

cw4/custom_units.1551110890.txt.gz · Last modified: 2019/02/25 11:08 by Karsten75