This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
cw4:custom_units [2020/11/30 22:33] – Replaced footer Grabz | cw4:custom_units [2025/02/14 14:57] (current) – external edit 127.0.0.1 | ||
---|---|---|---|
Line 1: | Line 1: | ||
{{page> | {{page> | ||
- | ===== Custom Units ===== | ||
- | ==== How to ==== | + | ====== |
+ | [[cw4: | ||
- | * [[http://www.voxelmade.com/ | + | ====== Overview ====== |
+ | The basic steps in creating a custom unit needs the following: | ||
+ | - A [[cw4:custom_units# | ||
+ | - A [[4rpl: | ||
+ | - [[cw4: | ||
- | * It's free, and doesn' | + | The first two things are packaged in a CPACK. Each CPACK can have one or more units and scripts. Note that each model can also have multiple sub-units. A model also needs a " |
- | * When you export, export as an " | + | Documentation |
- | * .vox files created by MagicaVoxel can be directly imported an in many instances result in a much smaller model with fewer vertexes - this is good for performance. | + | ====== Documenting Custom Units ====== |
+ | :!: <color # | ||
- | * Another good voxel tool is [[http:// | + | An extensive |
- | * The full version isn't free. It was used for the prototype | + | |
- | * Anyone could also use [[https:// | + | ====== Models ====== |
- | * A (paid) tool that is fully supported in the game (some units have been made with this tool) is the [[http://assetforge.io/ |Unity AssetForge]], a 3D modeling studio with pre-built " | + | ===== Modeling tools ===== |
- | ==== What ==== | + | Anyone could use [[https://www.blender.org/| Blender]] or any 3D modeler, but many of these have a really steep learning curve. |
- | 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. | + | |
- | The CPACK editor can also directly import the .vox files created by MagicaVoxel and this usually results in a more efficient model. If you import the .vox file, the model and texture will both be imported into the CPACK editor. | + | Following is a list of some free and perhaps easier tools to use. |
+ | ==== Microsoft 3D Builder ==== | ||
+ | 3D Builder is about as simple as it gets, can load some geometry and simplify it. | ||
- | ==== Links to Image Repositories ==== | + | https:// |
+ | |||
+ | ==== Tinkercad ==== | ||
+ | Tinkercad is a good way to make units. | ||
+ | |||
+ | https:// | ||
+ | |||
+ | ==== MagicaVoxel ==== | ||
+ | |||
+ | |||
+ | |||
+ | | ||
+ | |||
+ | * It's free, and doesn' | ||
+ | |||
+ | * When you export, export as an " | ||
+ | |||
+ | * .vox files created by MagicaVoxel can be directly imported an in many instances result in a much smaller model with fewer vertexes - this is good for performance. <wrap info> The .vox file that can be imported is the **exported** version, not the save. It is confusing that Magica Voxel does not differentiate between the two .vox file types</ | ||
+ | |||
+ | ==== Qubicle ==== | ||
+ | Another good voxel tool is [[http:// | ||
+ | |||
+ | The full version isn't free. It was used for the prototype units in CW4. | ||
+ | |||
+ | ==== AssetForge ==== | ||
+ | |||
+ | A paid tool that is fully supported in the game (some units have been made with this tool) is [[http:// | ||
+ | |||
+ | ===== Importing Units/ | ||
+ | |||
+ | Models exported from many external tools (Magica Voxel, Blender, etc.) can usually be imported into the game editor. **The guiding principle here is that units should be simple**((After import, the game will report on the number of vertices that the model contains.)) - Animation and many of the more advanced features are not suported. Since the game utilizes a 3rd-party package ([[https:// | ||
+ | |||
+ | The following website may be useful in converting one type of exported model into a different format. | ||
+ | |||
+ | [[http:// | ||
+ | |||
+ | ===== 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. | ||
+ | |||
+ | The CPACK editor can also directly import the .vox files created by MagicaVoxel and this usually results in a more efficient model. If you import the .vox file, the model and texture will both be imported into the CPACK editor. | ||
+ | |||
+ | ===== Considerations ===== | ||
+ | From a Discord conversation where @knucracker provided some insight into the import process (for a model exported from Blender) | ||
+ | |||
+ | //Things like submeshes aren't supported. | ||
+ | |||
+ | |||
+ | //For your green vs black edges, I would guess that the texture associated with the mesh is ' | ||
+ | |||
+ | |||
+ | //The game uses a 3rd party model import package that attempts to create an object hierarchy from what is in the model file. The game then tries to extract meshes from that object hierarchy. | ||
+ | |||
+ | ===== Links to Image Repositories | ||
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. The sole right of decision-making rests with Knuckle Cracker. | 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. The sole right of decision-making rests with Knuckle Cracker. | ||
- | Note: Some of these sites require registration. | + | Note: Some of these sites require registration. |
- | * Some links from the [[https:// | + | * Some links from the [[https:// |
- | * [[https:// | + | * [[https:// |
- | * [[https:// | + | * [[https:// |
- | * [[https:// | + | * [[https:// |
- | * [[https:// | + | * [[https:// |
- | * [[https:// | + | * [[https:// |
- | * [[https:// | + | * [[https:// |
* Royalty-free images: | * Royalty-free images: | ||
* Google image search -> Tools -> Usage Rights -> Labeled for reuse | * Google image search -> Tools -> Usage Rights -> Labeled for reuse | ||
- | ==== Converting units/ | ||
- | [[http:// | + | ===== Ownership rights ===== |
- | ==== Ownership rights ==== | + | Anything you upload to knucklecracker.com website or the affiliated game servers transfers a royalty-free license to knuckle Cracker LLC. for future use in any form. You retain the copyright information, |
- | Anything you upload to knucklecracker.com website, or the affiliated game servers transfers a royalty-free license to knuckle Cracker LLC. for future use in any form. You retain | + | Whatever the ownership rights are, it should be indicated |
- | Whatever the ownership rights are, it should be indicated | + | Units or models that you use in your map may be one of: |
- | Units or models that you use in your map may be one of: | ||
* original content - covered by the statement above | * original content - covered by the statement above | ||
* licensed work - this is something that you purchased and obtained usage rights for. If this is not royalty-free, | * licensed work - this is something that you purchased and obtained usage rights for. If this is not royalty-free, | ||
* Attribution-required licensing - you and other players may use the models in maps, In all cases the original attribution should be propagated in the CPACK. | * Attribution-required licensing - you and other players may use the models in maps, In all cases the original attribution should be propagated in the CPACK. | ||
- | * other - if no attribution is required, no restrictions to use and re-use applies. | + | * other - if no attribution is required, no restrictions to use and re-use applies. |
- | Violation of these rules may result in a copyright strike against the Knuckle Cracker website and your content will be removed if found to be in violation. | + | Violation of these rules may result in a copyright strike against the Knuckle Cracker website and your content will be removed if found to be in violation. |
- | ===== Random notes ===== | ||
- | ------------- | + | ====== Random notes ====== |
- | Mapping from MagicaVoxel (MV) voxels to in-unit size. | + | |
- | Each in-game grid-unit (GU) or cell (sometimes used in CRPL or in game terminology) | + | ---- |
- | The size of a cannon in the game is 3x3x3. So this will need 30x30x30 MV voxels. | + | Mapping from MagicaVoxel (MV) voxels to in-unit size. |
+ | |||
+ | Each in-game grid-unit (GU) or cell (sometimes used in CRPL or in game terminology) | ||
+ | |||
+ | The size of a cannon in the game is 3x3x3. So this will need 30x30x30 MV voxels. | ||
MV limits the size of a model to 126 voxels in any direction. In MV, you can't thus build a unit larger than 12.6 cells in either unit. | MV limits the size of a model to 126 voxels in any direction. In MV, you can't thus build a unit larger than 12.6 cells in either unit. | ||
- | ---------- | + | ---- |
For units to align perfectly, their size in the X and Z directions should be an odd number of cells. | For units to align perfectly, their size in the X and Z directions should be an odd number of cells. | ||
- | -------------- | + | ---- |
{{page> | {{page> | ||