[WIP] How to add a new model (blender > wurm)
Posted: Mon Dec 12, 2022 1:46 pm
Goal of Guide:
To teach you how to use a photo editor, text editor, blender and BDew's .wom converter to add new objects/items to wurm.
Limits you must know about:
We can't do animations the normal way thus all newly added animals will not move. (Think T-Pose only)
As armor is part base object for players/animals like horses ANY change to the equipped version of them cant be done as it breaks animation and armor states. Ever seen a player with cloth, leather, chain , plate , drake , dragon on all over each other???
Mask are separate though.
Adding a seat point will cause the player stand on that point thus no horse riding / cart riding / chair leg folding. (And its hard to add more than 1 seat)
You can't from a .wom file back into something you can pull into Blender so MAKE BACKUPS
What parts makes a new item
The object file = ???.wom file defines the 3d look of an item, for a dice its the part that says its a cube. Made with blender and /bdews .wom converter.
The texture = ????.dds file (can be .png but better to use .dds) is the image file that gets used to change outside look of the object, for a dice its the white part with the numbering dots in. Made with an image editor like paint.net or gimp.
The mapping = mappings.txt links the game code name of an item to the object (.wom) file , the texture (.dds) file with a few possible extra's.
Optional files:
The Paint Mask file = ????_pm.dds file that is basically a copy of texture file with SPESIFIC coloring to specify what part is what for using dye (/paint) on texture. Think dye wood vs dye sails.
Properties file = properties.xml file is used to add custom stuff to a item like is there a paint mask file, should the item have a offset (mask is the only item that uses it alot), What animations to use when, when to change between different version of an item vs distance you are away from it (LOD) and a few other odd stuff.
Terms to know / what I use
Item = The end product that the player will see in game.
Object = The 3D look of an item, or the .wom file
Texture = The image applied over the object.
UV Map = How the texture gets cut and applied to the object. (makes it so that you can have 1 plank in the texture but 500 planks in the object)
Mapping = Refers to how to use mapping.txt and names in blender correctly.
Item version = Refers to mostly what material and item is made out of ...
Item state = Mostly refers to if the item is empty / full / alive / dead / corpse ...
Transparency vs opacity = wurm uses opacity but with a the way its coded it can see like transparency.
Transparency = How much light is allowed thru. TINTS the light. (tint = transparent)
Opacity = How much of what is behind the object can be seen. Not suppose to to tint the colors but Wurm does.
NOTE: you can't go totally 100% opacity in a texture, So make one pixel 99% and just exclude it in the UV map.
To teach you how to use a photo editor, text editor, blender and BDew's .wom converter to add new objects/items to wurm.
Limits you must know about:
We can't do animations the normal way thus all newly added animals will not move. (Think T-Pose only)
As armor is part base object for players/animals like horses ANY change to the equipped version of them cant be done as it breaks animation and armor states. Ever seen a player with cloth, leather, chain , plate , drake , dragon on all over each other???
Mask are separate though.
Adding a seat point will cause the player stand on that point thus no horse riding / cart riding / chair leg folding. (And its hard to add more than 1 seat)
You can't from a .wom file back into something you can pull into Blender so MAKE BACKUPS
What parts makes a new item
The object file = ???.wom file defines the 3d look of an item, for a dice its the part that says its a cube. Made with blender and /bdews .wom converter.
The texture = ????.dds file (can be .png but better to use .dds) is the image file that gets used to change outside look of the object, for a dice its the white part with the numbering dots in. Made with an image editor like paint.net or gimp.
The mapping = mappings.txt links the game code name of an item to the object (.wom) file , the texture (.dds) file with a few possible extra's.
Optional files:
The Paint Mask file = ????_pm.dds file that is basically a copy of texture file with SPESIFIC coloring to specify what part is what for using dye (/paint) on texture. Think dye wood vs dye sails.
Properties file = properties.xml file is used to add custom stuff to a item like is there a paint mask file, should the item have a offset (mask is the only item that uses it alot), What animations to use when, when to change between different version of an item vs distance you are away from it (LOD) and a few other odd stuff.
Terms to know / what I use
Item = The end product that the player will see in game.
Object = The 3D look of an item, or the .wom file
Texture = The image applied over the object.
UV Map = How the texture gets cut and applied to the object. (makes it so that you can have 1 plank in the texture but 500 planks in the object)
Mapping = Refers to how to use mapping.txt and names in blender correctly.
Item version = Refers to mostly what material and item is made out of ...
Item state = Mostly refers to if the item is empty / full / alive / dead / corpse ...
Transparency vs opacity = wurm uses opacity but with a the way its coded it can see like transparency.
Transparency = How much light is allowed thru. TINTS the light. (tint = transparent)
Opacity = How much of what is behind the object can be seen. Not suppose to to tint the colors but Wurm does.
NOTE: you can't go totally 100% opacity in a texture, So make one pixel 99% and just exclude it in the UV map.