Alright so I’m researching into Worms Clan Wars Editor, I will look into what can be done with the editor and then write a tutorial on how to make something for the editor and publish it on the Steam Workshop.
So to start off I had to download the program in the tool section of Steam once I downloaded it I went to the Steam Workshop for Worms Clan Wars and had a look in Workshop Discussions topic and found out how you use the editor. It told me how to download the tools and tells you that it comes with templates so you have some what of an idea of scale and how big the assets could be in terms of scale. The templates consist of hats, glasses, moustaches, trinkets, tall
trinkets and gravestones which is the type of assets you can create and publish with the editor. My first attempt was a model I had already created, I thought I’d start off with something already model just for a quick test to see if I would be able to even get it to run in-game. I chose a Pokeball model I modelled months ago, it was the exact amount of tris allowed for the model to be accepted by the Worms Clan Wars Editor. So I imported both the Pokeball asset and the short trinket template, I placed the pokeball where it would sit on the hand in-game (the small trinket template is of a worms hand and in a flat spread out fingers pose). I freeze the transformations, deleted history and exported the pokeball as a FBX file.
So I was presented with this window, the editor seemed and is very user-friendly with a few options on each tab. So In the output is where you put a name for the asset your using, mine was pokeball. I then loaded in the FBX file which loaded the textures and everything that were on the model so no problems had occurred importing the asset. Later down the track with other assets I ran into problems such as the textures being too big (forgetting 256×256 is the max size) or forgetting to put a normal map on the model, so it has a feature to manually import textures if that’s the case. It by default put its own export directory after I had loaded all the information in. So I moved onto the next section, clicking on one of the model previews shows you the model of the worms in-game so you can get a rough idea on how your asset looks with the worm game models. So next I chose what model type my Pokeball asset fell under, which was “flat trinket”. So I had a look at what it looked like with each worm, it all appeared correctly so I clicked on convert and that spits out another file under the name it gives you in xom format, this is what Worms Clan Wars Editor uses to build it into another asset. So from then I went onto the next tab and was presented a few more spaces to put information in.
So you put it out as anything you like, Pokeball was mine in this case, I then chose the type of asset it would be in Worms Clan Wars and automatically had the build directory (which is just where you imported the fbx file). I then hit build it then says if it successfully built the asset or not, when it doesn’t it simply says it failed and you have to go back to the previous tab and re-check the steps to see where you may have gone wrong. When you hit build asset it grabs the xom file and puts it into uga format.
So now I was up to publishing the file onto the Steam Workshop. I simply gave it a name of what it is, this is what and how it will be found by (whatever you name it) you can also have an image of your asset so users can see what your asset is and how it looks before subscribing to it (which downloads to their computer) and then is usable in Worms Clan Wars (once the game downloads and imports it into their game files). I put it on private, just to see if it works and looked correct before putting it onto public, so that I know it works and looks how I was wanting it before anyone else can download it.
So to test it, I ran Worms Clan Wars navigated myself to the customize section of teams where it asks you do you want to check for new download content from the workshop, I said yes and it downloads whatever asset you have recently subscribed to. It then is available in the list of items that the game has to offer in different categories such as Hats or Trinkets.
Okay so this tutorial will show you how to make a hat item for Worms Clan Wars. Any images used in this tutorial will open up in a new window. I will use a model I have already made but will show the steps from getting a model in Maya into Worms Clan War as a playable item that you can use in-game and for others to download and enjoy. I will be using a Hat model but you are able to create hats, glasses, mustaches, trinkets + tall trinkets (it’s that your worms hold while in the battlefield) or gravestones for your items.
The level of knowledge you need for this is low – medium, you just need to know how to model simple 3D shapes, texture maps, UV unwrapping and some knowledge in a photo editing software such as Photoshop or Gimp and the use of Ndo2 or other software to produce normal maps.
Requirements & Guidelines
- Worms Clan Wars the game itself and Worms Clan Wars Editor that comes with the game.
- Only FBX or Collada format. These are supported by Worms Clan Wars Editor.
- The max polygon limit is 675.
- The max vertex count can be 5000.
- Texture maps are limited to normal and diffuse only with a max resolution of 256×256 and to be saved using TGA format.
- Must use the Blinn material on your model.
- You must make 4 different versions of the same model for each type of worm (Soldier, Scientist, Scout and Heavy).
Building a model and getting the templates and applying textures:
- First step is, think of what you want to make such as a hat or maybe a cool gravestone. Once you have an idea open up your preferred 3D program, I will be using Maya 2015.
- This can be done later or you can do it from the start. Locate the templates which are where you installed Steam and in the Steam apps folder (Steam\steamapps\common\Worms Clan Wars Editor\Templates) depending what type of asset you are making simply import the needed templates. In my case I need to get the hat reference models.
- Once you have imported the Worm Template models, It’s best to put each template on its own layer and then hide them rather than move them. To do this, simply click on a model go into Channel Box/Layer Editor and go down to the very bottom where it has a display tab. Then hit the far right icon as shown in this image. Also if you do move the models out of the way so you are able to select each one easier, make sure you have X,Y and Z Translate all set to 0 before exporting anything!
- Alright so now when you have a model it is time to unwrap and texture it! It is recommended that you export it either by 512×512 or 1024×1024 but save the texture out as 256×256 in Photoshop/whatever you use to get maximum detail in. We will be needing a diffuse texture and a normal map, so export the UVs and throw them into Photoshop or whatever photo editing software you use, but make sure it is able to export as a 32bit TGA file for both diffuse and normal maps. When you go to apply the new textures you have just created make sure you apply the blinn material onto your asset! To do this, you can right click on the asset and select assign new material>Blinn and then apply the textures.
- Now creating a normal map either you have made one or got no idea what a normal map is or how to create one, I use Ndo2 and in my case I will be just needing a flat normal map, so either create one with Ndo2 or you can just Google “flat normal map”. If you are needing more than just a flat normal map for your model, then look up some tutorials on it, there is plenty out there.
Now to apply the normal map, the way I do it is I click on the asset, go to the blinn material settings in Attribute box and click on bump mapping and click on the little checker box and select file. Then select the image file then click on the little box up top (see 1st image) and make sure you change bump to Tangent Space Normals and you are now done applying both textures. You may notice your hat/asset is very shiny? Simply turn down the values in the specular shading options on the martial properties of the blinn material.
Exporting your asset and importing asset into Worms Clan Wars Editor:
- So once you have got your model done or have imported a model such as I have it is time to resize and fit the asset to the template model. Now remember you must have 4 different hats for each worm, You can simply make 4 copies with just selecting model you are wanting to copy and either hit Ctrl+D or select duplicate from the edit drop down menu. Make sure you have zeroed out one of the template models and fit the hat like so, once you are happy click the asset only (not the template) and click on file then select export selection. Create a new folder where you will be saving your assets and select FBX export. If you don’t have FBX export as an option, click cancel go to Window>Settings /Preferences>Plugin Manager, then scroll down until you find “fbxmaya.mll” and hit loaded+auto load. Save each hat as a class e.g. Scout Hat/asset so you know which asset goes to what model.
- Now open up Worms Clan Editor and you will be presented with a window this should be pretty straight forward you have options to select what model to export and what type of asset etc. It starts off with the default worm “Soldier”.
- Okay so what happens is, you throw your model onto the worm model and then it gets exported as another model for the program to import it into a downloadable and useable item for Worms Clan Wars. So give the output name something you can tell which model of worm, for example Soldiercoolhat will be mine, this tells me its the cool hat asset I created for the Soldier worm. Cannot contain any spaces either, so select the fbx you have just exported. If you didn’t apply any textures to the model itself or if for some reason the texture files don’t work you can manually import them via the editor. It will export ( by default) where the assets are getting imported, you can change this if you like. When all that information has been entered select the worm you are starting off with and also pick what type of asset you are doing, in my case its a hat/glasses category. Simply hit convert and if everything went fine you should have a window like this with a message saying “Conversion Successful”. You can use the scroll button or right click to zoom in and out, or click and hold with the left to pan the model side to side.
- Now repeat the same exact steps for the rest of the worms until you have done all 4. Next to go “Build Asset” tab, give your asset set a name and select what type of asset it is (again). In my case it comes up with the 4 worms. Select the meshes that were made in the editor (xom format) to the correct model then hit build asset. You should get a Asset Build Successfully” box if everything went correctly.
- Now its time to get your asset published! Title is what the asset will be called on the Worms Clan Wars Workshop so it is allowed to have spaces in this case. You will need to fill out a bit of information (recommended) to give people a bit of an idea what it is, so think of something snappy or cool! The preview file is the thumbnail image that will be used to find your asset amongst other assets on the Worms Clan Wars Steam workshop. If you want to change the worm on display, just go back to the very first tab and reselect the model and asset model (so it fits the model of course) and then go back to the publish tab and hit the S to save a screenshot of your asset on/with the worm. Select the asset file (the one that gets made when you built an asset, it will be in a uga format) and this part is up to you, you can set it to Public, Friends only or Private. I always publish mine on private to test before I put it onto public for other users to download so that I know it works and such. When you think you are done, click on box if you agree workshop terms of service and then finally hit publish. Any other assets including just the one you made right now will be on the right side of the publish box so its easy to bring back old/other assets you may have done and don’t have to refill out every single thing, this also makes it very quick and easy to update the asset if you need to without any hassle. If everything goes to plan you should get a window telling you it has successfully been published! Now to test in-game (who doesn’t want to try?!).
Testing asset in-game:
- Now close down the editor and now its time to go and find your asset on the steam workshop item. If you published it to Public or friends only it will take you to the location and you can subscribe (download) it to test, but if you put it on Private like I do it will say it cannot be found (don’t fret, it’s on there!). So the one of the ways I get to the page of my new asset is to go to my steam profile and click on Workshop Items and it will show you all the steam workshop items you have made (not just for worms clan wars).
- So now you should have found your asset by now, click on it and then hit the subscribe button and allow it to download. Next thing is to open up Worms Clan Wars (the game). In the main menu go to customization>customize worms and it will ask you if you want to check for workshop content, say yes each and every time you make/get a new asset for worms clan wars. It will search for new content, if it finds new content it will ask you if you want to download it, again select yes of course and it should download the new asset.
- Now in my case, I go to outfit as it’s a Hat, you would also go to outfit if you wanted to try out a glasses or mustaches asset. And it should be at the end click it to apply it to your worm!
- Now go and try it out on the battlefield!
You are now done, well done you have just posted your first asset on the steam workshop! You can add more pictures and such for your assets, even links to maybe credit a certain texture or even a video showing some gameplay of your asset being used! You can also change the visibility anytime you want on the page of your asset.
Here are some other items I have made for Worms Clan Wars!