Custom Strongholds (Help)

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Custom Strongholds (Help)

PostPosted by Fededorian » Thu Apr 20, 2017 12:59

I'm making custom static models for the strongholds of Westeros and Essos but i need help from some other 3d artist since the work its long and full of terrors :mrgreen:

At the moment i've made models for some minor province (Pyramids of Slaver Bay, Titan of Bravoos etc..)
I need help with the capitals of Westeros(have already build Sunspear and the Eyrie)

a little preview
Spoiler: show
Image
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Re: Custom Strongholds (Help)

PostPosted by the_stormlands » Sat May 13, 2017 11:59

These look great, looking forward to the Eyrie and Storm's End!
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Re: Custom Strongholds (Help)

PostPosted by ngppgn » Tue May 23, 2017 21:14

Those are great! Any chance you could provide a guide or something on how to put new models into ck2?
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Re: Custom Strongholds (Help)

PostPosted by Swagger » Sat Jun 03, 2017 14:13

hey man, i know blender but i don't know CK2 modding.

i wouldn't mind to test if i can help you with these models, since they're so low poly and stuff, should be easy enough :)
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Re: Custom Strongholds (Help)

PostPosted by Fededorian » Thu Jul 20, 2017 17:11

ngppgn wrote:Those are great! Any chance you could provide a guide or something on how to put new models into ck2?

Exemple: Casterlyrock
Sure.
1. Create the model with the texture (low poly or the will be crash)
2. Export the model in a .dae format (casterly.dae) and convert the texture in .dds (use paint.net )
3. Convert the .dae model with the JoroDox Tool in .mesh
4.Put the converted model (casterly.mesh) and the .dds texture in the mod folder in documents in "Map indicators"
C:\Users\*yourusername*\Documents\Paradox Interactive\Crusader Kings II\mod\A Game of
Thrones\gfx\models\Mapindicators

and thats all for the model part.. to actually see the model in game you need to
1. Create a notepad file named "z_dlc063_cote_monuments" in
C:\Users\*yourusername*\Documents\Paradox Interactive\Crusader Kings II\mod\A Game of Thrones\interface
2.In the notepad file insert this code:

Spoiler: show
objectTypes = {
pdxmesh = {
name = "casterly"
file = "gfx/models/Mapindicators/casterly.mesh"



scale = 0.8
}
}

3.Create a notepad file named "z_dlc063_cote_static" in
C:\Users\*yourusername*\Documents\Paradox Interactive\Crusader Kings II\mod\A Game of Thrones\map\statics
4.In the notepad file insert this code:
Spoiler: show
object = {
type = "casterly"
position = { 724.000 23.400 2283.000 }
rotation = { 0.000 0.000 0.000 }
scale = 2.7
}

the position of the model end the scale depends on the scale of your model and where you want to put it
5. Use nudge tool to find the position coordinates (try and error is your friend)

DONE... this is for static model only


Swagger wrote:hey man, i know blender but i don't know CK2 modding.

i wouldn't mind to test if i can help you with these models, since they're so low poly and stuff, should be easy enough :)


sure.. contact me on reddit.. im more active there
https://www.reddit.com/user/fededorian/
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