WIZARD TUTORIAL - ASSET PACK

The asset pack wizard in the Mod Builder can be used to generate the appropriate file structure for a new Asset Pack. This guide will walk you through its usage. Also, don't forget to have a look at the paired Asset Pack Example.


Running The Wizard

  1. Launch the Mod Builder.
  2. Click File and select New.
  3. In the New Mod dialog, select AssetPack for Type and click OK.
    • AssetPack.png
  4. Click the button beside the Mod File text box and select a location for your mod. You can save your mod anywhere, but it is recommended that you create a folder for it, e.g. C:\mods\my_asset\my_asset.mod.
  5. Enter in a Name and Description for your asset. This is the name and description that will show up in the Steam Workshop.
  6. If you have a preview image for your asset, click the button beside the Preview Image text box and select it. It should be a TGA image with a resolution of 280x280. You can add this image later time if you do not have one.
  7. Click the button beside the Art Path text box and select a location for your assets.
  8. Click OK to complete the wizard.

If you do not specify a full path for any paths other than the Mod File, the paths will implicitly be relative to your Mod File path.

Your completed wizard might look something like this:

AssetPackWizard.png

Creating Assets

Creating Grass Assets

Grass assets are composed of a grass tuft TGA file, a blade file, and a grass file. To create a new grass asset:

  1. For each grass blade <name>:
    1. Create a 32 bit normal grass tuft TGA file named <name>_01.tga and save it to the location of the Burn Folder in data\art\sceanrios\grass\blades\texture.
    2. Create a 32 bit crushed grass tuft TGA file named <name>_crushed_01.tga and save it to the location of the Burn Folder in data\art\sceanrios\grass\blades\texture.
    3. Create a 32 bit burnt grass tuft TGA file named <name>_burnt_01.tga and save it to the location of the Burn Folder in data\art\sceanrios\grass\blades\texture.
    4. Create a blade file named <name>.bdf save it to the location of the Burn Folder in data\art\sceanrios\grass\blades.
  2. Create a grass file referencing each blade file and save it to the location of the Burn Folder in data\art\sceanrios\grass\types.

For example, if your normal TGA file was called my_grass_01.tga, your my_grass.bdf file might look like:

scale = 1
tint = { 255, 255, 255, 255 }
tint_variation = { 0, 0, 0, 0 }

And you my_grass.gdf file might look like:

scale = 1
blades =
{
    {
        blade_name = "my_grass",
        mesh = 0,
        blade_heights = 
        {
            125,
            150,
        },
    },
}

Using Grass Assets

  1. In the World Builder, enter the Grass Editor.
  2. Under Grass Types, click the + button and select your new grass type.
  3. Select your new grass type in the Grass Types list.
  4. Paint your grass on the terrain.

Creating Splat Assets

Splat assets are composed of alpha, diffuse, normal and specular TGA files, and a terrain material file. To create a new splat asset:

  1. Expand data\art\scenarios\textures\splats and double click your splats folder.
  2. In your splats folder, create a terrain material file called <name>.terrainmaterial.
  3. Next to your terrain material file, create an alpha TGA file called <name>_alp.tga. This is the grey-scale shape of your decal.
  4. Next to your terrain material file, create a diffuse TGA file called <name>_dif.tga. This is the color of your decal.
  5. Next to your terrain material file, create a normal TGA file called <name>_nrm.tga. If you do not wish to have a normal effect, fill this image with 127, 127, 255.
  6. Next to your terrain material file, create a specular TGA file called <name>_spc.tga. If you do not wish to have a specular effect, fill this image with 0, 0, 0.

For example, if your <name>.terrainmaterial file might look like:

material =
{
    alp = "<name>_alp",
    dif = "<name>_dif",
    nrm = "<name>_nrm",
    spc = "<name>_spc",
}

Using Splat Assets

  1. In the World Builder, enter Splat Placement.
  2. Under Textures, select your splat.
  3. Right click on the terrain to place your splat.

Creating Tile Assets

Tile assets are composed of diffuse, normal and specular TGA files, and a terrain material file. To create a new tile asset:

  1. Expand data\art\scenarios\textures\tiles and double click your tiles folder.
  2. In your tiles folder, create a terrain material file called <name>.terrainmaterial.
  3. Next to your terrain material file, create a diffuse TGA file called <name>_dif.tga. This is the color of your decal.
  4. Next to your terrain material file, create a normal TGA file called <name>_nrm.tga. If you do not wish to have a normal effect, fill this image with 127, 127, 255.
  5. Next to your terrain material file, create a specular TGA file called <name>_spc.tga. If you do not wish to have a specular effect, fill this image with 0, 0, 0.

For example, if your <name>.terrainmaterial file might look like:

material =
{
    dif = "<name>_dif",
    nrm = "<name>_nrm",
    spc = "<name>_spc",
}

Creating FX Assets

FX are particle effects that can be placed in your scenario. To add FX to your asset pack:

  1. Right click on the data alias and select Add Burn FX…
  2. Select a folder for your FX (it is recommended that your create a new folder) and click OK.
  3. Double click your FX folder to launch the FX Editor.
  4. Create an FX in the FX editor and save it.

Using FX Assets

  1. In the World Builder, enter Render Marker Prox.
  2. Under Marker Mode, select Action Markers.
  3. Right click on the terrain to place an action marker, then select it.
  4. Click Edit Action.
  5. Using the New Commander combo box, select fx_attach.
  6. Click the button next to the fx_attach\fx property and select your FX.
  7. Click Apply Changes.

Completing The Asset Pack

  1. If you wish to update the Steam Workshop name/description of your asset:
    1. Expand info then double click your asset's name. The Mod Info dialog should appear.
    2. Edit your asset's name or description.
  2. If you wish to add a Steam Workshop preview image for your asset:
    1. Right click on info and select Add Burn File…
    2. Browse to your preview image and select it. It should be a TGA image with a resolution of 280x280.
    3. Right click on your preview image and select Add Burn Settings then generic-image to data-rgt. This will compress the image decreasing the size of your mod.

Testing the Asset Pack

  1. Click Build then select Build.
    • A dialog will appear informing you that the build is in progress, wait for it to complete.
    • If the build is a success, your asset will be copied to your Documents\My Games\Company of Heroes 2\mods\assets folder.
  2. See using asset packs.
  3. If you are happy with your asset and wish to publish it to the Steam Workshop:
    1. Select the Modding HUB from the Company of Heroes 2 Main Menu.
    2. Select the Manage tab.
    3. Select your asset pack.
    4. Click Publish.