I am currently trying to create some new items like guns etc but am not sure how to go about doing it...
Can someone tell me how can i start this process? (Or point me to a tutorial of sorts?)
Thanks in advanced
Pretty sure your answer is somewhere in the forums as i looked into it.
You need a program for 3d graphic, like 3DS MAX, which cost a fortune and the correct plugging for hkb file. Also, you will need an image editing software for icons, like Gimpshop which is free.
There is sorta kinda the Blender option... Blender is a free open source modeling program.
Back in 2010 someone posted a detailed thread or two talking about how to export models from Blender via Havok to the hkb format. Unfortunately, there wasn't a way at the time for Blender to view hkb files directly, or any way to import them into Blender (to modify them).
I just checked the Blender site, and didn't find anything new about .hkb support. So you may have to go another route if you want to work with any of the existing files, as far as I can tell.
Icons, Medallions, etc. of course are in a much more usable format, and .dds files can be manipulated in Photoshop with the right plugin, so Textures are still within in our reach at least.
So, if you can think of a clever way to make that Crossbow look like a rifle using textures...
Yeah i was thinking of using the crossbow graphic as well...
How are textures connected to HKBs...is it juts a graphic overlay?
Would the game just apply mytexture to the crossbow model?
Yes that would apply the custom texture to the model. Although the Gfx\HKB\Armor\ is unnecessary. Use the mod folder.
Would you be able to point me to that thread? I found a blender model i might use...
Try these three threads:
I think the last one is the one you want, but I'm not certain, and you'll probably want to at least look at the others, as well.
Found this thread as well...
But it looks like it only exports to hkx file and not hkb... not sure if the game takes in hkx files
hkx is hkb, just change the file ending. hkx, by the way, is havok format.
I followed all the instructions and managed to obtain the hkx file and i have renamed the file to a hkb file.
1) Updated my xmls to use the new hkb and png files (png i saved from blender)
2) When i go into the game and select my new weapon i can see is blank... any suggestions on what i did wrong?
PS: What filters do you use in Havok when you are creating an item?
Use the havok preview tool to compare your imported files versus the files used by the game.
I tried this myself a while back (taking a weapon in blender and going through the process to create a hkx) and had the same outcome... looked ok in the Havok preview tool but I couldn't get it to appear in game.
But, I had no idea what I was doing really.
@Auggie12 - good luck keep at it, keep us posted on your progress.
i just realized my xml file was using the hkx file instead of the hkb file.
I renamed my hkx file to hkb, updated my xml and rerun the game... now the game just crashes when i choose my new weapon...
lol still trying!
I did and compared the W_Crossbow_01.hkb to the model... looks normal
Did you use havok content tools 7.1 32-bit? Did you "write to platform" as format Packfile - Platform win32 MSVC? Upload your imported file somewhere so I can take a look.
I think i was using the 2011 version 32bit... not sure which version i should be using tbh...
The options i chose are binary and packfile when i am doing "Run configuration"
Here are the files
https://dl.dropboxusercontent.com/u/5833852/Pistol.hkx (Don't think i sized the pistol properly)
You should be using 7.1 32-bit. Other versions will not work.
You should be using format Packfile and platform Win32 MSVC. Other settings will not work.
If you didn't do those things, re-do them.
ahh reinstalling the correct version of Havok worked!!! thanks!
Good one! How about a pic?
Did you pretty much do it this way:
Yes i did, the only differences is that i used the Havok (7.1 32 bit) version that Heavefall recommended
Here is the pic
Awesome well done. Will have to give it another go.
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