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This process takes a bit of trial and error but shouldn’t be too hard. This is the more tedious part of the process, as you now need to assign each texture to each mesh within the model.
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This will create a new model file called orc_sh in this case.Īs you can see, the model does not have any textures applied to it. I recommend you store the textures alongside the.
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Open the JoroDox app and select your mod directory. This is only possible with the JoroDox app. Now you need to convert the model into Paradox’s. I recommend somewhere in your mod structure so JoroDox can easily read it. Name the model and select an appropriate directory for it. In Blender go to File -> Export -> Collada (Default) (.dae). However this is probably not the case with other formats, so good luck. OBJ file correctly, there is nothing I need to do to export it properly. Since WoWModelViewer exports the model’s. The model should now appear in Blender like so: So in Blender, go to File -> Import -> Wavefront (.obj) and select your models. I’ve found Blender does this without issue, whereas Maya appears to cause an issue with the UV count. To prepare the model for JoroDox, you will need to convert the model into the Collada format. I also created the normal files for each of the textures, which you can do in Photoshop with the NVIDIA Texture Tools. PNG files however, since you’ll need them to load the model in Blender. OBJ format, although it is likely applicable to a few other formats that convert to Collada (.DAE).Įxporting this model created these files:įirst off open your texture files and re-save them into.
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In WoWModelViewer, I clicked on File -> Export -> OBJ. Here is a orc I’ve found that I’d like to add into my mod: In this tutorial I will be using WoWModelViewer to find a suitable model. You can access the app through Chrome here.įirst off you’ll need to either find or create a model. This tutorial will go over how to add custom 3D models into Europa Universalis 4.īig thanks to Joror for creating the JoroDox app.
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