• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Aerie

Art Director
Paradox Staff
59 Badges
Feb 11, 2009
186
2.851
  • Knights of Honor
  • Europa Universalis IV
  • Supreme Ruler 2020
  • Crusader Kings Complete
  • War of the Roses
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2 - Signup Campaign
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Knights of Pen and Paper +1 Edition
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Magicka
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Starvoid
  • Teleglitch: Die More Edition
  • Europa Universalis III
  • Arsenal of Democracy
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Dungeonland
  • Leviathan: Warships
  • Divine Wind
  • Europa Universalis IV: Conquest of Paradise
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Impire
  • King Arthur II
Hello Modders. Today's dev diary will be about modding art, and give a cursory glance at what is possible to do in Stellaris. We will mainly talk about characters and ships in this dev diary. Today we are releasing our Maya exporter, which opens up a whole new world of possibilities for modders. So, provided you have the skills in Maya and Photoshop, you can do anything you want - anything we have done, you can do too!

(more info and links can be found at the end of this post)


For characters, you have two options. The simpler one is static 2d avatars. These are just an image with transparency that is used directly in-game. They don't require Maya or any other fancy tools, and will likely be the initial choice for most modders. Static portraits are not used by the core game, but the functionality is there for the modders. There is an example for this in the games files, where we specify the species, so you just add textures and point to them in the files and you get new species.

01_character.jpg



All the characters we have created for Stellaris are animated 2D portraits. What we do is we draw characters in Photoshop, and split the images up into separate parts for anything that will be in a different layer, looking something like the picture below. We then create a plane for each asset in Maya, and layer them correctly.


02_character_split_up.jpg



If you want to create an animated character, you have two options. One, you can mod an existing one by modifying an existing character’s texture. This is desirable if you don't want to or can't use Maya for any reason but your Photoshop skills are high. This is a bit limiting of course, since you can only change the look so much within the confines of that character. The animations will of course be the same, so you can't move the eyes etc.
If you want to do this, take an existing texture and add some more colors to the entire texture, and you can see the entire area you have to work with.There is some space outside the edge of the character to work with.

Secondly, if you have some Maya skills, you have more freedom. The level of knowledge required is really not that high. Just creating a few planes, cutting, creating some joints and simple animations. What you do is you create texture similar to ours, then create a few different planes and cut out each area. Build a simple rig, and add some animation.

03_maya_character_cutup.jpg

04_character_rigged_side.jpg

05_character_rigged.jpg

You can also mod in more clothes, triggering the use of different outfits in different situations. In the game currently we use this for the different leader types such as scientist, admiral etc. We also use this for the rulers, so that if you are a militaristic society, your ruler will wear a military uniform. This has very few limits, and could be used to create some very unique characters.

There is another layer where you can add other things to you characters with the help of triggers. We use it to add the different hairstyles for the humans, but you could just as well add glasses to your characters, or some other visual attribute.

If you are feeling fancy, you could even extend a race to use multiple portraits. So that you insect race has a Queen model for your ruler, a lieutenant for you leaders, and a third model for your pops.

Though all the portraits in the game are shown as 2D, they are technically 3D and there is nothing really stopping you from adding a 3D model (though we have yet to try that ourselves).

If you wish to know exactly how to add new portraits, there is a detailed guide on the wiki:
http://www.stellariswiki.com/Portrait_modding



Moving on to to ships. With the release of our maya exporter, you can now create any model you like and add it to the game. The process is very straightforward. You build your mesh and use maya to export it. There is fairly little to be said simply because most things are theoretically possible to do. If you want ships with like 5 sections you can do that. Vertical ships? Sure. Organic ships? Absolutely.

Stations are also technically ships that don't move, so these are of course modable as well.


Code:
corvette = {
    max_speed = 5.25
    acceleration = 0.35
    rotation_speed = 0.1
    combat_max_speed = 1.5
    combat_rotation_speed = 0.08
    collision_radius = 2.0
    modifier = {
        ship_armor_add = 3
    }
    max_hitpoints = 300
    size_multiplier = 1
    fleet_slot_size = 1
    section_slots = { "mid" = { locator = "part1" } }
    num_target_locators = 2
    is_space_station = no
    icon_frame = 2
    base_buildtime = 60
    can_have_federation_design = yes
    enable_default_design = yes    #if yes, countries will have an auto-generated design at start 
 
    prerequisites = { "tech_spaceport_1" }
 
    class = shipclass_military
    required_component_set = "ftl_components"
    required_component_set = "combat_computers"
    required_component_set = "thruster_components"
    required_component_set = "ship_sensor_components"
}


You can place any number of locators on the ships. You can, for example, add locators to where on the ship enemies ships will aim, so that they don't all hit the center. You can also add locators for where the guns will be and where the engines are. You can easily add guns to your ship without having visible turrets, which is likely what most modders will do.

With all these new possibilities, I very much look forward to what the community will produce.


If you want to download the exporter right away, go to
https://accounts.paradoxplaza.com/profile/downloads

More details on the exporter can be found on the wiki:
http://www.stellariswiki.com/Maya_exporter

We also started a new sub-forum for the exporter.
https://forum.paradoxplaza.com/forum/index.php?forums/clausewitz-maya-exporter-modding-tool.935/



We have recently worked on support for static galaxies. This will allow users to create a specific galaxy to use for specific scenarios. In this test we have more than 5000 stars, which still renders smoothly. Might have to optimize the game a bit though :)

stellaris_dev_diary_31_01_20160502_galaxy_test.jpg


And also a video for you guys!
 
Last edited by a moderator:
  • 169
  • 62
Reactions:
That is one badass hyperlane in the top of the image. Could that happen in a "natural" galaxy?

All the hyperlanes are generated by the game here, so if the stars are positioned in this way, this what you get.
There is support for scripting manual hyperlanes though.
 
  • 40
  • 6
Reactions:
When you say photoshop, you're not ruling out similar programs like Gimp, right?

Can't wait to fool around with this! Only 2 days until the last final!

You can use any paint software, as long as you can save it to .dds somehow.
 
  • 25
  • 4
Reactions:
Get your tools up and ready guys.. (We might need another sub-forum soon)

I'm a just little bit worried though about the maya exporter since it requires modder to at least have maya in hand to be able to export objects into .mesh. Maybe it's possible to somehow integrate the plugin with other 3d software e.g blender?

We will also release our .mesh format, so anyone with the skills can write an exporter for other software, like blender.
 
  • 30
  • 6
Reactions:
Does this mean that the vanilla max galaxy size is still 1000, or has it increased?

5000 is just a test, have not tried playing with that number. I believe it would work, but be very laggy.
 
  • 31
  • 2
Reactions:
Literally just this minute I am making WW2 models in Maya for potential HOI4 release (using the great but limited model exporter by @Joror) and I flick to the forums to be greeted with this wonderful news about a first-party Maya exporter!

Thank you so much. As a 3D artist and lover of Paradox games I will be sure to return the favour with the best models I can! :)
 
  • 11
  • 1
Reactions:
Right, yes, but by "scripting" you mean simply change a number in a field, just as we can change the end date to EUIV, correct?

I meant for the static galaxies, there is no hard cap for the amount of stars.
 
  • 12
Reactions:
I greatly appreciate your correspondence but I am now confused; can the hard cap for stars in a regular, dynamic galaxy be modified via the defines.lua file?

The levels for galaxy size are currently not included in defines.lua, I believe they are set in code.

Can you just say 2-3 sentences how to mod a static Galaxy effort-wise??

Would like to start my first game in a static one :rolleyes:

Basically you script each star.
system = { id = "0001" position = { x = -250 y = -200 } initializer = sol_system_initializer }
The initializer is not mandatory, if you leave it out you get a random name and system content.

You can also script hyperlanes

add_hyperlane = { from = "0001" to = "0002" }
prevent_hyperlane = { from = "0003" to = any }
 
  • 19
  • 2
Reactions:
Is there a defined size like 500x500 (x= -250 to +250; y=-250 to 250) ???

The default grid is -500 +500 for x and y. Though these values can be easily modified global. So if you for any reason have positions with a greater range, you dont need to convert that data.
 
  • 7
Reactions:
Right, yes, but by "scripting" you mean simply change a number in a field, just as we can change the end date to EUIV, correct?

So even via modding it's not possible to have more than 1000 stars in a random galaxy?

The parameters for random galaxies are also defined in script, where you can decide number of stars/systems, radius of the galaxy, a value-range of allowed Empire's that may spawn and more. You can go above 1000 stars (the limit will be on your machine being able to run a game of that many/large Empires all doing stuff late-game). Example below;
Code:
setup_scenario = {
   name = "huge"
   priority = 4           #priority decides in which order the scenarios are listed
   num_stars = 1000
   radius = 450           #should be less than 500, preferably less than ~460
   num_empires = { min = 1 max = 39 }   #limits player customization
   num_empire_default = 29
   fallen_empire_default = 5
   advanced_empire_default = 8
   colonizable_planet_odds = 1.0

   etc...
}


And if we would want to mod more specific values... for instance, the number of core planets allowed before incurring in penalties (allowing aggressive micromanagements of our empires)?

Yeah, stuff like that is in the defines-file;
Code:
CORE_SECTOR_PLANET_CAP           = 5,   -- Too many planets in core sector will apply modifier inefficient_planet_management.
SECTOR_CAP                 = 2,   -- Too many sectors will apply modifier inefficient_sector_management.
SECTOR_CAP_INCR               = 0.25,   -- 0.25 means that for every four planets an extra sector can be created.
 
  • 9
Reactions:
Great, so for us lazy folks who don't want to design static 5k-star galaxies, we can just put num_stars = 5000 and let the game do it for us.
Yup, you'll be able to set which shapes are valid for your customized scenario and the game will attempt to set up the galaxy in the form of a spiral with 2 arms, a ring or w/e.
 
  • 5
  • 1
Reactions: