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Stellaris Dev Diary #32 - Modding art

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!
 
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Important question for the gamers with a weak computer :

Like CK2 (or a civ from Firaxis or Endless Legend from Amplitude), the game become more laggy with times or the game dont change ? With my computers, I can play on a very huge map of civ 5 or I can start in 769 in CK2, but after few hours (30 ?), my game become very laggy and it is very annoying to waste my save.

If my computer can not play on a map with 1000 stars, it is ok, I will play on 200, but I would like know that at the beginning of a game. Not after 100 hours. :)

So, did you test the perf of the game and see the difference betwin early, middle and late game ?
 
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.. Would still be nice to have a Blender exporter.. :'(

The current setup is not really a big hurdle though. You can even download maya trial free for 30 days to use until another plug-in is available.

As for developing blender custom plug in, I don't think it's going to be easy. If you look at the exporter guide in the wiki, the textures are closely integrated to maya hypershade.
 
5000 is just a test, have not tried playing with that number. I believe it would work, but be very laggy.

I don't know why but we need 5000 Stars. Stars like the Blorg...more is better. I hope this will be released maybe not may the 9th but in later DLC or expansion pack :)
Good luck tomorrow all multiplayer participants!
 
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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! :)
 
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So that you insect race has a Queen model for your ruler, a lieutenant for you leaders, and a third model for your pops.

Need this. I hope to see some of these created by modders, too bad my art skills are not any good.

In this test we have more than 5000 stars

Is this huge galaxy GPU-heavy or CPU-heavy? I have suboptimal video card, is it going to be a gamebreaker if I try a static galaxy with a lot of stars?
 
Please,someone make a Ironsky style ship,you know that look like an airship,i love this Steam/DieselPunk style star empire.
zepp6.jpg
Space Kirov reporting.
Excellent, now all I have to do is...



...to wait until talented, skillful and diligent people made great mods for me. :)
Somehow I don't think it will take long. I'm betting the internets have a veritable cornucopia of models and textures of space vessels, both from every known sci-fi franchise and entirely novel designs, that will need relatively little fiddling to get them working with Stellaris. Ditto alien portraits. The only delay will be that modders will probably be too busy playing the game to mod it.
 
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Will custom ship designs and races be supported by the game? Can we please have competitions where the result is a new species/ship type added to the game?

Since these are cosmetic, it would be great for us all to gain additional content and you guys get free cosmetic DLC!
 
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.

hello ! i have a question !
i have a huge scenario in a book and want to create it here in the game !
so if i want use +1000 systeme like (3000) and put AI empires on specefic regions of the galaxy i need to use a mod or i can customize this from the game ???
plz answer me plz !!!

edit : this is a question so why people disagree ? its not an opignon ! i just want know if i can choose +1000 systeme and location of AI empires !
i never seen people disagree with a question until now !
 
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Omg

How do they even think they will be able to sell any cosmetic dlcs with this setup?

I am VERY pleased and really looking forward to this.
 
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the only thing i want to have confirmed now is that the game will first use all portraits and ship models i have installed, vanilla and mod stuff, before we see something twice.

ok we would have to install like 500 ships.. but i am willing to do that :D
 
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In this test we have more than 5000 stars, which still renders smoothly. Might have to optimize the game a bit though :)

Could we please see more of this gorgeous thing? Could we get a shot of the entire thing? :eek: <3
And just out of curiosity, could someone please try to playtest that thing for 5 mins to see how it works?
 
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dat 5000 star galaxy though

It may be unplayable now, but by the time Stellaris is as old as EU4 is now? I reckon there'll be a lot of machines out there that can handle something that size
 
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Given the size of the galaxy shown, you could basically import the base-line map for New Eden (the EVE Online universe) without too much trouble.
Its visible map (not counting the invisible Wormhole systems) contains ~5400 star systems. :)

Now I'm curious if the Map Database dump (which contains coordinates for every single known-space star) could be imported for a custom map... Especially since it should also include hyperlane data.
 
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