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  1. PunishedKAsual

    A Simple Guide to Texture Modding

    I suppose you are trying to edit the animated 3D flags ON the ship mask. In that case, you have unfortunately mistaken the files. The files under World_of_Warships_Eu\res_mods\\res\gui\ensigns\ discerns the flags icons on the flag menu, not the actual flags. For editing the flags themselves, you will need to acquire the file \res\content\gameplay\common\flags\flags.dds. After you unpacked the said .dds file, simply open it in Paint.NET and swap out the flag you want to replace, and then save it to the appropriate file path in res_mod\ . Once you have done that, your flags should be modified as you wish in the client upon a new start-up. By the way, the flags.dds file has to be updated for every major update, as new flags are added to the flag.dds eachtime and the map will shift around. Simply copy and paste the pixels from the old to the new should be adequate and easy for most occasions.
  2. First, thanks for the feedback and compliment! It's always nice to hear back from the community, knowing that players are enjoying the work of us modders! For Worcester, I'm certain that similar mods for disabling such "special skins" has been created before by some fellow modders. However, given the lack of documentation and access points for making such mods, I'm not sure if I can promise creating such items. Still , I will be on the look out. On the topic of Harugumo and Kitakaze, the Tier 9 and 10 were not modded as the goal of this mod is to "recreate the Katakana paintjob of IJN Destroyers". Akizuki, on the other hand, has been included in this modpack since the very first version and in the current version, as the following screenshot shall illustrate.
  3. Update 0.8.5 support for version 0.8.5 Download Link: https://drive.google.com/open?id=1cC7SDGkb56CWvgzW8WWo17es7fg5cBOI
  4. A simple step-by-step guide to extracting and preparing PnF modding files (with skill and knowledge you too can make amazing mods like these, not that i can. LMAO) Image Courtesy: AstreTunes (Yuudachi_Kai_Ni) from SEA Group. He also contributed significantly to this guide. Preface/What's the point of this guide This guide is written as a step-by-step tutorial to extract files and how to prepare them for release. What’s PnF modding? PnF modding is modding with wows ModsSDK, a modding tool provided by Wargaming Studio. With PnFmodding and ModsSDK, one opens up many possibilities with modding such as replacing textures, 3D models and fine adjustments to various parameters compared to conventional modding methods. Also, you can edit files to only affect a ship. This is especially useful if the ships you want to mod contains files that are shared (most frequently turrets and various small objects) If, however, the mods you wish to make are more basic, such as simple texture tweeking and modification, you might not need to use PnF mods. A further guide to texture modding will soon be released on the topic of camouflages and texture editing sometime in the future. Guide Tools/ resources you’ll need: 1. A Text Editor A capable text editor is needed to edit various configuration files. Examples being NotePad++, Atom, VIM, Microsoft Visual Studio (the last one is a bit extreme if im honest). Please do not use the notepad.exe that came included with your windows installation. 2. Paint.NET/ GIMP with dds plugin / Photoshop with dds plugin Paint.NET is free and lightweight but the UI is rather rudimentary. GIMP is free opensource software thats very capable. Photoshop with dds plugin will involve licensing fees. 3. ModsSDK.zip Released by Wargaming staff, this is a file that contains various files necessary to extracting information of ships. Note that with each update, a separate version of ModsSDK.zip is required to extract PnF mod files. These resources are easily accessible from the forum. Extracting files 1. Create a folder structure in file path \res_mod\version number\ called PnFMods 1.1. Create a folder called “ModsSDKExport” 2. Inside the ModsSDKExport folder, create a file called“Main.py”, then open it with a text editor. Write the following lines API_VERSION = 'API_v1.0' contentSdk.extractSources('ModName', 'ShipID') Replace SuperYamato with your mods name and replace JSB018_Yamato_1944 with the ship ID of the ship you want to mod. A possible way to find ShipIDs is to peep into the ModsSDK.zip . In this example, I create a mod with name "AsashioMod" modifying Tier 8 Destroyer Asashio (ShipID JSD518_Asashio) 3. Place the ModsSDK.zip inside the “PnFMods” folder. If the ModsSDK.zip file contain a version number like ModsSDK084834570293748.zip , simply rename the zip file to “ModsSDK.zip”. 4. Launch World of Warships normally. 5. After your game has been loaded successfully, a folder will automatically generate inside \PnFMods\ In this example, a folder called "AsashioMod" is generated containing all the relevant files needed. Before proceeding, you are recommended to rename the /ModsSDKExport/Main.py file into /ModsSDKExport/Main.txt . Otherwise the game will overwrite the PnF mod folder every-time the game loads and prevent you from logging in. Ruining all your hard work and wasting all your time. When renamed to a txt file, the PnF mod extraction process will no trigger and you have can easily reuse the Main.py file should you want to extract files for another ship. Editing In depth guide to editing specific files will be out-of-scope for this guide. The Folder Structure and file names should be self explanatory to what each file does. Never, here is a list of general description of what some of the files do. Files with extension .dds These are directdraw surface files that serves as textures of 3D models. Use Paint.NET\GIMP\or Photoshop to edit them. _a.dds : this file is the Base texture you edit that directly affect the skin _ao.dds: ambient occlusion, that helps the game to load a pre-rendered shadow _mg.dds : specular- determines the shininess and color of reflected environment light _n.dds : normal map- this adds the blue texture files allow you to create dents and grooves on the surface of a model Files with extension .mfm .mfm files control which texture files the Game Client look up. Editing them will allow you to designed files with alternatives. Files with extension .primitives These are 3D model files. Regrettably I do not know what software are used to open/edit them, nor do i know about the procedure involved. Perhaps other modders will be able to comment on this. Readying your mod for game There are some preparations required in order to successfully load your mods. 1. Create a empty file called PnFModsLoader.py in res_mod\[version number] This file is needed to initiate PnFMod loading. 2. Create a file called Main.py containing the following lines API_VERSION = 'API_v1.0' contentSdk.registerShipMod('ShipID') Replace ShipID with the Ship ID of the ship you are modding. 3. Remove unneccesary file like ModsSDKExport and the Main.py file before sharing Troubleshooting Unfortunately, I’m not the most knowledgeable modder when it comes to PnFMod modding. While my esteemed colleagues at NA server and EU are compiling a comprehensive manual covering various aspects , there are only so much I can answer about PnFModding. However, should you come across a problem when modding with the ModsSDK, I strongly advise you to check out the python.log file in directory \World_of_Warships\profile . The log file is readable with any text editors and searching for your own mod’s name inside the log should easily return relevant error messages. Common Problems 1. Texture not found on deck-house glasses This problem is caused by a loose end in the transparent_glass_alpha.mfm configuration file. To fix this, open the transparent_glass_alpha.mfm and edit the <texture> file path to the following content/gameplay/common/textures/transparent_glass_alpha_a.dds 2.Texture not found on aircraft propellers Similar to problem 1, the solution to the problem would be in the propeller mfm file (file name would end in something like Blade_02_alpha.mfm) content/gameplay/common/textures/German_Disk_3Blade_02_alpha_a.dds Acknowledgement A few fellow modders and WG staffs has helped me in gaining knowledge about PnF modding. At the end of this simple guide, I would like to give them a shout out. They are AstreTunes (EU, Yuudachi_Kai_Ni) CompassRose (NA server) MatroseFuchs (WG) Sub_Octavian (WG) MedvedevTD (WG) Aerroon () o_fingers_o (NA) Good Luck and happy modding, fellow modders!
  5. A Simple Guide to Texture Modding (yes please I want to write number on my Daring's stern) Source: PunishedKAsual Royal Navy Destroyer Pennant Number & Funnel Bands Mod by [KA]sual Itasha (痛車) but for ships. Image courtesy: @Compass_Rose, a eminent modder from NA server who does a ton of anime-themed modding. Be sure to check out his works at the Visual Mod section on the forum! Foreword Do you want to put your anime waifu onto the side of the ship? Interested in adding hull numbers to your Cruiser? Wanna change the wooden deck to a metallic one? Texture modding allows you to modify the exterior appearances to your liking. This guide serves as a exposition and introductory manual to the world of texture modding The actual Guide starts here... Tools you will need 1. Wows Unpacker A tool released by Wargaming. You need it to extract relevant files from the WoWs Game Client. You can acquire the software and a guide here https://forum.worldofwarships.eu/topic/113847-all-wows-unpack-tool-unpack-game-client-resources/ 2. Image manipulation program (Paint.NET/ GIMP / Photoshop) A image manipulation software such as Paint.NET, GIMP and Photoshop is needed to edit .dds texture files. Paint.NET is a lightweight freeware. While the software is capable for simple edits, on more complex edits, one will quickly find the Paint.NET ‘s functionality on the rudimentary side, limiting the potential of what you can do. GIMP is a open source software counterpart to Photoshop. To open and edit dds file you will want to download a DDS plugin for GIMP. Photoshop(+ Nvidia dds plugin). Software of my choice. The creative suite boast an all-rounded creation tool and UI optimized for. However, the software will incur licensing fees. 3. Wows Client Obviously. 4. Patience, Perseverance and Love (very important!) Modding is quite a timeconsuming and can be frustrating at time. Keep up your love on your shipfu to make amazing mods! Extracting Files Open the wows unpack tool A ship texture files are stored in the /res/content/gameplay/ with a logical file structure. Simply natvigate. For example, textures files for USS Battleship Iowa are located in res/content/gameplay/ship/battleship/textures/ and files for German Destroyer Z39 would reside in res/content\gameplay\germany\ship\destroyer\textures . Similarly, turrets, torp tubes, radar arrays are all packed in a similar file structure. For every ship in the game, there would be a set of 4 basic texture files that ends in _a.dds, _o.dds, _mg.dds, n.dds. Larger ships will involve multiple sets of texture files for their Hull(hull_a.dds), Superstructure (deckhouse_a.dds) and Torpedo Bulges(bulge_a.dds). Each of the files serves an unique propose in the appearance of the ship, together they form the full picture. Not all mods need to modify all 4 files, if you are only editing a limited aspect of a ship, say only the surface of the deck on a carrier, you might only need to extract the _a.dds file, instead of a bulk of 12 files. Be aware that some files (such as gun turrets, torp tubes, radar arrays and other small objects) are commonly shared between multiple ships. Editing one such file will affect the appearances of multiple ships. To avoid unwanted edits, one will find the advanced modding technique "PnFmodding" useful with which one may easily control the scope of effects. Learn more about PnFmodding with this introductory guide I've written. what does each of the .dds file type do Here is a brief description of what the files do. Notice the x in _x.dds indicate their role in the ship texture package. a.dds controls the skin of the ship. Most of your interests will fall here ao.dds is "ambient occlusion " that helps the game to load a shadow effect mg.dds controls various parameter of the "specular" map, elaborated in the next section n.dds are “normal maps”. The blue texture files allow you to create dents and grooves on the surface [pitfall] Some ships (usually premium ships) has extra files that ends in .dd0, .dd1, .dd2 in addition to the .dds files. They exist as more elaborate rendering files for at different zoom levels. In this scenario, you are recommended to extract the files ending in .dd0 (the file with highest resolution), and then renaming the file extension from .dd0 to .dds before proceeding. Editing Texture files Using the Image Manipulation Program of your choice, open the .dds file you wish to edit. I won't go too deep into the technicalities of the software, but I will give share insight to how to use these files and some tricks. [Pitfall] As mentioned above, despite the editing power,Photoshop with Nvidia DDS plugin will have some compatibility issue with transparent texture. If you so prefer using Photoshop for editing, I would recommend first using Paint.NET to convert the DDS file into a PNG file , and then edit the PNG file in Photoshop. _a.dds (skin) This is probably what most mod creators will focus their attention on. Modifying this texture will directly modify the hull on the. The first thing you want to do with the a.dds is to identify where the parts of texture files are mapping to the ship. Some ship texture files would be more straightforward and some might not be so easy to decipher. Identifying the bit of superstructures is usually time consuming as they tend to include small and similar fragments of textures. The picture above shows a rough breakdown of Asashio's texture. Be aware that some textures are mirrored to the orientation of the in game rendering. Flip adjustments accordingly when you are editing these areas. Mercifully, esteemed Fellow mod creators TheKingOfUm(EU server) and IsamuKondera(EU server), has created elegant solutions to aid the process of identifying texture parts. For the sake of tidiness, I've included their solution in the Spoiler drawer below. Click to see the spoiler content TheKingOfUm: IsamuKondera(EU) has suggested exporting the 3D model to obtain the UV map with primitive/object converting tools to directly edit the files as 3D objects. Details for this method will be added later. Notice that, due to the way the WoWs rendering engine works, the game will interpret the texture brighter than it’s in the image manipulation software. This would be self evident when you check out the white areas on the flag.dds and some material that appear as white, where the “white part” has a brightness value of less than 70%. If you are importing textures directly and pasting them on the model directly, you might like to reduce the brightness of that layer ever so slightly to match the brightness level. Of course, if you are going for a “cleaner” artistic direction, or is making a glow-in-the-dark mod, you might safely ignore this piece of advice. _ao.dds (shadow details) _ao.dds are used to create fine shadows on the 3D texture. _mg.dds (specular) _mg.dds files has multi-fold functions. It determines the shininess and color of reflected environment light. Each pixel’s RGB values acts effectively as the local parameter of the area. For each pixel’s RGB value: R controls roughness, the material gets smoother when R increases G controls reflection strength B controls camo/glow strength An common application of the .mg dds is to edit the texture map's various areas to partially/ completely disable camouflages. For example, in my Historical IJN DD camouflage mod, I exploited this property of mg.dds to create "cut outs" on areas affected by the ship camoufalge. ...which result in this effect Alternatively, if you are making a glowing mod, manipulating the B value is one of the way to achieve a glowing effect. _n.dds (normal map) As outlined above, the function of normal map is to create subtle dents and grooves on the model surface. In order to create the depth effects, Photoshop’s DDs Plugin includes a filter that can automatically generate Normal Maps for a _n.dds. I also believe that the GIMP dds plugin provides similar functionality.you might manually edit the texture color should you so prefer. Unfortunately, my computer seems to have some issue with the Normal Map Generator, so I cannot demonstrate how to create normal map right now. Nevertheless, web searching with keyword “Normal Map” should reward you with plenty of tutorials. Exporting and loading them in game Now that you are satisfied with the edit you’ve made, you will want to export the texture files for game-play and sharing. Simply Click "File>Save As..." in your menu and select [.dds] in the "save as type" drop down menu. You will encounter a pop-up box prompting various parameter for the .dds file. Preferably, you should choose one of the DXT formats with alpha (transparency). While some of the alternative setttings like A8R8G8B8 may return higher quality, they comes also with troubles in the form of compatibility, larger file sizes, longer loading time and worse of all, WoWs engine will refuse reading some of them, leading to a crash/ failed battle loading. As such, you are advised to use DxT formats. [Very important!] Ensure that you have the appropriate file name and file paths when saving your files. [Very important!] Ensure that the file you create has the same dimension as the original files. An alternative when using Photoshop to edit files is to first save the texture as a .png file, and then use Paint.NET to convert the .png into a .dds file. The advantage of this method is that, for reasons unknown to me, generating .dds with Paint.NET results in a file that’s slightly smaller compared to files output from Adobe Photoshop. After you saved, the files to res_mod\[game_version]\ with a suitable folder structure, the game will automatically. Hint: texture mods usually does not require a game restart to load. For more an efficient development process, open the game and load all the relevant files into res_mod, and edit the files on the fly. To refresh your texture edit progress, simply save the .dds, load another ship by clicking another ship in the port, and click the ship you are modding again. Your modified textures should show up immediately. [End of Texture modding Guide] Thanks for reading through my humble guide to texture modding. If you have any question regarding the process, please leave a comment below. Further Reading/ Useful Links / Citations You might find some of the following links useful in your modding endeavors. 1. Aerroon. (2015), WoWS: Guide - How to make ship skin mods ( In which Aerroon demonstrates the mod making process. The video is dated from the early days of World of Warships and some procedures / workflow are different. 2. https://forum.worldofwarships.com/topic/42655-tutorial-how-to-create-your-own-skins/ Here some veteran modders discuss the functionality of some texture files. Acknowledgement A good number of WoWs community members has helped me along my journey of modding, as well as in writing this guide. I wish to express my gratitude here. Aerroon Aslain’s AstreTunes CompassRose GrafZeppelinKai IsamuKondera KinoMyu MatroseFuchs (WG) MedvedevTD (WG) o_fingers_o TheKingOfUm IsamuKondera Also, I would like to thank Wargaming for their continued appreciation and assistance to the Modder community. Good luck and happy modding, fellow modders!
  6. Update 0.8.4 New Content: Yukikaze (AL Yukikaze) Yukikaze (AL Yukikaze) has been modded into her historical appearance. All turrets, torpedo tubes and range finders sports a faithful presentation of Yukikaze's true colors. Like the other camoflage mod in this mod pack, the modded appearances will stand with all types of camouflages. I have MatroseFuchs, AstreTunes and CompassRose to thank for making this possible. To preview the new content, click the spoiler tag below. 0.8.4.x Download Link: https://drive.google.com/open?id=1dqSAtDPSeoqLc-FCTFPP4aqQ1DOwugE2
  7. Update 0.8.3 V2 New Content: Yuudachi It's with enthusiasm and excitement to announce that we have YUUDACHI (Tier 7 IJN DD) included in this update of our Mod ahead of her release. In spite of the fact where yuudachi is still in testing, you may preview the effect the mod in game if you have installed a extended tech-tree mod. For a sneakpeak of what Yuudachi looks like, click the spoiler popup. Download Link: https://drive.google.com/file/d/1J2uIZXg5OALOvE2ELIT3EOIl15DTOl8o/view?usp=sharing
  8. Historical IJN DDs camouflage mod with markings & numbering !!! In memory of those departed ------------------------------------------ wowsg GmbH proudly presents Historical IJN DDs mod with markings & numbering by [KA]sual This mod alters the visual appearances of Premium IJN DD ships into historical appearances with Markings on Hull and Funnelss. The Hull color is also calibrated to accurately represent the original hue of paint used by the ports where they were built and based off. ------------------------------------- Reworked Mod (New on April 2019) Due to popular demand and numerous report of errors, the IJN DD mod has been reimplemented to avoid compatibility issues. In addition, the new implementation method opens up new possibility for more diverse camouflage usage. Previously, the featured Katakana markings only shows up when using "Permanent Camouflages". With the new IJN DD mod version, players will see the lovely markings across all types of camouflage.(with the exception of specialty camouflages such as Halloween & Space Skins). Sample of New effects ------------------------------------- Ships modified 6 Fubuki Hatsuharu Shinomeme 7 Akatsuki Shiratsuyu 8 Kagerou Akizuki Asashio 9 Yuugumo 10 Shima Preview: Akatsuki presented as "Hibiki" Yuugumo presented as "Kazagumo" --------------------------------- Official Releases Recommended Install Method: Download Via Aslain's Modpack For hassle-free installing, install via Aslain's modpack. 0.8.5.x Manual install link; https://drive.google.com/open?id=1cC7SDGkb56CWvgzW8WWo17es7fg5cBOI (updated) 27 June 2019; Version 0.8.5 ver 0 Old/legacy Versions 0.8.4https://drive.google.com/open?id=1dqSAtDPSeoqLc-FCTFPP4aqQ1DOwugE2 For easier installation: the mod is available on Aslain's mod pack Updated May 2019 2018 October 15
  9. USN Destroyer Peace Time Hull Number Mod [Tier 6-10] [KAsual] [All Versions] Faith, courage, service true, With honor over, honor over all. ----------------------------- US Navy Peace Time Hull Number Mod by [KAsual] Adds Hull numbers to bow and stern of the ships Works with all camouflage types. --------------------------------------------- Ships modified 6 Farragut 7 Mahan (both hull A+B & hull C) 7 Sims 8 Benson 9 Fletcher 10 Gearing --------------------------------------------- Preview Preview the mod at https://imgur.com/a/Wl04FRn ----------------------------------------- Download No update required [PreRelease] https://drive.google.com/file/d/1KI9Fs05_7I8xIkRhJmkmJgyP5XKlRPnn/view?usp=sharing Released 31 October 2018
  10. [All versions] Royal Navy Destroyer Pennant Number Mod [Tier 5 - 10] by [KA]sual God save our noble King Long live our noble King ----------------------------- Royal Navy Destroyer Pennant Number Mod by [KAsual] Adds Pennant Number denoting Identity of the destroyers. Adds Funnel Bands that identify the Flotilla group of DDs. Replaces hideous Windows included (TM) Verdena fonts Cossack with better rendition of historical markings. Works with all camouflage types. --------------------------------------------- Ships modified 5 Acasta 6 Icarus 7 Jervis 8 Lightning Cossack 9 Jutland 10 Daring Samples Selected samples View Full preview at https://imgur.com/a/O5CJX6p Icarus D03 Triple Red Funnel Bands (3drd Flotilla) Tier 7 HMS Jervis G00 (No it is not Goo) Red over Black funnel bands Tier X Daring D05 with stylized white border ----------------------------------------- Downloads: [All Versions] https://drive.google.com/open?id=16pRhGKnioUtdcblpIt4VZ1W1q9bj4lkh Unarchive the files and put in res_mod/[GameVersion]/