TheBigLanowski Beta Tester 1,046 posts 8,508 battles Report post #1 Posted April 26, 2017 UPDATE (for modders) A short manual for Content SDK. Sorry for my English and good modding Content SDK allows modders to alter ship visual models and textures.Content SDK suggests that master resources for the ship are prepared prior to modding. To do this, you need to:1. Download ModsSDK_<update number>.zip. 2. Unpack it to "<game folder>/res_mods/<update number>". 3. Open the file "<game folder>/res_mods/<update number>/PnFMods/ModsSDKExport/Main.py" with Notepad and in the linecontentSdk.extractSources('SuperYamato', 'JSB018_Yamato_1944') Change 'SuperYamato' to your mod name, and change 'JSB018_Yamato_1944' to the modded ship ID.4. Save changes and launch the game.5. After the game is loaded "<game folder>/res_mods/<update number>/PnFMods/" will contain a new folder with your mod name (from stage 3), and it will contain all files neccessary for modding.6. Delete "ModsSDKExport" folder from "<game folder>/res_mods/<update number>/PnFMods/".7. Add to your new mod folder a text file with Main.py name. It should containAPI_VERSION = 'API_v1.0'contentSdk.registerShipMod('JSB018_Yamato_1944') Of course, you should insert the modded ship ID instead of 'JSB018_Yamato_1944'.8. Done! Now, your modded textures and models will be shown in the game! Sub_Octavian shared some nice stuff with us! I don't want this to vanish in the "Questions of the Community" section of the forum so I opened a new thread. Share your results here as well, I bet there can be a lot of cool stuff done with this tool! Haven't tried it yet, but would be nice to see what you can do with this. 3 Share this post Link to post Share on other sites
Hateshinaku WoWs Wiki Team, Players, Sailing Hamster, Modder 1,625 posts 2,725 battles Report post #2 Posted April 26, 2017 Be aware that you will also need a .primitives to .obj converter in order to edit models. One of those can be found >here< 1 Share this post Link to post Share on other sites
[NEP] AstreTunes Modder 372 posts 14,727 battles Report post #3 Posted April 27, 2017 This should be pinned Share this post Link to post Share on other sites
TheBigLanowski Beta Tester 1,046 posts 8,508 battles Report post #4 Posted April 27, 2017 This should be pinned Already approached a mod and waiting for an answer. Share this post Link to post Share on other sites
mtm78 Alpha Tester 19,378 posts 6,105 battles Report post #5 Posted April 27, 2017 Would be nice if we had a thread which covered not only this contentSDK but modAPI entirely ( which this is a subset off ). Share this post Link to post Share on other sites
[FFP] IsamuKondera Supertest Coordinator, Modder 1,365 posts 13,372 battles Report post #6 Posted April 27, 2017 Would be nice if we had a thread which covered not only this contentSDK but modAPI entirely ( which this is a subset off ). I could create one in the near future.. 1 Share this post Link to post Share on other sites
TheBigLanowski Beta Tester 1,046 posts 8,508 battles Report post #7 Posted April 27, 2017 Yeah like one with everything included regarding modding. Unpacker + SDK etc.We could also write like basic intructions into it as well. Or one thread which links all the others. 1 Share this post Link to post Share on other sites
[FFP] IsamuKondera Supertest Coordinator, Modder 1,365 posts 13,372 battles Report post #8 Posted April 27, 2017 Yeah like one with everything included regarding modding. Unpacker + SDK etc.We could also write like basic intructions into it as well. Or one thread which links all the others. Every part of modding will be dificult since i have no knowledge of adjusting the original swf files but exchanging scalable graphics and normal images and some easy text editing so that my UI mod works. But I can offer a overview about things that work, doesn't work and so on and a fixed version of the modAPI documentation in english. Thats whut I can offer. 3 Share this post Link to post Share on other sites
[ALONE] Smeggo Modder 2,485 posts 15,339 battles Report post #9 Posted April 29, 2017 (edited) Is not working for me, the game will not launch at step 4. Maybe the empty Loader.py-file causes issues - is it working for you? Edited April 29, 2017 by Smeggo Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #10 Posted April 29, 2017 Same problem - what about the others? Share this post Link to post Share on other sites
[NEP] AstreTunes Modder 372 posts 14,727 battles Report post #11 Posted April 29, 2017 Is not working for me, the game will not launch at step 4. Maybe the empty Loader.py-file causes issues - is it working for you? That file is said to be empty, it's not the problem Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #12 Posted May 1, 2017 I can't get it to work - is there anything else we need to do before these steps? Either way I asked again on the Q&A Share this post Link to post Share on other sites
[DKP] OlliN Modder 467 posts 9,961 battles Report post #13 Posted May 1, 2017 (edited) Hi Sub_Octavian, Thank you so much for this guide - however I have trouble to get it running. I extracted the SDK kit into the res_mod older 0.6.4 and didn't change the example code line Yamato to anything else. But the game won't load for me. After signing in with credentials it gets stuck. Any help greatly appreciated :-) Don't log in (<- not sure about this one), just wait 1 or 2 minutes and the client will restart automatically. Edited May 1, 2017 by OlliN Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #14 Posted May 1, 2017 Don't log in (<- not sure about this one), just wait 1 or 2 minutes and the client will restart automatically. For me nothing happens tbh. Extracted the SDK into re_mods-0.6.4 and launched the launcher. I don't see any new files though? Share this post Link to post Share on other sites
Hateshinaku WoWs Wiki Team, Players, Sailing Hamster, Modder 1,625 posts 2,725 battles Report post #15 Posted May 1, 2017 For me nothing happens tbh. Extracted the SDK into re_mods-0.6.4 and launched the launcher. I don't see any new files though? Are you sure that you used the correct ship ID in the .py file? Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #16 Posted May 1, 2017 Are you sure that you used the correct ship ID in the .py file? I tried one myself and also tried with the example code line when you unpack (Yamato). If I just launch the launcher nothing happens and if I launch the game it gets stuck. Does it work for anyone here? Share this post Link to post Share on other sites
Hateshinaku WoWs Wiki Team, Players, Sailing Hamster, Modder 1,625 posts 2,725 battles Report post #17 Posted May 1, 2017 I tried one myself and also tried with the example code line when you unpack (Yamato). If I just launch the launcher nothing happens and if I launch the game it gets stuck. Does it work for anyone here? Hmm, It´s kinda difficult to find out what´s wrong that way. Could you delete all Files from the SDK in your 0.6.4 folder and replace them by this one? Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #18 Posted May 1, 2017 Thanks! That did the trick! Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #19 Posted May 1, 2017 Did anyone already started modding actual models? Share this post Link to post Share on other sites
Hateshinaku WoWs Wiki Team, Players, Sailing Hamster, Modder 1,625 posts 2,725 battles Report post #20 Posted May 1, 2017 Did anyone already started modding actual models? I did.. Months ago ^^ Though Cinema 4D doesn´t work in terms of importing the models back into the game. Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #21 Posted May 1, 2017 I did.. Months ago ^^ Though Cinema 4D doesn´t work in terms of importing the models back into the game. Do you use the WOT editor posted above to convert the files? Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #22 Posted May 2, 2017 ...and Second question: which 3D modelling software do you guys use? Share this post Link to post Share on other sites
[DKP] OlliN Modder 467 posts 9,961 battles Report post #23 Posted May 7, 2017 Is the API method 'utils.walk(x)' bugged? It doesn't matter what the value of x is, it always starts with the mod's root directory. Share this post Link to post Share on other sites
[DKP] OlliN Modder 467 posts 9,961 battles Report post #24 Posted May 11, 2017 'walk' always starts in the root directory where the script is located, e.g. 'C:/World_of_Warships/res_mods/0.6.4.1/PnFMods/OlliN' and not where it is supposed in the following examples. Did not work: utils.walk("C:/World_of_Warships/res_mods/0.6.4.1/PnFMods/OlliN/GSC107_Yorck") Since my 'res_mods' is a symlink, I thought the missing 'followlinks' parameter could be the issue, but it makes not difference and it did not work: utils.walk("C:/World_of_Warships/res_mods/0.6.4.1/PnFMods/OlliN/GSC107_Yorck", followlinks=True) A test with a non-syslink directory did not wok either: utils.walk("C:/World_of_Warships/logs") And a final test with a relative path, and what a surprise, it did work: utils.walk("/GSC107_Yorck") Okay, after further testing I'm pretty sure 'walk' dosen't work for absolute paths. Relative paths are working fine. Something wrong? Thoughts? Share this post Link to post Share on other sites
[DREAD] 1MajorKoenig Players 13,110 posts 7,885 battles Report post #25 Posted June 5, 2017 Did anyone successfully mod some 3D files here? If so which program did you use and does one need a file converter of any sort? Share this post Link to post Share on other sites