The second path should point to the Materials folder within your Space Engineers Mod SDK. The first path should point to where you just placed Eikester's MwmBuilder. Then open the file with a text editor and adjust the two paths within it. Now navigate to the models\MwmB\-folder and place this. Use this folder as an install directory for any other tools you may need specifically for SE. Place Eikester's MwmBuilder within the tools\-folder. Image Conversion Program I use Photoshop but any program that can automatically convert larger numbers of DDS textures of the SE format (BC7, most applications unfortunately do not support it) will work.3DsMax If you're a student, you can get the student version of all Autodesk software for free from their website.Eikester's MwmBuilder You can find it here.Space Engineers Mod SDK (Steam > Library > Top left: Tools > Space Engineers Mod SDK).You will need the following tools to complete this guide. You will now be able to select this folder as a mod ingame. All of this will make it significantly easier for you to navigate between the important folders.įinally, also create a new folder within your \Mods\-folder with the name of your mod. I further also pinned the SE Modding folder to my quick access. I further strongly recommend you set up three shortcuts within this SE Modding folder: One pointing to the Space Engineers install directory, one pointing to the Space Engineers Mod SDK install directory and finally one pointing to the Space Engineers folder within AppData. Within it, create the following structure: models\MwmB\input\ Wherever you prefer, create a SE Modding folder. The underlying idea is to keep the folder you work in and the resulting mod folder separate to reduce duplication of files and make the upload to the workshop easier. This is based on the method Shaostul describes in his tutorial video here I recommend setting up your folders in a very specific way. I will be assuming some familiarity with the programs involved.įirst off we need to set up an environment so texturing and exporting to game format will go smoothly. This guide will be using 3DsMax 2019, but what is done here should be doable in other versions of 3DsMax as well, albiet a bit differently.
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