Total War: WARHAMMER III

Total War: WARHAMMER III

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Faction Colored Empire Artillery
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graphical
Tags: mod
File Size
Posted
70.776 MB
7 Feb, 2023 @ 3:02pm
1 Change Note ( view )

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Faction Colored Empire Artillery

Description
This is a simple graphical mod that give the four main Empire artillery engines their faction colors. It even does wheels in different colors like tabletop often had. Should be compatible with any mod that changes faction colors and any overhaul. If any larger Empire mod wants to just include this directly or if you want to use these textures as the base of a new unit please feel free to do so. Stick tap to Ado for doing this concept in WH2, even though this is not a port of his original mod.

Not my mod, but here are
Faction Colored Steam Tanks
24 Comments
not-not skaven 24 Jun @ 11:27pm 
Thanks a lot for the information. Bugman XXXXXX for you :swill:
Snek  [author] 24 Jun @ 2:08pm 
Yes, you will need to make wsmodels with these changes, but Ole's Asset Editor should be able to do that and generate the XMLs perfectly right at the click of a button. All you need is to assign your textures in the Asset Editor menu to the right paths in the rigid model (the model you would edit in Asset Editor. Editing colors in a SEM is pretty much the same as with any other unit. The biggest challenge would be that big models also have big and often complex textures, but that's it. Another suggestion, is you can swap around which mask colors are where, then generate wsmodels with just the mask changed, and you can get a lot of color variation by just referencing different wsmodels in your variantmeshdefinition.
not-not skaven 23 Jun @ 11:59pm 
@Snek Thank you so much for the detailed response! I have a bit of experience with textures for game, looks not as complicated as I thought.
Will I need to make any changes to the xml.material or .wsmodel files? As I understand it yes, I have a skill issue with these files.

I want to make a paint for some SEM dinosaurs of lizardmen. Are there any things I need to be careful with? I'd welcome any advice :WH3_psycology:
Snek  [author] 23 Jun @ 7:18pm 
As you cut out/copy those layers, copy them to a parallel version of that texture image where you will make a "mask" file. Using either color editing or even a paintbrush tool, make a blob of color on the mask that overlaps the elements of the base_colour you want faction colored. What you want is a base_color where elements are greyscaled, and a mask where a blob of either red, green, or blur overlaps where you want faction colors 1, 2, or 3. Those faction colors are defined in database tables and can be overwritten by individual unit.

I recommend opening this mod up to see what files should look like. This is pretty straightforward except for the TWO mask files I use on different parts of the main models to make the wheels different colors.
Snek  [author] 23 Jun @ 7:17pm 
@not-so-skaven, sure, I am happy to try to explain. Opening up this mod in RPFM or Asset Editor would be a good way to compare against vanilla assets. Basically, if you get into the game's texture files you will see a lot of files labeled by names ending in "base_colour". This texture is, as it says, the base color.

If your base color is something wooden that you want to turn into faction color, you would extract that texture somewhere to edit (The Discord can tell you how to do that), and you cut out all the "wooden" parts of that texture and use chroma/saturation keying to turn them white/grey. Basically you desaturate the color from it.
not-not skaven 23 Jun @ 1:31pm 
Hi Snek!
Sorry to bother you, is there some sort of guide on how to add faction colors to models without them? I searched on modding gen and couldn't find a suitable topic.
Snek  [author] 20 Feb @ 8:44am 
Yes, this should still work.
WitcherHammer 9 Feb @ 5:12pm 
Is this still works?
Smaug 3 Sep, 2024 @ 10:30am 
Fair enough, haven't played empire yet so did not know that canister shot is now in base game. That's pretty cool.
Snek  [author] 31 Aug, 2024 @ 8:30pm 
Yes, 5.0 created a bug where swapable projectiles having a shrapnel or explosion caused a CTD. To my knowledge that is not resolved and easily 1/3rd of the artillery options began causing CTDs. If I get a chance to resolve those I will make it visible again. 5.0 also added grape shot as an upgrade through the novelty engineers school, so it would function weirdly with another canister shot being just available by default.