Worms Clan Wars

Worms Clan Wars

The Worms Workshop
Welcome Soldiers to the Worms Workshop! Create and share custom items and landscapes. Download content created by others, or click here for details on using the editor to create your own awesome wormy content to share with the community.
 This topic has been pinned, so it's probably important
Bethamari 16 Aug, 2013 @ 9:09am
Using the Worms Clan Wars Editor
To access the Editor please follow the steps below:
1. Open your Steam Client
2. Nvaigate to Library > Tools > Worms Clan Wars Editor
3. Install the Worms Clan Wars Editor from there
4. You can now launch the editor using Steam

Templates are available or you to use as a basis to model your items to correct size/position/scale around the worms. To access these please follow the steps below:
1. Right click on Worms Clan Wars Editor
2. Select Properties > Local Files > Browse local files
3. Open up the "Templates" folder


Steam Workshop – User Generated Content Tool
Ever wanted to make your worms truly unique? With Steam Workshop integration you can create 3D items for use in Worms™ Clan Wars. Hats, glasses, moustaches, trinkets and gravestones are entirely creatable by you, and can be shared with the community! Provided is a tool that can be used to get your creations into the game. We have also given you a set of template ‘OBJ’ files that can be used in your preferred modelling package to get the correct scale and positioning of items. The template files will be in your steam apps folder:
C:\Program Files (x86)\Steam\steamapps\common\Worms™ Clan Wars Editor

Requirements and Guidelines
  • ‘FBX’ or ‘Collada’ format for the geometry.
  • The polygon count can be a maximum of 675.
  • The vertex count can be a maximum of 5000.
  • The texture resolution should be no more than 256x256.
  • Limited to normal and diffuse maps. The model gains its specularity from the alpha channel of the normal map.
  • Textures should be in ‘TGA’ format.
  • Items must have a Blinn shader with normal and diffuse maps assigned before exporting.
  • You can create items in the following categories; hats, glasses, moustaches, trinkets, tall trinkets and gravestones.
  • When making an item you must make 4 versions of it. This is due to there being 4 different kinds of worm, each one with a different shape and size. You can make an item once and resize it to fit all the worms, or alternatively you can make variations of an item suitable to each class.
  • The item must fit within the bounding box ‘OBJ’ provided; this represents the maximum size of any item.
Setting up your item and exporting
1) Decide which kind of item you want to make.
2) Open up your preferred 3D modelling package.
3) Import one of our provided worms ‘OBJ’ file templates to use as a base to model your item around to get the correct size and position.
4) Model your chosen item using the 3D modelling package of your choice.
5) Unwrap and texture your model. The available maps for use are normal and diffuse.
6) Apply a Blinn shader to your model with your normal and diffuse maps assigned to it.
7) Select and export you textured model as either an ‘FBX’ (recommended) or a ‘Collada’ file with default settings.
8) You need to create 4 versions of your model in total, each one fitting the different Worm classes. You can do this by resizing and positioning your model on each different class of Worm using the templates provided.
9) Repeat step 7 for the remaining 3 items until you have 4 ‘FBX’ or ‘Collada’ files, each individually named. Name them something memorable so you can differentiate between the class of worm and type of item.

Importing, converting and previewing your mesh
1) First open up the Worms™ Clan Wars Editor via tools in Steam.
2) Next under the “Import Mesh” tab choose an “Output File Name”.
3) Select 1 of your previously exported ‘FBX’ files in “FBX Source File”.
4) If exported correctly your ‘FBX’ should have carried over its texture files, but if not then you can manually supply the texture files here.
5) As a default the “Export Directory” sets to wherever your ‘FBX’ came from, this can be changed here if desired.
6) Hit convert to change your ‘FBX’ into a file type native to Worms™ Clan Wars called ‘XOM’. If it was successful then the preview window will display the item on the worm.
7) Now repeat the process of importing and converting each individual ‘FBX’ file you previously created for each class of worm. You should end up with 4 ‘XOM’ files in total ready to be built into a usable game asset.
8) You can use the “Model Preview” section to load in different converted ‘XOM’ files and try them out on different worm types and model types.

Building your asset
1) Click on the “Build Asset” tab in the tool. This process will get your models ready to be used in game.
2) Fill in the “Asset Name” with a suitable name for your items.
3) Select the type of asset from the “Asset Type” drop down list. This informs the game what kind of items you have made and positions them correctly on the worm in game.
4) The “Build Directory” will be automatically filled in as the place your ‘XOM’ files came from, you can change it here if desired.
5) Under “Asset Data” click on “Select Mesh” next to each class of worm and specify the ‘XOM’ file that matches up to that class of worm. 4 ‘XOM’ files are required which you converted from your ‘FBX’ files in the previous section.
6) Hit “Build Asset” this enables the tool to build all 4 of your items into a single package that will be used in game. It builds it into a single ‘UGC’ file.

Publishing Content
1) Click on the “Publish Content” tab in the tool.
2) Fill in the “Title” this is what you want your content to appear as on the Steam Workshop.
3) Select a “Preview File”. This is a preview image of your content to be displayed on the Steam Workshop; it can be either a ‘JPEG’ or ‘PNG’.
4) Next you can fill in “Description” giving an overview of what your content is.
5) Now select “Asset File” and specify which asset you want to use. This defaults to the previously built ‘UGC’ file asset. This is the file that goes into game; it gives each of the 4 classes of worm their respective item when selected through the in game customisation.
6) “Visibility” can be set on your item so it appears on the Steam Workshop as either public, private or friends only.
7) You can “View Workshop Agreement” on this page before agreeing to the terms of service.
8) Finally click the tick box to agree to the Workshop terms of service and press the “Publish” button. If successful you will be taken to the steam page where your newly uploaded content is.
Last edited by JonTeam17; 21 Aug, 2013 @ 1:54am
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Showing 1-15 of 17 comments
BlocknBoom! 16 Aug, 2013 @ 9:26am 
This is the most complicated thing i have ever seen!
PaddyMcfly 6 16 Aug, 2013 @ 9:33am 
Would kill for a tutorial from starting a mesh in blender to texturing it to getting it in game.

Daunting task but it would be greatly appreciated; keep up the solid work guys.
Xelioth 9 17 Aug, 2013 @ 11:20pm 
Nice and simple! Awesome! I can't believe how easy it is to just toss a hat into the game. A little more complicated than customization back in the Armageddon days, but not by a whole lot. Well done, team!
Dr Nick 21 Aug, 2013 @ 2:03am 
Its not so complicated if you have a basic understanding of modeling for games. If you don't and would like to learn, I would suggest visiting websites like Polycount.com and 3dMotive. There are a lot of great tutorials out there given by industry professionals.
video would be better this makes no sense to me even though i model buildings in 3ds max, object does not sit on hand as trinket rather through the hand.
Xelioth 9 24 Aug, 2013 @ 10:26am 
Originally posted by Curtcooll:
video would be better this makes no sense to me even though i model buildings in 3ds max, object does not sit on hand as trinket rather through the hand.
Curt, it depends on where you've zero'd your transforms. Gotta make sure you reset your values to 0 before you export. I'm a Maya guy, not a Max guy, so I can't help you on that part, but yeah. Just reset your XYZ values so that sitting on the hand is the new 0.
Originally posted by Xelioth:
Originally posted by Curtcooll:
video would be better this makes no sense to me even though i model buildings in 3ds max, object does not sit on hand as trinket rather through the hand.
Curt, it depends on where you've zero'd your transforms. Gotta make sure you reset your values to 0 before you export. I'm a Maya guy, not a Max guy, so I can't help you on that part, but yeah. Just reset your XYZ values so that sitting on the hand is the new 0.

yeah mate didnt work no matter where i place the object in editor even in maya the object does not sit on the worms hand rather than stick through the hand im doing everything same as the tutorial says.
SarahWild 11 24 Aug, 2013 @ 12:45pm 
I have 3ds max and Maya, Do you just create an object in relevence to the sphere and hand and Export it with materials.
Or Do I have to assign the object I made to reference point such as a dummy object caled pSphere1 etc
Or do I have to rename the object.

As I like curtcooll cannot get my object to sit right.
Moving pivot point, moving the object, exporting as DAE or FBX nothing seems to work.
SarahWild 11 24 Aug, 2013 @ 1:42pm 
Sorted it i think,
In 3d max Make the object you want.
Move Pivot point.
Recenter Object.
Export as OBJ
Import OBJ into Maya
Assign Materials
Export as FBX / DAE.

This is due to Max not knowing that X is never up.
Maya and Max export to FBX / DAE does not take into account scaling

If there is a simple way to make 3ds Max and Maya under stand that the new vertex points from scalling is actually wtf I want then please enlighten me.

Converting to Poly / Mesh, assign modifiers and collapsing does norhing with scaling. FBX does not see scaling at all on maya or max.
aidypoo 4 May, 2014 @ 8:40pm 
Will these editor tools ever be made available to Mac users?
Der Speckmeister 19 12 Nov, 2014 @ 10:27pm 
Originally posted by ///PattyMcfly:
Would kill for a tutorial from starting a mesh in blender to texturing it to getting it in game.

Daunting task but it would be greatly appreciated; keep up the solid work guys.
Look up videos on how to model in Blender. Once you can model things in that, its just all about following the template and exporting it.
Der Speckmeister 19 12 Nov, 2014 @ 10:27pm 
Originally posted by SlapMyHand!:
This is the most complicated thing i have ever seen!
If you have worked with 3D before it's fairly easy. For people who have never touched 3D, yeah.
Der Speckmeister 19 12 Nov, 2014 @ 10:28pm 
Originally posted by AJ78268:
Will these editor tools ever be made available to Mac users?
Is it not in the tools section for you?
Der Speckmeister 19 12 Nov, 2014 @ 10:30pm 
Originally posted by Naleen(Sarah):
Sorted it i think,
In 3d max Make the object you want.
Move Pivot point.
Recenter Object.
Export as OBJ
Import OBJ into Maya
Assign Materials
Export as FBX / DAE.

This is due to Max not knowing that X is never up.
Maya and Max export to FBX / DAE does not take into account scaling

If there is a simple way to make 3ds Max and Maya under stand that the new vertex points from scalling is actually wtf I want then please enlighten me.

Converting to Poly / Mesh, assign modifiers and collapsing does norhing with scaling. FBX does not see scaling at all on maya or max.

I always 0 the model out so its smack bang in the middle, freeze transformations (after I've moved it to fit on a worms head if its a hat for example) and delete all history before exporting the asset. Never really had a problem.
D2 Bierhals 25 Dec, 2014 @ 4:20pm 
hummm
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