Tutorial shows how to change existing DDS diffuse texture. It requires nVidia Texture Tools plugin for Photoshop installed.
Tutorial shows how to change an existing small-ship FBX model. Make sure you have latest FBX plugin for 3DS Max installed.
Tutorial shows how to create XNB and MWM files from existing FBX file.
Tutorials shows how to check we have imported our data correctly.
You can find all data for MinerWars in the Content directory (inside your main Miner Wars directory).
Important: At this moment you cannot add any new models. You can only alter existing data. If you decide to share your work with other Miner Wars fans and Miner Wars development team approves, we may add your work into the next release.
All textures are stored in DDS format.
We use Photoshop and nVidia Texture Tools for Photoshop, but Photoshop is costly. Try to look for other free options and share your discoveries – so we may update this manual.
We have two main types of textures:
Models in the game are read from two file types, *.xnb and *.mwm. These files are created from FBX file with the use of our Convertor.exe tool.
We have three main types of models:
Before you export a ship, make sure that:
Export model as FBX (export the whole scene) and convert it with Converter.exe tool. Copy the created XNB and MWM files into the Content directory.
To define special points on the ship, use named dummy objects (list of allowed names below) . Some of dummies are mandatory, like Cockpit. See added Phoenix ship for example.
ENGINE_THRUST_BACKWARD_LEFTSIDE, ENGINE_THRUST_BACKWARD_RIGHTSIDE, ENGINE_THRUST_BACKWARD2_LEFTSIDE, ENGINE_THRUST_BACKWARD2_RIGHTSIDE, ENGINE_THRUST_BACKWARD2_MIDDLE, ENGINE_THRUST_FORWARD_LEFTSIDE, ENGINE_THRUST_FORWARD_RIGHTSIDE, ENGINE_THRUST_BACKWARD_SMALL_LEFTSIDE, ENGINE_THRUST_BACKWARD_SMALL_RIGHTSIDE, ENGINE_THRUST_STRAFE_LEFT, ENGINE_THRUST_STRAFE_RIGHT, ENGINE_THRUST_UP_LEFTSIDE, ENGINE_THRUST_UP_RIGHTSIDE, ENGINE_THRUST_DOWN_LEFTSIDE, ENGINE_THRUST_DOWN_RIGHTSIDE, GUNS, REFLECTOR_LEFT, REFLECTOR_RIGHT, PLAYER_HEAD_FOR_COCKPIT_INTERIOR_TRANSLATION, DRILL, LIGHT_01, HARVESTER, UNIVERSAL_LAUNCHER_FRONT, UNIVERSAL_LAUNCHER_BACK, GUN_01_[AUTOCANNON,SHOTGUN,MACHINEGUN,RIFLE,SNIPER,MISSILE,CANNON], GUN_02_[AUTOCANNON,SHOTGUN,MACHINEGUN,RIFLE,SNIPER,MISSILE,CANNON], GUN_03_[AUTOCANNON,SHOTGUN,MACHINEGUN,RIFLE,SNIPER,MISSILE,CANNON], GUN_04_[AUTOCANNON,SHOTGUN,MACHINEGUN,RIFLE,SNIPER,MISSILE,CANNON], GUN_05_[AUTOCANNON,SHOTGUN,MACHINEGUN,RIFLE,SNIPER,MISSILE,CANNON], GUN_06_[AUTOCANNON,SHOTGUN,MACHINEGUN,RIFLE,SNIPER,MISSILE,CANNON], GUN_07_[AUTOCANNON,SHOTGUN,MACHINEGUN,RIFLE,SNIPER,MISSILE,CANNON], GUN_08_[AUTOCANNON,SHOTGUN,MACHINEGUN,RIFLE,SNIPER,MISSILE,CANNON],
Voxel material textures are stored in folder ./Content/Textures/Voxels/
You can’t add a new material, but you can alter an existing. Some materials have a different texture set for XZ and Y axes (e.g. Ice_01) whereas some have only one (e.g. Gold_01_ForAxisXZ). This is here to have asteroids with a larger visual diversity, where pixels close to horizontal polygons get more of Y texture, and pixels closer to vertical polygons get more of XZ texture. These textures also have diffuse, specular, normal map and emmisive components. The coding is same as for model textures.
GUI textures are stored in folder ./Content/Textures/GUI/
You will need to use our Converter.exe tool to convert them from PNG/TGA/etc format to XNB to be usable in Miner Wars. Again, you can’t add a new texture, you can only modify existing. Most of these textures use alpha channel, but not a regular alpha-blending. They use pre-multiplied alpha. More info here.