Brawl of Ages Steam Workshop Guide
Welcome to the Brawl of Ages Steam workshop guide. This will give you a general understanding of the game, tools, and procedures to start creating your own artwork for Brawl of Ages. Once you submit artwork, the community will vote on the content for inclusion in the game. You will can receive real money when the item is purchased in the steam marketplace.
Dyes are color and skin changes to a unit or card. These are new textures applied to the original geometry and animations of a base unit or even to a gearset.
Gear sets are more detailed vs dyes and skins. They are comprised of new models and often new animations. They offer a lot more customizability.
Create custom icons to be used as account icons which represent you in the game.
These are the frames that surround the account icons. Also visible in game.
Death effects are played every time a unit is killed on the battlefield. These should be fun yet subtle as not to be distracting.
Tower sets replace the lane and throne towers. These will also require model, textures, sounds, animation and effects.
Units / Cards
Units / Cards are made up of models, animations, sounds, effects and textures and also have subsets of dyes, gear sets, other types of visual upgrades. Currently we are not accepting new unit submissions however once users become proficient at adding the other components we may allow this.
Dyes are color and skin changes to a unit or card. These are new textures applied to the original geometry and animations of a base unit or even gearset.
Gear sets are total model swaps. They can be as simple adding some geometry for armor or as complex as changing the complete structure of the unit. If your design doesn’t change the overall structure of the unit too much you can carefully rig the gear set to the original bones. If you keep all of the same bone names and sizing all of the old animations should still work. Once you deviate from that you will then need to add new bones and new animations.
Icons are a great way to represent yourself in Brawl. They are 512x512 pixel targa files (.tga) with alpha channel. You can find a template I created here: Brawl of Ages Content Starter Kit/Reference/icon_template.psd
Icon Frames are the frames that surround the account icons. Also visible in game. Icon frames should look nice framing the icons without obstructing too much. 512x512 .tga files with alpha.
Death effects are played every time a unit is killed on the battlefield. There are small, medium, large, legendary_large, building and flying versions.
Tower sets replace the lane and throne towers. These will also require model, textures, sounds, animation and effects. In addition to there being two separate towers, they are usually set up with a base and a top. The base usually stays stationary and the top will rotate to aim at the enemy it is firing upon.
Submission Type Details
The model viewer, like it sounds, is used to view exported models. You can quickly cycle through models, and effects. Using the model viewer is the easiest way to check your models, run through animations, and build and test effects. It is also the primary tool used for submitting your packages to the Steam Workshop.
The Exporter is a custom tool designed for 3ds Max 2017 and used to export models and animations to a format Brawl can read.
This is the actual 3d mesh data for the character. This is generated from your 3d model and converted to the game format by the exporter.
Model Definition File (.mdf)
The .mdf file is a simple XML file with configuration data linking animation, effect, and model settings and more. .
Clips are animation segments which include the animated bone information. These are also generated via the model exporter. The mdf then points to these files when calling animations.
XML configuration files which point to shaders and textures used by the model.
Textures such as color, normal, opacity, lightmap and more. Once the game is built these files become the compressed dds files.
Effect files are XML based and quite powerful. They control the look of particles, beams, ground sprites, models and more. Effects can be called by in game entity files and from within Model Definition files to sync to certain animations. Units usually have passive effects as well as damage, attack, and other special ability effects.
This represents the unit on the card and other places throughout the game.
This image is used in the interface as the gear preview
Units usually have spawn, death, impact, footstep, and other voice over sounds. These can be called in effect files, entity files and in mdf files. You should convert your sound effect files to the (.ogg) format.
Units have dyes which are texture skins that change their appearance. This can be as simple as switching colors from red to green or more advanced such as a total repaint which changes the theme. They consist of textures as well as can use new shaders and effects.
Sound effects for voice, attacks, deaths, anything really should be saved in the ogg vorbis sound format.
Entity and Other Gameplay Files
Most of the game is driven by entity files and scripting. Entity files control all attributes of how the game works. This is a more advanced topic. You most likely will not need to edit entity files for basic workshop projects.
Model Viewer Overview
How to Export a Model
Creating Account Icons
Creating a Dye