The script tells HODOR to take your DAE file and create a HOD file in the appropriate area for the Kushan Scout within the HWR directories. = -$CONVERT_OUT=C:\Program Files (x86)\Steam\steamapps\common\Homeworld\HomeworldRM\Data\ship\kus_scout\kus_scout.HOD = -$HOD_SAVE_OPTS=ForceScars FilterScars=thruster,bay
= -$SHADER_MAP=$\common\Homeworld\GBXTools\HODOR\SHADERS.MAP = -$HWRM_BASE=C:\Program Files (x86)\Steam\steamapps Paste the following into a text editor and save it as a “.hodor” file: # TUTORIAL If you didn’t do step 2, you now need to create a script for HODOR, which will control the transfer from DAE to HOD (which is the file used by the game).
Now we can export the model and try it out in the game!įirst select on your ship model and your collision model, and use Utilities > Reset XForm on them:Īlternatively, you can convert everything to editable poly or similar (right click on each mesh, convert to > editable poly), but you will lose all the previous modifiers…Įxport your scene as a DAE file, ensuring that you use “Centimeters” and uncheck the “Single Matrix” option: