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Technical Requirements for items:

Below you will find all the technical information you’ll need in order to create a valid item for Chivalry: Medieval Warfare. Currently we support item creation for character helmets and weapons. Technical specifications are just a small part of the item creation process, so make sure to take a look at the resources provided here.

 

Helmet Triangle and Texture Budgets

Triangle Limit ~1200 Triangles
Diffuse 1024 x 1024
Normal 1024 x 1024
Specular 512 x 512
Gloss 512 x 512

 

Weapon Triangle and Texture Budgets

Triangle Limit ~5000 Triangles
Diffuse 2048 x 2048
Normal 2048 x 2048
Specular 1024 x 1024
BLOOD MASK 1024 x 1024

Shield Triangle and Texture Budgets

Triangle Limit ~2500 Triangles
Diffuse 2048 x 2048
Normal 2048 x 2048
Specular 2028 x 2048

 

Geometry Requirements:

Be sure to check the individual item’s specifications before you dive into creating an item, as it may inform some of your decisions. Your weapon needs to be the exact same length as the default weapons. Collision boxes and weapon tracers will not grow or shrink to fit custom items. There is a bit more freedom of size with helmets Your item’s geometry should be skin-weighted to the default skeleton provided in the reference files located here. The item should be rigid bound to the root bone, unless the weapon is specifically affected by animation, such as a bow, flail, or sling. Additional bones may not be added. Both a Skeletal Mesh with a Physics asset, and a less geometrically dense Static Mesh version of your item is required within the package. Please note that the Chivalry master material used for weapons and items does not support double-sided materials for our items, so you will need to create geometry where a backside is needed. Helmets need their interior’s modeled so that you see the inside when knocked off characters heads. Remember that these are the maximum triangle limits. Effiicient use of geometry is an aspect of judging.

UVs and Texturing:

Each item has different texture budgets. Be sure to check the individual item page for specific information on item budgets. To achieve better texture details you can overlap UVs on symmetrical or repeating parts of the model. Texture islands are better kept to a minimum as they break up the vertices and add to an item’s vertex count. In general, you cannot push an item’s UVs too close to the the texture borders, as this may cause issues. Item textures do have some specific requirements in order to be accepted. All textures must be present:  Diffuse, Normal, Specular. Blood masks are only necessary for weapons. Gloss is only necessary for helmets.  Remember that these are the maximum sizes. Effiicient use of UV space is an aspect of judging.

Materials:

To make things easier, we have created master materials with adjustable values for different assets. Weapons and Helmets must be using a material instance of our master material in order to be accepted. The weapon master material can be found in: UDKGame/Content/AOC/Environments/Material/CHV_Material_Pack/Materials/Master/M_Weapon_Master The helmet master material can be found in: UDKGame/Content/AOC/Characters/CH_Shaders/Materials/M_CharacterEmblem_Master Again, we do not support double-sided materials; you will need to create geometry where a backside is needed.

Marketing Materials:

If your item is selected to be incorporated into the game, Torn Banner may choose to feature your content in the store, on the web or elsewhere in-game. To help us promote your content, you may want to include marketing artwork on your Steam Workshop page and in your item upload. Successful marketing artwork will:

  • Highlight the interesting attributes of the featured items
  • Accurately represent the item model content
  • Not crop key portions of the  featured item(s)
  • Not contain an artist/author signature or logo
  • Be a minimum size of 664×362 pixels

 

Downloads for helmet models:

Agatha Mason
Archer Archer
Man-At-Arms Man-At-Arms
Vanguard Vanguard
Knight Knight

 

Downloads for weapon models:

Primary Weaponry:

Archer Man-At-Arms Vanguard Knight
Longbow Broadsword* Greatsword Longsword
Shortbow Norse Sword* Claymore Sword of War
Warbow Falchion* Zweihander Messer
Crossbow Hatchet* Spear Double Axe
Light Crossbow War Axe* Fork Pole Axe
Heavy Crossbow Dane Axe* Brandistock Bearded Axe
Javelin Mace* Bardiche Warhammer
Heavy Javelin Morning Star* Billhook Maul
Short Spears Holy Water Sprinkler* Halberd Grand Mace
Sling Quarterstaff Polehammer Flail
Heavy Flail

Secondary Weaponry:

Archer Man-At-Arms Vanguard Knight
Broad Dagger* Broad Dagger* War Axe* Broadsword*
Hunting Knife* Hunting Knife* Hatchet* Falchion*
Thrusting Dagger* Thrusting Dagger* Dane Axe* Norse Sword*
Shortsword* Shortsword* Shortsword* Mace*
Saber* Saber* Saber* Morning Star*
Cudgel* Cudgel* Cudgel* Holy Water Sprinkler*

Special Weaponry:

Archer Man-At-Arms Vanguard Knight
 Broadhead Arrow Oil Pot Smoke Pot Tower Shield
 Bodkin Arrow Throwing Knife* Throwing Knife* Kite Shield
 Buckler* Buckler* Throwing Axe* Throwing Axe*
Pavise Shield Heater Shield* Heater Shield*

* These items are shared between classes.

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