Super Video Golf

Super Video Golf

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Using the Steam Workshop
By Mostly Hairless µC ⛳
Getting started with creating mods for Super Video Golf, and uploading them to the Workshop.
   
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Introduction
Currently Super Video Golf supports workshop items for golf balls and hair styles. These can be used in both offline and online games, and will be automatically downloaded when joining a game with custom content which you don't yet have. If you are not subscribed to the same items as another player they will be automatically deleted after you exit Super Video Golf.
Required Software
Creating content for Super Video Golf requires only a 3D modelling package and the game itself. The guide is written with Blender in mind, as this is the software used to develop the game, however any software capable of exporting glTF2 model binaries will work.

Blender is a free 3D modelling package, with many, many tutorials available online. This guide will not cover how to use Blender beyond specific actions required to work with Super Video Golf content - so it is recommended that new users check out tutorials on YouTube from someone such as Grant Abbitt. Blender can be downloaded, for free, from https://www.blender.org/ or from Steam.

Blender template projects are available as part of the game download - they can be found by navigating to the game's installation directory, under 'assets/workshop/'.

Once the models have been created they can be imported into Super Video Golf using the content importer, and from there uploaded to the workshop. Specific guides for creating ball models and hair models are included below, which provide step by step instructions for preparing your models for export and importing the resulting models in to the game.

Even if you do not intend to use Blender the guides explain the necessary properties of the models, so that they can be implemented in whichever 3D software package you choose.




NOTE: Since this guide was written more recent versions of Blender have changed the way vertex colours are stored and glb models are exported - as such you may want to stick with Blender 3.1 with which this tutorial is written. You can find Blender 3.1 here: https://download.blender.org/release/Blender3.1/
Launching the workshop tools
Launching the tools to upload your content is simple. First launch the game, and when you're on the main menu open the console window by pressing F1


When the window is open enter
workshop
and press enter. This will launch the workshop tools.



From here you'll be able to import custom balls and hair or hat models (support for other content will be added at a later date), export them to the game to test and upload the items to the workshop.
Creating Custom Balls
Balls are probably the most simple of custom content to create, with very few specific properties required.

Balls are generally round, in which case they should have a diametre of 0.042 world units (or a radius of 0.021, if you prefer). The origin of the model should always be at the *bottom* of the mesh - this allows for variations on models, such as those which are not round.


The above shows an example of the most basic ball model, which can be created in any modelling package.

However it is entirely possible to create a variety of shapes of balls, including those that are up to approximately 3 times taller than the diametre, such as this:


Do note that the import tools will clamp the model's size to maximum limits. If you make a model which is too wide or too tall it may appear squashed on import!





Materials
Balls in Super Video Golf don't support textures. Colours are applied as vertex properties which, in Blender, is done via vertex painting. Colours can be anything you like, although Super Video Golf uses colordome-32[lospec.com] from lospec.com. The palette can be downloaded as an *.ase file, and imported into Blender. If *.ase importing is not enabled, go to the Blender preferences, and under add-ons search for the included palette import add-on and enable it.

Balls generally only have a single material assigned to them, however if a second material is assigned then it will be rendered by the game as a shiny 'metallic' material. For example the crown on this model is assigned to the second material slot:


When you are ready to export the model, choose glTF2 model binary as the format, and make sure to export only the Normal and Vertex Colour properties. If other properties, such as UVs, are included then the Workshop importer may reject the file. You should also make sure to export only the selected model if there is more than one object in your scene.







Importing To Super Video Golf
Launch the game and, when on the the main menu, press F1 to open the console window. Enter workshop into the console and press enter. The game will then load the workshop importer.



The workshop tools open the ball importer by default. The window looks like this:



Click on Import glb (1), browse to the file you exported in the previous step and open it. If all went well it should appear in the preview window. If an error occurs it usually means the model file was exported with the incorrect properties - details of which were missing or shouldn't have been added will be printed to the console. Pressing F1 will open the console window so you can inspect the errors and correct any mistakes made when exporting the model.

Next set the Ball Tint (2) colour. This is the colour of the ball as it appears on the mini-map, or when the ball is drawn at a distance. Generally it should represent the dominant colour of the ball, but can be anything you like. It's possible to open *.ase palettes, such as colordome-32, to quickly sample a colour. However you can click on the coloured square next to Ball Tint and a standard colour-wheel picker will appear, where you can enter any specific colour you like.

The Double Sided (3) check-box will optionally render both sides of the ball's material. Usually this is fine to leave off, but some models such as the flower pot (pictured above) require this to be on to render both sides of the leaves.

Use Roll Animation (4) allows the ball to 'roll' in game, which is usually preferable for round balls. However more extravagant balls, such as the flower pot, look outright strange so this can be disabled.

Once the properties of the ball are configured, use the Export (5) button to save the file, and export it to the game. Give it a unique name in the pop-up window which appears, or use an existing name to overwrite any file which was previously saved.

At this point it is possible to test the ball in game, before uploading it to the workshop. Quit the workshop importer by clicking the Quit tab at the top of the window to return to the game, where the freshly exported ball will now be available in the player selection window. Make sure the ball loads correctly and appears in the game as you expect.

When you're ready to upload the ball to the workshop open the workshop importer again, and click Open (next to Import glb). A list of previously exported balls will appear and you can select the ball you want to upload. Once the ball is loaded it'll appear in the preview window and you can make any changes you like, or upload the file directly to the workshop. MAKE SURE TO RE-EXPORT ANY CHANGES before uploading the model, else the changes will not be saved.

Click Publish To Workshop (6) to open the workshop export window. The first time you do this you may find that the Steam overlay opens asking you to agree to the Steam Workshop Agreement. This only has to be done once, however you will not be able to upload anything until you agree to it. Sometimes the overlay will open even though you have already agreed - this is just because Steam hasn't yet downloaded your agreement status. Waiting a few moments and trying again will remedy this.




The export window allows you to set the name and description for the ball, as well as a thumbnail image. You can also choose whether or not the item is public or friends only, so that you can test the item with friends first before making it public. When you're ready click Submit to upload the item. If any required fields are missing a pop up warning will appear, otherwise you'll see an upload progress window. Once the upload is complete you can open the workshop page for the item in Steam and further edit it, including adding any extra images, screenshots or videos you may have. And that's it!
Creating Custom Head Wear
Creating custom head wear for avatars is similar to that of creating custom balls, so it is recommended that you read that part of the guide (above) first.

Like ball models, head wear does not support texturing, only vertex colour data. However, head wear differs in the fact that any vertices coloured pure white will be replaced with the hair colour selected in game when customising your avatar's appearance. This means that the model can have parts of it with a fixed colour, while other parts have custom colours applied. For example a hat with hair may have blue vertices for the hat part, but white vertices for the hair part, so that in the game the hair colour can be changed, while the hat remains the same colour.

Like balls, headwear models support up to 2 materials. Materials on the second channel are automatically assigned the 'shiny' material.

To gauge a size for the model, head wear can be created around a sphere approximately 0.15 units in diametre - however a precise size can be obtained once the model is imported into the workshop tools. This is explained later. Note that the origin of the hair model is near the top, as this is the attachment point location on the player avatar models.



Once the model is created it should be exported in the same format as balls: glTF2 binary, including only normal and vertex colour data.








Importing To Super Video Golf
Launch the game and, when on the the main menu, press F1 to open the console window. Enter workshop into the console and press enter. The game will then load the workshop importer.



By default the workshop tools open the Ball tab - Click on Hair near the top left of the window to select the head wear import tab.



Open (1) will open any existing models which have already been imported to Super Video Golf. This works in the same way as the Ball tab (see importing Balls, above). Import glb (2) opens a file dialogue to browse to the file which was exported from the modelling package in the previous section. Export (3) will export any loaded model to the game, so it can be loaded and tested during game play. Models cannot be uploaded to the workshop until they have been exported at least once.

The area highlighted by (4) allows you to update the view of the preview model. You can zoom in and out on the avatar's head, rotate the avatar and the chevron (< and >) buttons will scroll through the available avatar models. These controls are purely for visualisation, and have no effect on the export settings of the head wear model.

Double Sided (5) works the same as with Ball models - it enables or disables double-sided rendering of head wear models. Usually this can be left off, for performance reasons, but you may require this on for models such as visors or baseball caps which have a peak that needs rendering on both sides.


Fine Tuning
Once you have imported your model using Import glb(2) or have opened an existing model (1) you can fine-tune the position and scale of the model to accurately fit it to the head of the avatars. In the lower left of the window the fine tuning options appear:



The three boxes on the top row represent the X, Y, and Z (Y-up) of the position of the head wear model. Below this is a slider which affects the scale of the model. If you adjust any of these values MAKE SURE TO APPLY THEM by clicking the Apply button which appears if there are any changes to the model. Once the changes have been applied you can save the updated model by clicking Export (which will change to RED if there are unsaved changes). If you do not click Apply first then the modifications will not be saved when exporting.




Upload To The Workshop
Once you are satisfied with the fit of the head wear, click Publish To Workshop to open the workshop export window. The first time you do this you may find that the Steam overlay opens asking you to agree to the Steam Workshop Agreement. This only has to be done once, however you will not be able to upload anything until you agree to it. Sometimes the overlay will open even though you have already agreed - this is just because Steam hasn't yet downloaded your agreement status. Waiting a few moments and trying again will remedy this.




The export window allows you to set the name and description for the item, as well as a thumbnail image. You can also choose whether or not the item is public or friends only, so that you can test the item with friends first before making it public. When you're ready click Submit to upload the item. If any required fields are missing a pop up warning will appear, otherwise you'll see an upload progress window. Once the upload is complete you can open the workshop page for the item in Steam and further edit it, including adding any extra images, screenshots or videos you may have. And that's it!
2 Comments
treiz 24 Mar, 2023 @ 6:45am 
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golden boy 16 Mar, 2023 @ 10:31am 
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