

I then loaded in the FBX file which loaded the textures and everything that were on the model so no problems had occurred importing the asset. So In the output is where you put a name for the asset your using, mine was pokeball. So I was presented with this window, the editor seemed and is very user-friendly with a few options on each tab. I freeze the transformations, deleted history and exported the pokeball as a FBX file. So I imported both the Pokeball asset and the short trinket template, I placed the pokeball where it would sit on the hand in-game (the small trinket template is of a worms hand and in a flat spread out fingers pose). I chose a Pokeball model I modelled months ago, it was the exact amount of tris allowed for the model to be accepted by the Worms Clan Wars Editor. My first attempt was a model I had already created, I thought I’d start off with something already model just for a quick test to see if I would be able to even get it to run in-game. Trinkets and gravestones which is the type of assets you can create and publish with the editor. The templates consist of hats, glasses, moustaches, trinkets, tall It told me how to download the tools and tells you that it comes with templates so you have some what of an idea of scale and how big the assets could be in terms of scale. So to start off I had to download the program in the tool section of Steam once I downloaded it I went to the Steam Workshop for Worms Clan Wars and had a look in Workshop Discussions topic and found out how you use the editor. Alright so I’m researching into Worms Clan Wars Editor, I will look into what can be done with the editor and then write a tutorial on how to make something for the editor and publish it on the Steam Workshop.
