alright, heres the worlds.com/worldsplayer guide you asked for... the custom 3d character in worldsplayer! i think i made this due to archiving bounds and breaks from worldsplayer. if you are a 3d modeller like me and play worldsplayer then you are going to love this!

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how to import 3d characters into usable .rwx format for worldsplayer (for avatars)

hooo boy! its the first time for me writing a guide that might be useful. huge inspiration from kangworlds.net thanks for the guide! i am not actually stealing, because bonkmaykr took the details from XxnessuxX and rearranged to make it better. but i might be the third iteration of this how-to guide. so lets make it simple for worldsplayers!

for this you will need:

-blender (latest version. for this guide at the time its 4.0)
-accutrans3d (you can download from here and use it forever since accutrans3d is bad at promises)
-any code editor (for this i use notepad)
- this height guide model (useful since worldsplayer's unit of measurement is massive, resulting in bacterial sized models)
-paint.net or firealpaca for converting textures into .bmp


alright. you have this cool model you ripped from a game or modelled it for hours and you want to use it in worldsplayer. first, the model must not exceed more than 10k faces and tris, since worldsplayer is an old game and renders like ps2 (that means it has a poly count limit). you can use a decimate modifier to un-subdivide the whole model. after that, tweak parts that are broken after the de-poly operation (like those flat plane eyes clipping through or parts clipped out, fix that). small tip, though, to fill in gaps hit f in edit mode to fill in gaps.

one thing i didnt mention is that the models in rwx format should have textures in bmp. thats right. bmp is uncompressed, best for rwx models to render with since thats one other huge reason why the models are invisible.



here is a screenshot of my nifty model. i modelled it all myself since i hate downloading huge chunks of game ripped models and pose it. my model is entirely low poly and the textures are rendered closest (jaggies interpolation). for meshes that went inside the body, like the neck, one bottom part has its face removed but not the top part. it is one way of reducing unwanted face counts :)

next, we need to convert our textures into bmp files. bmp is always and forever always only compatible to rwx models and we shouldnt forget that. you can go and convert using any art program (like firealpaca and paint.net) i only use paint.net since its way easier to convert it fast. open a copy of your texture model (all of it) and go to file > save as > from the dropdown list of different type of picture files, select bmp. you will be greeted (in paint.net) by this menu asking about octree dithering and stuff.



you can go wild with the settings. dithering doesnt do much to a model anyway. but if you cant decide what settings you will go with just copy from the picture up here.

now we go back to our character file and apply the bmp texture to all materials.

applying bmp texture to a model beforehand is very vital, it ensures you when you go to accutrans it loads up = your model is good to go.

one last step before we convert to .rwx is scale. like every guide, it tells you that the measurement unit in worldsplayer is massive and it is literally almost similar to the real world. if you downloaded the height ruler here, import it to your scene. but its sideways and up and rotated the wrong way (worldsplayer's alignment is probably bugged during the development or something) so we fix that. the model is gonna align perfect and fine anyway.

rotate like this:




align your model's feet to the z axis and set origin to 3d cursor so that while we resize it resizes from the floor up and we dont have to move the whole model. use the height model ruler provided up here from this guide and resize it to your will. my discovery is that poly count exists in the game but the scale count DOESNT EVEN EXIST and you can go crazy with the height or size - just dont make it too big or the game couldnt handle the model.

now its time for conversion. export your model to .obj or any compatible 3d files. accutrans literally knows all types of 3d files like imagine 1 to LIDAR or any known 3d formats. after you opened accutrans open up your model and if the textures dont load - dont worry we can add it back without worrying.



here it is in accutrans3d... if it looks like this we can just add the textures back in. to do this, find the edit layers button, and select renderware. set texturemodes to foreshorten and lit. change lightsampling to vertex and in the texture option just browse for the right bmp texture file and hit OK and its done.



next, hit save with options. in the format list, select rwx or renderware for short. now we have converted the file! the lastlastlast thing we can do is configure it again. open the rwx file in notepad or any code editing software.





i reccommend add .bmp to the texture name, add Diffuse and Ambient to 0.5, add Surface 0.680000 0.475 0.125, add TextureModes Foreshorten Lit and Lightsampling Vertex. DO THIS FOR EVERY CLUMP(materials) and make use of ctrl+f to find every single clumpbegin. ctrl+f is a function in notepad that helps you find similar text in the file. pretty handy for models with more than 1 materials and textures!

from the screenshot above, i added all of the required configurations to the rwx model. there is more you can add, like color or ambient or anything else, just find guides online that explain all effects in renderware.

speaking of clumps, i HUGELY reccommend merge the material and textures into one so that it saves out space and also saves time (now you can only do settings only once)

now its done! you now have your own model ready for worldsplayer. but to wear it is also hard. luckily we can cheat the worlds.ini file and change avatar to our model link.

but to use it you will need a host. any hosting service that supports http is good but worlio is the best place to host one, put your model in the http folder and upload the texture and model file to the internet. search for worlds.ini configuration file and locate AVATAR= (dont put it in VIPAVATAR!) and put the link in HTTP since it does not support any modern encryption.



we finally have it! your brand new avatar imported correctly! (kinda looks a bit bad due to the game compressing all textures horribly)if you are still on VIP save your avatar for later but if it ran out (like mine) you have to depend on the worlds.ini file itself.



if you run into problems of the avatar, please read kangworlds guide at the bottom here