Modding noob here and I need help

Ok, so using the Resource Manager for AoE3, I’ve managed to find this among the all the gr2 under Art in AoE3DE folders. As someone who have played both DE and War of Liberty, I have also made some scenarios using scenario editors. However, I do wanna expand my limits and creating my own mods with tons of stuffs added to it…all the plants, animals, new units, new buildings, new props/embellishment, new mineral resources…etc.

Now, with this piece of unfinished tobacco plant, ok so supposedly I can add color to it. And after I do that, how to turn it into something I can add into a map/scenario editor under the “nature” section of scenario editor? And this is just the first step. I also want to add things to the “paint terrain” section such as tilled soil and soil with vegetable to it (like the ones in the mill…just for visual effect of course)…how to do it? How to turn gr2 files into something that can be created in scenario editor?

Every object needs also be present in the protoy file, so for you in the " Protomods.xml "
There you also define the class and whats it supposed to do.

A unit (and, by extension, a building, and very probably embellishment props) in AOE III is a median bunch of XML lines on protoy, on file games In these lines, you are specified where you can find the unit, where you can create it, what can do, and how it will be seen in the game, with an art XML file This art XML file is usually called, for example, “musketeer.xml” or “bank.xml”. Here, it contains the location for the art files that compose the unit you cN see in the game: to know:

  • a gr2 file, the 3d model of the unit.
  • a material XML file, with paths to the 4 image files that paint the 3d model:
  • BaseColor, that is the basic paint for the unit, when you can see skin color, and some clothing in white color.
  • Details, that is a pure red and black image. The red parts is where the player color will paint over the BaseColor, and black is where not.
  • Masks, where you can define which parts of the unit should shine like metal, or not. Pink is shiny, yellow not. Blue is mirror-like
  • Normals, where you can define the reliefs of the parts of the unit.

If you are not sure where to start, use the Resource Manager to see similar things to those that you want make. So, if you are making a Heavy Cavalry, take a look to the protoy entry for Elmetto.

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