Sample mod - Flame as A dragon
Modijuhendid on inglise keeles, nagu need mänguga kaasas on.
A dragon sculpted in Blender replaces Flame levels 1, 2, 3 and fusion. Its wings beat slowly at rest and accelerate when attacking; the lower jaw opens while the original Flame plume leaves its mouth. Level 1 is red, level 2 green, level 3 black, and fusion has charred skin with ember wings and gold plates. Damage, range, cost, target eligibility and multiplayer rules stay those of the original Flame.
Install it
- Subscribe to Sample mod - Flame as A dragon on the Steam Workshop (Options → Mods → Workshop opens it).
- Restart the game. The subscription is copied to
user://mods/workshop_<id>and starts enabled. - Build a Flame. Upgrades, fusion and generated icons also use the dragon.
Your enabled/disabled choice in Options → Mods persists. Disable it, or unsubscribe, and restart to restore the original Flame. Multiplayer participants must use the same mod package: its content enters the mod compatibility signature.
Open Mods Folder exposes the editable copy, including Blender source. The game never overwrites an existing copy. Other reference examples beginning with _ remain inactive until copied/renamed. In the repository this sample's source folder is mods_example/example_flame_dragon.
Edit in Blender
Open Source/FlameDragon.blend. Each variant has a separate scene in the scene selector. Dragon_3 includes studio lights, a camera and a timeline demonstration of the rigid animation. Sculpted volumes, membranes, fingers, tail, teeth and plates remain separate for editing. No original Flame asset is overwritten.
Created in Blender 5.1.1. From the repository root, rebuild only this example with:
blender --background --python tools/mods/build_flame_dragon.py
This command overwrites this example's four GLBs, .blend source and studio image. Preserve manual edits before running it. The game only uses the GLBs and two JSON files; players do not need Blender or animation files.
Model contract
- Blender: X forward, Y left, Z up. Game cell: 64 units.
Yawrotates the body;Pitchtilts the neck, upper head and mouth socket.CreatureWingL/Rare direct children ofYaw, at the shoulder hinges.CreatureJawis a direct child ofPitch, at the lower jaw hinge.Muzzle_0is directly underPitch, at the opening, separate from the jaw.- Godot mouth-local position is
(23.5/25.5/27.5/32.3, 9.2, 0)by variant;Yawis at(0, 9.5, 0). These match the four original Flames exactly. - Wings rotate around local X; the jaw opens around +Y in Blender, -Z in Godot. The game drives the named joints; GLBs contain no clips or armatures.
- Embedded PBR materials and vertex colors. No executable code in the mod package.
For manual export, select only the dragon hierarchy, include Empties, export GLB with normals/colors/materials, and disable animations. Exclude the studio. Keep pivot names/parents and check the mouth across the aiming range. See the full TOWER_MODELS.md guide for the optional creature contract.
