

POPULAR

06/09/2020 loader updated to v1.54. minor feature update. ability to disable 3Dstyle on other players' tanks

07/08/2020 loader updated to v1.531. minor bug fix

06/08/2020 loader updated to v1.53. adapt to WoT V1.10.0.0

24/06/2020 loader updated to v1.52. added engine sound uml_eng_turbine

12/06/2020 loader updated to v1.510. adapt to WoT V1.9.1.0. added support for wheeled vehicles and wheeled remodels.

29/05/2020 loader updated to v1.500. added support of dual-gun tanks.

26/05/2020 loader updated to v1.499. fixed 3Dstyle tracks and 4-track tank swap.

19/05/2020 loader updated to v1.498. compatibility fix for old UML profiles

05/04/2020 minor config/preference update. V1.497a

27/04/2020 loader updated to v1.497. adapt to WoT V1.9.0.1

06/02/2020 loader updated to v1.496. fixed multiple bugs.

31/01/2020 loader updated to v1.495. added physicalTracks support

30/01/2020 loader updated to v1.494. adapt to WoT V1.7.1.1

07/01/2020 loader updated to v1.493. fixed issues with NewYearOps/twitch skin

12/10/2019 loader updated to v1.492. adapt to WoT V1.6.1.0

22/08/2019 loader updated to v1.491. adapt to WoT V1.6.0.2

19/08/2019 loader updated to v1.49. fixed bugs in config conversion and TacticalNumber indexing

10/08/2019 loader updated to v1.489a. fixed customization menu error.

09/08/2019 loader updated to v1.489. adapt to WoT V1.6.0.0

05/05/2019 loader updated to v1.488. adapt to Wot V1.5.0.0

14/04/2019 loader updated to v1.487. minor bug fix, <forceClanLogoID> now works correctly in hangar.

12/02/2019 loader updated to v1.486. adapt to WoT V1.4.0.1 fixed some animation trigger issue.

added 12/04/2015:

I noticed a mod with similar purpose remodelEnabler made by

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This will change everything in WoT remodels.

The initial codes are written last year. Finally motivated enough to finish this little project.

As illustrated above, there're two type59s in the pic, only the one controlled by me got the model changed to challenger2. So you won't have problem hitting the other type59's cupola.

As models are externally loaded, it works perfect with stand-alone remodels.

There's more:

This mod has the option to change only the model of tanks controlled by user, leaving friendly and enemy tanks untouched.

It has the option to link a specific remodel to a designated list of tanks.

It has the option to manage multiple remodel profiles and apply them individually or all at once.

it provides support for animated tank parts. as a base mod allow remodel makers to animate their models in various ways.

option to suppress decals/insignia on certain tanks to not interfere with 3rd party skins(not models).

option to force a certain level of certain type of MOE to render locally.

[Default Hotkeys]

hotkeys can be changed in scripts/client/mods/ownModelMeta.xml

F5 -- When inside hangar, reload config into game.

INSERT -- Activate animation (eg. open hatch) if available in remodel.

DELETE -- Reverse animation (eg. close hatch) if available in remodel.

BACKSLASH -- play Fire Secondary Gun (MG) effect if available in remodel.

[Install]

extract to res_mods/#CurrentGameVersion# start the game, reach hangar screen. now either press 'F5' or close the game entirely. previous step will create the config file <res_mods/x.x.x.x/scripts/client/mods/ownModel.xml> edit that config file if necessary. check the configuration section below.

[Video Tutorial]

has kindly provided a video tutorial for installation and config.

English Version

German version

[Configuration]

edit mod config file <res_mods/x.x.x.x/scripts/client/mods/ownModel.xml>

The config file is not shipped with release package to avoid overwriting existing ones. A new one will be created after you started the game at least once, or press 'F5' in the hangar screen

if this filedoes not exist yet, press 'F5' in hangar will create a new one, or re-populate old one with current remodel library content.

Block Quote <enabled> to true will enable this profile.

<swapNPC> to true will affect both player-controlled tanks and those controlled by other players.

<swapNPC> to false will make the model swap only affect the tank player's currently driving.

<useWhitelist> to true will cause UML to only swap tanks that are defined within <whitelist>

<useWhitelist> to false will cause UML to swap any tank.

<whitelist> defines a list of TANKNAME if <useWhitelist> is true. Items are seperated by ',' and must be place within a single line.

Do not start a new line.

TANKNAME is xml filename found in res/packages/scripts.pkg/scripts/item_defs/vehicles/NATION/TANKNAME.xml

scripts.pkg can be force-opened with any compression tool like winzip, 7z, winrar

Alternatively TANKNAME can be found in replay filename.

For example, 20171214_0952_usa-A37_M40M43_10_hills.wotreplay you can see the name for M40/43 is 'A37_M40M43'

After config file is modified, it will take effect upon next client restart, or if you're in hangar press 'F5' to reload config file.

You can't reload config during a game session or replay.

For detailed info check the comment inside config file.

Here is a brief instruction:

[Invoking in-game tanks]

In older UML versions, stock tanks can only be invoked if it's already present inside lib_stock.xml (which leaves a config header in ownModel.xml), otherwise a full configurations must be built, as illustrated in the next section.

But from V1.464 onward you can invoke any in-game tank by manually inserting a specially formatted header into <models> section of ownModel.xml

First you need to find out the standard name for this in-game tank. For example the standard name for KV-2 is R77_KV2 (how to obtain standard name is explained in previous section)

If you just use the standard name as profile name, the header will be simpler, like this: Block Quote <R77_KV2> <enabled>false</enabled> <swapNPC>false</swapNPC> <useWhitelist>true</useWhitelist> <whitelist>a37_m40m43,dummyTankName2</whitelist> </R77_KV2> this will by default use the components with the largest index. In this case it will be turret_02 and gun_06. This most likely represents the 'elite' states, but there are exceptions.



​But sometimes you want the tank in a specific configuration, that requires <configString> . And to differentiate it from the elite profile, we use a different profile name, then use <parent> to link it back to the standard name : Block Quote <R77_KV2_stock> <enabled>false</enabled> <swapNPC>false</swapNPC> <useWhitelist>true</useWhitelist> <whitelist>a37_m40m43,dummyTankName2</whitelist> <parent>R77_KV2 </parent> <configString> 1111 </configString> </R77_KV2_stock> The 4 digit <configString> means the 4 index for chassis/hull/turret/gun. 1123 means 1st chassis variant, 1st hull variant, 2nd turret variant and 6th gun variant is requested.

. And to differentiate it from the elite profile, we use a different profile name, then use to link it back to the : WoT V1.0.1x introduced the so called 'style' for tank customization, which looks like a skin set in customization menu but actually changed tank models as well. For example the warHammer40k themed KV2 is registered under standard name R152_KV2_W , but if simply invoke R152_KV2_W you'll only get an ordinary looking KV2, because the 'default' style is being invoked, not the optional 'WH' style. So a new node <styleSet> is introduced to address this issue: Block Quote <R152_KV2_W> <enabled>false</enabled> <swapNPC>false</swapNPC> <useWhitelist>true</useWhitelist> <whitelist>a16_m7_priest,dummyTankName2</whitelist> <styleSet>WH</styleSet> </R152_KV2_W> <f05_bdr_g1b_WH> <enabled>false</enabled> <swapNPC>false</swapNPC> <useWhitelist>true</useWhitelist> <whitelist>a37_m40m43,dummyTankName2</whitelist> <parent>f05_bdr_g1b</parent> <configString>1129</configString> <styleSet>WH</styleSet> </f05_bdr_g1b_WH> <f05_bdr_g1b_WH_stock> <enabled>false</enabled> <swapNPC>false</swapNPC> <useWhitelist>true</useWhitelist> <whitelist>a37_m40m43,dummyTankName2</whitelist> <parent>f05_bdr_g1b</parent> <configString>1111</configString> <styleSet>WH</styleSet> </f05_bdr_g1b_WH_stock> with <styleSet> set to WH it's now possible to invoke this specific style variant.



, but if simply invoke R152_KV2_W you'll only get an ordinary looking KV2, because the 'default' style is being invoked, not the optional 'WH' style. So a new node <styleSet> is introduced to address this issue: how to find the correct name for <styleSet>. Let's say you want to find the name for a new style for obj907. open res/packages/vehicles_level_10-part1.pkg with decompression tool like winrar/7z. Navigate to vehicles/russian/R95_Object_907/_skins you will see two folders called Burnout and R95_Object_907_stock_3Dst. These two are the styleName for <styleSet>

[Build new configurations]

remodel configurations (UML profile) is now stored in two locations, the built-in library (lib_remodel.xml, lib_stock.xml , etc) and plugin library.

the built-in library is maintained and updated via UML release. the filename of these lib is defined in ownModelMeta.xml

the plugin library is the folder scripts/client/mods/UMLprofiles/ . any xml found in this folder is considered as plugin library and automatically have their profile headers extracted and inserted into ownModel.xml. thus this is how users place their own remodel profile.

There's an example plugin library scripts/client/mods/UMLprofiles/example.xml

Make a copy of this file, rename, change model name to suit your need, and start from there.

Note that the ultimate remodel name you will find in ownModel.xml is defined by nodes under <models> of a plugin library. In this example.xml it would be <profileName_placeholder> and </profileName_placeholder>

The content of scripts/client/mods/UMLprofiles/example.xml should be self-explanatory. Most nodes have a counterpart in WoT vehicle definition xml found under res/packages/scripts.pkg/scripts/item_defs/vehicles. (of course in case of a xml remodel, the remodel mod would have provided this xml)

But the chassis config is tricky to get as they are direct dump of python data structure instead of standard xml nodes. So here is how to obtain these dumps:

For example you want to create a config for t55nvm so that other tanks can also looks like t55nva-ddr with this model loader installed, open a replay file of t55nvaddr. close the program after battlefield is loaded. check '@dumpedChassis.txt' under game root directory. Inside are t he 8 mandatory sections ( traces, tracks, wheels, groundNodes, trackNodes, trackSplineParams, splineDesc, trackParams ) and an optional leveredSuspension. These are the dumped chassis configuration for own tank model , in this case t-55nva. There is also an optional drivenJoints dump used for multi-axis gun elevation animator. If this node is not none, it'd be reqruired to be placed under gun section of an UML profile Open scripts/client/mods/ownModel.xml , create a new node and set its content according to res\packages\scripts.pkg\scripts\item_defs\vehicles\germany\g105_t-55_nva_ddr.xml . copy the data from step3&4 into the chassis section of your new model node. ​​ pkg file can be force opened with any application that is capable of handling zip file.

pkg file can be force opened with any application that is capable of handling zip file. extracted stock XML is serialized binary file. It can be decoded with wotModTools0.5

be careful on the decimal format produced by wotModTools. It must be period '.' not comma ',' set whitelist and flags as desired.

[Animated addon model support]

Advanced animation is supported.

It's meant to be used as foundation mod so other remodel authors can make tanks with moving parts previously impossible to build. It includes but not limited to:

auto-rotation (for cooling fan)

random-rotation (for commander search animation)

up to 8 mini-turrets (for tanks like T-28)

hull static node for gun model. (for casemate TD gun canvas)

mount and dismount camouflage net model depending on whether the camouflage net equipment come into effect.

load predefined skin sets for [summer, winter, desert] map type.

Some example GIFs:

miniturret with arc limit

miniturret with arc limit

camouflage net

radar random search animation

event-controlled animation: hotkey, onStop, onShoot





[Changelog]

Spoiler [Changelog] V1.54

#added ability to disable 3Dstyle on other players' tanks <remove3DStyle> true </remove3DStyle>

#if reuse config from older version, this config node will be added to the tail of the file

#added 'uk' tacticalNumber style (plain black DIN)

#uncensored some decals on CN client V1.531

#fixed machine gun effect V1.53

#adapt to WoT V1.10.0.0 V1.52

#added new engine sound 'uml_eng_turbine' V1.51

#adapt to WoT V1.9.1.0

#wheeled vehicles can now invoke wheeled remodels or stock ones if they have the same number of wheels.

#you still can't apply stock wheeled model to a tracked tank.

#added possibility for wheeled remodels to support both tracked and wheeled tank swap. V1.500

#added support for dual-barrel tanks V1.499 #added support of 4-tracks vehicles (a125_aep_1 and R157_Object_279R)

#fixed 3D style swap missing their unique tracks (physicalTracks is disabled in this case) V1.498

#fixed compatibility with certain old UML profiles V1.497a

#split profile Mirukii_t-54am into Mirukii_t-54am_ussr and Mirukii_t-54am_ddr

#changed default MG firing key from BACKSPACE to BACKSLASH V1.497

#fixed <drivenJoints> internal format changed by WG, as for WoT v1.9.0.1 V1.496

#added option <removeUnhistoricalContent> to make unhistorical content disabled when playing someone else's replay

#fixed team swap

#fixed random TacticalNumber is not random

#fixed <noEmblemsList> V1.495

#added physicalTracks support V1.494

#adapt to woT V1.7.1.1 V1.493

#fixed crash when twitch/NewYearOps skins are applied

#added <density> and <aoTextureSize> to camouflage clause. V1.492

#adapt to Wot V1.6.1.0 to fix gun sound. V1.491

#adapt to WoT V1.6.0.2 V1.49

#fixed bug in old config conversion

#fixed bug in default TacticalNumber index offset V1.489a

#fixed customization menu error V1.489

#adapt to WoT V1.6.0.0

#model packs released before v1.6.0.0 will likely require an update V1.488

#adapt to WoT V1.5.0.0 V1.487

#fixed <forceClanLogoID> only works in arena, not hangar. Now it works in hangar too. V1.486

#adapt to WoT V1.4.0.1

#fixed onStop and onEngineStart V1.485

#fixed format compatibility with some old remodel config

#fixed some <fixed playerEmblem> is missing V1.484

#adapt to WoT V1.3.0.1

#steering controller now supports different max deflection per wheel

#added new tactical number style: germany_red

#known bug: can't swap stock wheeled vehicles to tracked tanks, and vice versa. control mods are not compatible. V1.483a

#fixed crash when remodel doesn't have segmented track V1.483

#adapt to WoT V1.2.0.2 ... [truncated or the post will be too long] ... V1.0

#Initial release

And if you feel like donating:

[Known issues]

ruins hydraulic casemate TD aiming. Don't use the swap feature on these tanks for the moment.

a random chance to get stuck loading hangar. press F5 to unstuck.

clicking inscription slot in customization menu cause inscriptions to vanish if remodel has a different emblemSlots layout

different tactical number slots on the same non-player tank receive different numbers

Wheeled vehicle can only use other wheeled remodels or stock wheelies if they have the same number of wheels..

[Download]

IMPORTANT: UML has random chance to get stuck loading hangar either at game start or after a battle. Press F5 to fix it.

[1.10.0.1]ownModelLoader v1.54 , stand-alone collection edition, build 20200906

[occasionally version number listed here and inside release rar may not reflect latest WoT version, if no change is required by this update]

[in this case just extract to the correct %VERSION% folder ]

This one has only the loader with many profiles preset to disabled. Direct install has no effect in game.

Edit scripts/client/mods/ownModel.xml to enable some of your choice

And download & install corresponding model packs or game will hang up.

Unless you are activating a profile belonging to a stock WoT model. These models can be used directly.

######################################################################################

stand-alone model packs -- recently updated first)

heavily outdated models could cause problems.

how to use:

1. install the model pack

1.1 if it's a wotmod file, place under mods/%CURRENT_VERSION% , then restart game client

1.2 if it's a simple rar of the old, extract to res_mods/%CURRENT_VERSION% as you would normally do

2. then open res_mods/%CURRENT_VERSION%/scripts/client/mods/ownModel.xml and edit the config accordingly

3. then press F5 in hangar to apply config into game.

Challenger mk2 from WT

profile name: N24_Challenger_mk2

stand-alone remodel

import from WT

download link: v1.0 [from mediafire] [ from mega]

profile name: AG12_sdkfz9_flak37

import from WT

links here: model pack + UMLprofile V1.1

Leclerc Séries 1 from WT

stand-alone remodel

UML profile name: N23_Leclerc_S1

download: model pack v1.0 [mediafire] [mega]

T-80U from WT

stand-alone remodel

UML profile name: W14_T80U

[Download]:T-80U model pack + UML profile v1.2 with turbine sound

M1 abrams (105) from WT

stand-alone remodel

UML profile name: N15_Abrams_M1

Download link here: main model + UML config, Ver1.21 (turbine engine sound)

B1 Centauro from WT

UML profile name: N17_B1_Centauro

This model is compatible with both 8x8 wheeled and tracked vehicle.

Download: V1.1 model pack + UML profile from mediafire

HSTV(L) from WT

stand-alone remodel

UML profile name:

N22_HSTV-L the default tank

N22_HSTV-L_noRig removed the test rig behind turret

Leopard2A5 from WT

stand-alone remodel

UML profile name: N14_Leopard2A5

animated CITV, change skin based on map type, levered suspension.

Download model pack here: main model V1.3 - mega

C1 Ariete from WT

UML profile name: N20_C1_Ariete

stand-alone remodel

all assets imported or derived from WT

physicalTracks

crash model included

animated CITV

coax MG (BACKSLASH key)

different texture based on map type (summer / winter / desert )

Link here: C1 Ariete model pack + UML config

C1 Ariete PSO from WT

UML profile name: N19_C1_Ariete_PSO

stand-alone remodel

all assets imported or derived from WT

physicalTracks

crash model included

animated CITV

coax MG (BACKSLASH key)

different texture based on map type (summer / winter / desert )

Link here: V1.0

UML profile name: AG08_Panther_II

import from WT. This is the stand-alone version different from the one I released earlier which did a in-place swap.

independent suspension, but a standard track.

Link here: V1.4

AG11_Pz_III_M

imported from WT

link here: V1.2

Centurion mk10 from WT

stand-alone remodel

UML profile name AGB01_Centurion_mk10

download link: model pack

sdkfz234-2 puma from WT

stand-alone remodel

UML profile name: AG14_sdkfz234_2_puma

Download link: model pack + UML config

Warning: this remodel can't be used on actual in-game wheeled vehicles.

it can only be applied to normal tracked vehicle.(non-hydraulic)

M60A1RISE from WT

stand-alone remodel

UML profile name: N16_M60A1_RISE

Download link here: main model + UML config, Ver1.2

ASU-85 from WT

stand-alone remodel

UML profile name: AR05_ASU-85

Download link here: main model v1.2

challenger II

profile name:N10_challengerII

model by goust7, texture 70599

I changed the following:

independent suspension & segmented tracks

holes ontop the turret

LoD and camo mask

convert to HD shader and texture

link here: V1.3 woodland

V1.3 Desert

[outdated]

profile name: N01_leopard2A6

base model author goust7, texture LMP, but more likely a direct import from BWM of ArmA

I changed the following:

independent suspension & segmented tracks

fixed turret/gun format to be tankViewer friendly.

fixed killmark (insignia)

Download link v1.2, updated 31/05/2015.

[outdated]

profile name: N02_M1A2

model by terryZxc

A very old one.

link here.

[outdated]

model by sphinx, ERA added by JeffreyWin .

I did the following:

reworked gun texture

changed chassis to HD with parts from M48A1

reworked spotlight texture

fixed ERA texture

added camouflageMask

changed all shaders for 0.9.7+

Link here: V1.5

[outdated]

model by sphinx, texture 70599

A very old SD remodel. Wheels and tracks changed to WG HD ones.

link here: v1.21

profile name: N07_chieftain

model by goust7, texture 70599

I did the following:

Fixed the model

independent suspension & segmented tracks

camo mask

LoD

Link here: V1.31 with accessory, aka the original one with all the junks.

And a clean version with all junks removed. link here: v1.31

[outdated]

profile name: N09_M1A1

Import from COD:MW

independent suspension & segmented tracks

destroyed model, LoD, camoMask

link here: V1.32

profile name: W02_type_99

original model by TerryZxc

I did the following: remade chassis with the correct one.(An old style chassis though)

camoMask link here: V2.1

Import from ArmA

New shader is used.

link here: V1.1

profile name: W06_T72

base model Import and convert from a mod of ArmA.

reworked most details.

link here: V1.1

profile name: W07_T80BV

model by goust7, texture by tankmen100

I did the following:

gun shader fix

manlet UV fix

link here: V1.31

profile name: AA01_M4A2

Import from WT

independent suspension & segmented tracks

link here: v1.2. This one is packed with a script to swap tier5 M4. Remove the script if a global M4 swap is not needed.

profile name: AA02_T26E4

base model import from WT, refit to WG T26E4 standard.

independent suspension & segmented tracks

partial camo mask

link here: V1.0

This one is packed with T26E4 swap script. Delete the script if global T26E4 swap is not needed.

profile name: AR03_IS-3

Import from WT.

independent suspension & segmented tracks

camo mask

Download link: V1.2

This one is packed with IS-3 swap script. Delete the script if global IS-3 swap is not needed.

profile name: AA03_M4A3E8_76W

import from WT.

independent suspension, segmented track.

Link here: V1.11

This one is packed with m4a3e8 swap script. Delete the script if global m4a3e8 swap is not needed.

profile name: EFGF_M61A5

EFGF M61A5 by terryZxc

Download here: v1.1

And if you feel like donating:

Edited by atacms, 06 September 2020 - 12:26 PM.