Spellforce 2 - Blender Plugin

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Maxxxel
Posts: 12
Joined: Mon 14. Apr 2025, 18:08

Spellforce 2 - Blender Plugin

Post by Maxxxel »

Hi there

Im the creator of the Battleforge Blender Plugin to import and export DRS files. And as we all know Spellforce 2 DRS files are kinda similar with extra salt. Anyway, I ported my plugin into a new project just for your Spellforce 2 needs.

You can find it here: https://github.com/Maxxxel/SF2-ImpEx-for-Blender

It's an ongoing project and as I'm not a SF2 Player, I need your input.

What you wanna do? Tell me and I try to make it possible.

At first I want to make every single drs file and animations readable. Try the plugin, if a file import fails -> create an issue and I'll fix it.

Second, I will add SKA Export, so you can change the animations of existing models and create new ones, easily update the AnimationSet file for variations etc.

At last, I may take a look at exporting new units (static objects/props should be doable with no big effort).

Whatever you need, create an issue and I'll take a look. Keep in mind that I fully work on the Battleforge plugin, so SF2 Plugin Updates may take some days.

😊
Xian
Posts: 18
Joined: Thu 31. Aug 2023, 23:58

Re: Spellforce 2 - Blender Plugin

Post by Xian »

Damn thanks for that!
There are some modders around that will be very gratefull for sure!

Awesome job! Thanks so much!
UnSchtalch
Posts: 2
Joined: Mon 22. Sep 2025, 09:24

Re: Spellforce 2 - Blender Plugin

Post by UnSchtalch »

Just in case: some data will be lost after import/export of the animated parts of them buildings (_addon.drs models)
Issue is known, it is related to weird _shapeOrig nodes in the file structure.
As far as I can see, node ID for such entries are unique for each building.

It is of no effect if you're interested in just getting the mesh, but might be of one, if you wanna change those animated attachements.
Maxxxel
Posts: 12
Joined: Mon 14. Apr 2025, 18:08

Re: Spellforce 2 - Blender Plugin

Post by Maxxxel »

UnSchtalch wrote: Tue 21. Oct 2025, 09:44 Just in case: some data will be lost after import/export of the animated parts of them buildings (_addon.drs models)
Issue is known, it is related to weird _shapeOrig nodes in the file structure.
As far as I can see, node ID for such entries are unique for each building.

It is of no effect if you're interested in just getting the mesh, but might be of one, if you wanna change those animated attachements.
Ye, it's take time for me to understand the dozens of different drs structs they used in SF2 and it's add-ons.

There are files very simple and then files with a lot of weird things inside. The game handles all the different types, so it's not necessary to export and imported file to the same type again. Instead I would look for a file format that's clean and easy and use that as export base. But that takes a lot of time to figure out 😎
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