Difference between revisions of "Modding"

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(Updated/re-clarified on a few notes (courtesy of Bungo))
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== Notes ==
 
== Notes ==
  
* Static meshes may remain outside of blueprints if they do not require any additional data.
+
* All static meshes should be inside blueprints, even if they do not require additional data.
 
* Normal maps are not currently being used.
 
* Normal maps are not currently being used.
 
* Animating meshes inside of Unreal Engine is acceptable.
 
* Animating meshes inside of Unreal Engine is acceptable.
 
* Public access to the car mesh, alongside proper car documentation, will be released sometime soon.
 
* Public access to the car mesh, alongside proper car documentation, will be released sometime soon.
 
* Building LODs are being created manually. For anything else, if the results are good enough with Unreal's automatic LOD generation then that is suitable.
 
* Building LODs are being created manually. For anything else, if the results are good enough with Unreal's automatic LOD generation then that is suitable.
* All mods should have a similar top-level folder for its content to how ''Unturned II'''s content is stored in a top-level folder named "UE4".
+
* All mods should have a top-level folder for its content similar to how ''Unturned II'''s content is stored in a top-level folder named "UE4".
 
* Roads and tunnels are built using splines.
 
* Roads and tunnels are built using splines.
 +
* Most objects should only need two LODs.
 +
* ''Unturned II'' will have no visually openable containers except for a few specific static props.
 +
* Destructible props are planned.
  
 
{{Navbox tutorials (U4)}}
 
{{Navbox tutorials (U4)}}

Revision as of 16:34, 2 June 2019

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The Unturned II Dev Kit is a modified version of the Unreal Engine 4 development kit, and is the central modding tool.

Getting started

Recommended programs

  • Unreal Engine 4
    • Particle effects are made in the Niagara Editor.
  • Autodesk Maya

Optional programs

  • Blender

Public assets

Documentation

Nelson's 4.0 modding info page :)

Designing this for personal reference as well as modder reference, so it will be consistently up-to-date. This is not done

Sorry for the mess Molton hehe

Notes

  • All static meshes should be inside blueprints, even if they do not require additional data.
  • Normal maps are not currently being used.
  • Animating meshes inside of Unreal Engine is acceptable.
  • Public access to the car mesh, alongside proper car documentation, will be released sometime soon.
  • Building LODs are being created manually. For anything else, if the results are good enough with Unreal's automatic LOD generation then that is suitable.
  • All mods should have a top-level folder for its content similar to how Unturned II's content is stored in a top-level folder named "UE4".
  • Roads and tunnels are built using splines.
  • Most objects should only need two LODs.
  • Unturned II will have no visually openable containers except for a few specific static props.
  • Destructible props are planned.