Difference between revisions of "Modding"

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{{Ambox/Guide}}
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{{Documentation}}
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{{Stub}}
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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.
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== Getting started ==
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* [[/Coding standard|Coding standard]] / [[/Naming conventions|Naming conventions]]
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=== Recommended programs ===
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* Unreal Engine 4
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** Particle effects are made in the Niagara Editor.
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* Autodesk Maya
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=== Optional programs ===
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* Blender
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=== Public assets ===
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* Character rig: https://drive.google.com/file/d/10gEpc4gYbOsK_jQMe1aHQ2zUQEdyn5eD/view
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* Character and weapon mesh: https://drive.google.com/file/d/117d48KCn22OJFFEmWAScF8jlmstra0CH/view
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* U4-Maya plugin: https://github.com/SmartlyDressedGames/U4-Maya
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* Fire station prop: https://drive.google.com/file/d/1-1-1ukv2PvtrP963VTe0U0NLQPAC-mmr/view
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== Documentation ==
  
 
Nelson's 4.0 modding info page :)
 
Nelson's 4.0 modding info page :)
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Sorry for the mess Molton hehe
 
Sorry for the mess Molton hehe
  
Rail Systems: [[Modding/Rail Systems]]
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* [[/Rail systems|Rail systems]]
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* Creating meshes + animations: [[/Denizen setup|Denizen setup]]
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* [[/Wearables|Wearables]]
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* [[/Inventory|Inventory]] <small>([[/Inventory/Item menu builders|Item menu builders]])</small>
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* [[/Interaction|Interaction]]
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* [[/Props|Props]]
  
Creating meshes + animations: [[Modding/Denizen Setup]]
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== Notes ==
  
Clothes: [[Modding/Wearables]]
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* All static meshes should be inside blueprints, even if they do not require additional data.
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* Normal maps are not currently being used.
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* Animating meshes inside of Unreal Engine is acceptable.
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* Public access to the car mesh, alongside proper car documentation, will be released sometime soon.
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* 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.
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* 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".
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* Roads and tunnels are built using splines. Static meshes are used for road intersections.
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* Most objects should only need two LODs.
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* ''Unturned II'' will have no visually openable containers except for a few specific static props.
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* Destructible props are planned.
  
[[Modding/Coding Standard]]
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{{Navbox tutorials (U4)}}
[[Modding/Naming Conventions]]
 

Latest revision as of 01:17, 5 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[edit]

Recommended programs[edit]

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

Optional programs[edit]

  • Blender

Public assets[edit]

Documentation[edit]

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[edit]

  • 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. Static meshes are used for road intersections.
  • 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.