Difference between revisions of "Modding"
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− | {{ | + | {{Documentation}} |
+ | |||
+ | {{Stub}} | ||
+ | |||
+ | The '''Unturned II Dev Kit''' is a modified version of the Unreal Engine 4 development kit, and is the central '''modding''' tool. | ||
+ | |||
+ | == Getting started == | ||
+ | |||
+ | * [[/Coding standard|Coding standard]] / [[/Naming conventions|Naming conventions]] | ||
+ | |||
+ | === Recommended programs === | ||
+ | |||
+ | * Unreal Engine 4 | ||
+ | ** Particle effects are made in the Niagara Editor. | ||
+ | * Autodesk Maya | ||
+ | |||
+ | === Optional programs === | ||
+ | |||
+ | * Blender | ||
+ | |||
+ | === Public assets === | ||
+ | |||
+ | * Character rig: https://drive.google.com/file/d/10gEpc4gYbOsK_jQMe1aHQ2zUQEdyn5eD/view | ||
+ | * Character and weapon mesh: https://drive.google.com/file/d/117d48KCn22OJFFEmWAScF8jlmstra0CH/view | ||
+ | * U4-Maya plugin: https://github.com/SmartlyDressedGames/U4-Maya | ||
+ | * Fire station prop: https://drive.google.com/file/d/1-1-1ukv2PvtrP963VTe0U0NLQPAC-mmr/view | ||
+ | |||
+ | == 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 | + | * [[/Rail systems|Rail systems]] |
+ | * Creating meshes + animations: [[/Denizen setup|Denizen setup]] | ||
+ | * [[/Wearables|Wearables]] | ||
+ | * [[/Inventory|Inventory]] <small>([[/Inventory/Item menu builders|Item menu builders]])</small> | ||
+ | * [[/Interaction|Interaction]] | ||
+ | * [[/Props|Props]] | ||
− | + | == 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. 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. | ||
− | + | {{Navbox tutorials (U4)}} | |
− |
Revision as of 01:17, June 5, 2019
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This page provides official documentation. | |
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This page is officially maintained by Smartly Dressed Games, and serves as documentation to walk you through a specific task or feature. |
S | This is an article stub. | |
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This article is lacking in information. You can assist by expanding it. |
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
- Character rig: https://drive.google.com/file/d/10gEpc4gYbOsK_jQMe1aHQ2zUQEdyn5eD/view
- Character and weapon mesh: https://drive.google.com/file/d/117d48KCn22OJFFEmWAScF8jlmstra0CH/view
- U4-Maya plugin: https://github.com/SmartlyDressedGames/U4-Maya
- Fire station prop: https://drive.google.com/file/d/1-1-1ukv2PvtrP963VTe0U0NLQPAC-mmr/view
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
- Rail systems
- Creating meshes + animations: Denizen setup
- Wearables
- Inventory (Item menu builders)
- Interaction
- Props
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. 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.