Difference between revisions of "Modding"
Jump to navigation
Jump to search
MoltonMontro (talk | contribs) |
(Removed dead asset links) |
||
(3 intermediate revisions by one other user not shown) | |||
Line 21: | Line 21: | ||
=== Public assets === | === Public assets === | ||
− | |||
− | |||
* U4-Maya plugin: https://github.com/SmartlyDressedGames/U4-Maya | * U4-Maya plugin: https://github.com/SmartlyDressedGames/U4-Maya | ||
− | |||
== Documentation == | == Documentation == | ||
Line 44: | Line 41: | ||
== Notes == | == Notes == | ||
− | * | + | * 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 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)}} | {{Navbox tutorials (U4)}} |
Latest revision as of 21:38, June 14, 2020
![]() |
This page provides official documentation. | |
---|---|---|
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. | |
---|---|---|
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[edit]
Recommended programs[edit]
- Unreal Engine 4
- Particle effects are made in the Niagara Editor.
- Autodesk Maya
Optional programs[edit]
- Blender
Public assets[edit]
- U4-Maya plugin: https://github.com/SmartlyDressedGames/U4-Maya
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
- Rail systems
- Creating meshes + animations: Denizen setup
- Wearables
- Inventory (Item menu builders)
- Interaction
- Props
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.