Modding

From SDG Wiki
Revision as of 16:34, June 2, 2019 by MoltonMontro (talk | contribs) (Updated/re-clarified on a few notes (courtesy of Bungo))
Jump to navigation Jump to search

Documentation icon.png 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

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.