Difference between revisions of "How to make mods"

From Bergsbruk
Jump to navigation Jump to search
Line 36: Line 36:


'''Loaders & Excavators''' that only have '''attachers''' do not need Fillplanes or the Dirt Cut Edge
'''Loaders & Excavators''' that only have '''attachers''' do not need Fillplanes or the Dirt Cut Edge
 
[[index.php?title=File:Fillplanes.png|none|frame|The Fillplane for the dozer, this is the 100% (full blade) one visible, Under this there are one fillplane at 10%, 20%, 30%, 40%, 50%, 60%, 80%, Making it 8 fillplanes in total.]]
 
 
'''The Fillplane for the dozer, this is the 100% (full blade) one visible, Under this there are one fillplane at 10%, 20%, 30%, 40%, 50%, 60%, 80%, Making it 8 fillplanes in total.'''[[File:Fillplanes.png|Alt text|]]
   
   
=== Rigging ===
=== Rigging ===
'''Make sure your vehicle or anything is facing this direction along the X axis (or it will be super wierd)'''
[[index.php?title=File:Direction.png|none|frame|Make sure your vehicle or anything is facing this direction along the X axis (or it will be super wierd)]]
[[index.php?title=File:Rigallignment.png|none|frame|All moving parts that just will "Follow" Should point 90 degrees downward, as this will make setting it up in Unreal alot easier]]


[[File:Direction.png|Alt text|]]


'''All moving parts that just will "Follow" Should point 90 degrees downward, as this will make setting it up in Unreal alot easier'''
[[File:RiggingCentering.png|All your moving parts need to be 100% centered on the axis it should rotate/move around|none|frame]]
 
[[File:Rigallignment.png|Alt text|]]
 
 
'''All your moving parts need to be 100% centered on the axis it should rotate/move around'''
 
[[File:RiggingCentering.png|left|Alt text|]]


[[index.php?title=File:Paraneting_for_riggingEx.png|none|frame|Rigging is done by having the chassie (where the wheels/engine are mounted) and the rest of the parts as "children" in a chain out from the Chassies]]
[[index.php?title=File:Materials_SkeletalMesh.png|none|frame|Remember to Assign materials to all parts, You need to use one material for each colour]]
[[index.php?title=File:Apply_Rotation.png|none|frame|Last before Exporting remember to Apply Rotation and Scale, '''DO NOT APPLY LOCATION!''' this will f up all your centers!]]


=== Exporting ===
This is pretty simple, '''Export as Fbx to your texturing software, Bada bing bada booom almost done!'''


== Texturing ==
Texturing for Bergsbruk is pretty simple, The UV mapping is the same boring thing it always been but when painting the Diffuse you only '''Paint Red for Wear, Green for Snow, Blue for Dirt,''' The machine/assets colour is in a diffrent place later on.[[File:Diffuse texture.png|thumb|706x706px|Paint Red for Wear, Green for Snow, Blue for Dirt|none]]The diffuse needs to have a '''Solid Black background''' behind the Red Green Blue.


The '''Normal map and AO''' are made just like in any other game,


You can NOT use any '''Roughness or Metallic''' as this changes with Wear/Snow/Dirt


You can add '''wear to plastic''' and other stuff aswell, its editable later what the wear shows.


Do not use any textures over '''2048x2048''' as this will cause issues,


Use multiple materials in the model to use '''multiple texture sets''' if you want to.








'''Rigging is done by having the chassie (where the wheels/engine are mounted) and the rest of the parts as "children" in a chain out from the Chassies'''
[[File:Paraneting for riggingEx.png|Alt text|]]
'''Remember to Assign materials to all parts, You need to use one material for each colour'''
[[File:Materials SkeletalMesh.png|Alt text| ]]
'''Last before Exporting remember to Apply Rotation and Scale, DO NOT APPLY LOCATION! this will f up all your centers!'''
[[File:Apply Rotation.png|Alt text| ]]
=== Exporting ===
This is pretty simple, '''Export as Fbx to your texturing software, Bada bing bada booom almost done!'''
== Texturing ==


== Other Tutorials ==
== Other Tutorials ==

Revision as of 10:28, 5 November 2021

Welcome to modding for Bergsbruk! our goal has been to make this as easy as possible to add your own stuff, but remember you can only make stuff you legaly have ALL rights to (And you cant sell mods). Good Luck!

Software

Required Software:

Optional Software:


Creating a Asset for Bergsbruk:


Modeling

Modeling for Bergsbruk is the same as for most games, with 2k-400k polys is recommended as anything above 400K gets tough for lowend users.

Mods in Bergsbruk are "encrypted" (not open to edit like FS) that way only the person with the mod project files can make edits, that also makes most bought models "legal" to use.

Any 3D software that support FBX export can be used but we recommend Blender.


Fillplanes

All dirt moving Machinery/Attachements need 8 Fillplanes that range from 0 to 100% full and a Dirt Cut Edge that looks like the one in the pic but match the bucket or blade.

Dumpers & Trucks and other stuff that transport dirt only need 8 Fillplanes that range from 0 to 100% full

Loaders & Excavators that only have attachers do not need Fillplanes or the Dirt Cut Edge none|frame|The Fillplane for the dozer, this is the 100% (full blade) one visible, Under this there are one fillplane at 10%, 20%, 30%, 40%, 50%, 60%, 80%, Making it 8 fillplanes in total.

Rigging

none|frame|Make sure your vehicle or anything is facing this direction along the X axis (or it will be super wierd) none|frame|All moving parts that just will "Follow" Should point 90 degrees downward, as this will make setting it up in Unreal alot easier


All your moving parts need to be 100% centered on the axis it should rotate/move around

none|frame|Rigging is done by having the chassie (where the wheels/engine are mounted) and the rest of the parts as "children" in a chain out from the Chassies none|frame|Remember to Assign materials to all parts, You need to use one material for each colour none|frame|Last before Exporting remember to Apply Rotation and Scale, DO NOT APPLY LOCATION! this will f up all your centers!

Exporting

This is pretty simple, Export as Fbx to your texturing software, Bada bing bada booom almost done!

Texturing

Texturing for Bergsbruk is pretty simple, The UV mapping is the same boring thing it always been but when painting the Diffuse you only Paint Red for Wear, Green for Snow, Blue for Dirt, The machine/assets colour is in a diffrent place later on.

Paint Red for Wear, Green for Snow, Blue for Dirt

The diffuse needs to have a Solid Black background behind the Red Green Blue.

The Normal map and AO are made just like in any other game,

You can NOT use any Roughness or Metallic as this changes with Wear/Snow/Dirt

You can add wear to plastic and other stuff aswell, its editable later what the wear shows.

Do not use any textures over 2048x2048 as this will cause issues,

Use multiple materials in the model to use multiple texture sets if you want to.



Other Tutorials

If your new to blender we recomend watching this series to learn blender:


Texturing in Blender