Difference between revisions of "How to make mods"

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Texturing for Bergsbruk is pretty simple, The UV mapping is the same boring thing it always been.
Texturing for Bergsbruk is pretty simple, The UV mapping is the same boring thing it always been.


On the diffuse texture 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|The Diffuse mask (right) gives this effect ingame (left)|none]]The diffuse needs to have a '''Solid Black background''' behind the Red Green Blue.
On the diffuse texture 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|The Diffuse mask (right) gives this effect ingame (left)|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,
The '''Normal map and AO''' are made just like in any other game,


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== Importing a Static Mesh to Unreal ==
== Importing to Unreal ==
 
=== Static Mesh ===
 
=== Skeletal Mesh (Rigged) ===


== Importing a Skeletal Mesh (Rigged) to Unreal ==


== Creating the Mod ==
== Creating the Mod ==
=== Building ===
=== Vehicle ===
=== Vehicle Addon ===
=== Vehicle Attachment ===


== Exporting & Uploading ==
== Exporting & Uploading ==




Coming soon





Revision as of 11:20, 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:

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.


There are 2 Types of Meshes we use,

Static Meshes: Solid objects like Wheels, trackpads, Building objects lights etc, These do not need Rigging.

Skeletal Meshes: Moving objects like a vehicle with a Crane/Arm, or a tilting bucket etc, These need Rigging to work,


Vehicles are imported to Unreal without Wheels and Tracks, You only need to import one wheel (if all wheels are identical) or one Trackpad

Models can be both bought and made since mods arent open to edits, This is a Dozer from Polygonish


Fillplanes & Cut Edge

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

Dirt Cut Edge for the Dozer, This is the shape the blade will "cut" in the dirt, Keep the most parts angeled and do not Scale this in Unreal, even a small change makes the cut super wonky.
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

Make sure your vehicle or anything is facing this direction along the X axis (or it will be super wierd)
All your moving parts need to be 100% centered on the axis it should rotate/move around
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
Remember to Assign materials to all parts, You need to use one material for each colour
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.

On the diffuse texture you only Paint Red for Wear, Green for Snow, Blue for Dirt, The machine/assets colour is in a diffrent place later on.

The Diffuse mask (right) gives this effect ingame (left)

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,


Importing to Unreal

Static Mesh

Skeletal Mesh (Rigged)

Creating the Mod

Building

Vehicle

Vehicle Addon

Vehicle Attachment

Exporting & Uploading

Coming soon



Other Tutorials

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


Texturing in Blender