Difference between revisions of "How to make mods"

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*Blender Beginner Tutorial - '''Part 6''': https://www.youtube.com/watch?v=ZTxBrjN1ugA  
*Blender Beginner Tutorial - '''Part 6''': https://www.youtube.com/watch?v=ZTxBrjN1ugA  
*Blender Beginner Tutorial - '''Part 7''': https://www.youtube.com/watch?v=5lr8QnR5WWU
*Blender Beginner Tutorial - '''Part 7''': https://www.youtube.com/watch?v=5lr8QnR5WWU


'''Texturing in Blender'''  
'''Texturing in Blender'''  
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* Blender Surface Texture Painting - '''Part 3''': https://www.youtube.com/watch?v=hEH8TsGM78o
* Blender Surface Texture Painting - '''Part 3''': https://www.youtube.com/watch?v=hEH8TsGM78o
* Blender Surface Texture Painting - '''Part 4''': https://www.youtube.com/watch?v=XJ__9yH5IPc
* Blender Surface Texture Painting - '''Part 4''': https://www.youtube.com/watch?v=XJ__9yH5IPc
'''Fixing import issues Unreal'''
* Unreal Engine 4.27 '''Scale & Normals:''' https://www.youtube.com/watch?v=hDeT9tzBYTs

Revision as of 22:47, 7 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

The 3 Steps to importing anything to Unreal, 1, Press Add/Import to open the menu 2, Press Import to game 3, Select the object and press enter


Static Mesh

Skeletal Mesh needs to be Unticked then you have some optional import settings but 90% its just to press Import
Now your mesh should appear in the Folder you imported it to, Open the mesh by double clicking on it
Start by making the Collision visible by Clicking on "Collisions" above the red arrow to get the dropdown menu and tick the "Simple Collisions", If your not happy with the collision you can remove it and add a diffrent one with the "Collision" menu next to the Pink arrow, You can edit the Convex collisions with the menu next to the Orange arrow, Next to the Green arrow you can change to the materials you want on the mesh.

Save & Close & Done! Mesh is imported and ready to be used!

Skeletal Mesh (Rigged)

Here aswell

Creating the Mod

Open the BergsbrukModding project

Find the Template or Example object closest to the thing you want to add (we will add those as we go along)

Duplicate that object and name it something like "MyModteam_BrandedDozer_Model666"

Otherwise the game might get a bit annoyed finding 7 vehicles named "Dozer"

Duplicate that object and name it something like unique, like i have done above the pink arrow (but plz be a bit more creative with our naming)
For all mods you need to Edit the "Load Info" Thats the info for the store and help texts, The price is in USD the diffent Categories and Types are listed below this pic

Categories

  • Vehicle
  • Tool
  • Building
  • Part
  • Misc

Types

  • Dozer
  • Excavator
  • Loader
  • Semitruck
  • Pickuptruck
  • Grader
  • Crusher

Building object

In this you can add any static mesh you can think of or build,

you can also add in any effects or stuff as children to the "Build object" but always turn off collsions and never add any Collsions

Select the build object
Press the dropdown and select your mesh



Vehicle

These are the other infaces that need editing and are vehicle specific

Here you add all the lights you want as standard equipment, Just copy the "Set visibility" node and connect it to the Light references. All lights are just static meshes with a super bright material and a Spotlight that you make visible when turning on the light
Here you add all the material refrences you want to be "Dynamic", that means have the ablity to paint, wear and get dirty, Just drag in your mesh ref, Connect it, set your Material Element index and the Paint index
For each wheel there need to be a "WheelComp" with its 4 children (Move the WheelComp and NOT the Children) Add/Delete those as you want and then just connect the refs, you can have 8 wheels on each side of the vehicle
Edit the splines to fit your need and Swap to your Trackmesh (one trackpad) Then you can edit the amount of trackpads and the Speed if thats needs any tweaking, You can have 4 tracks in total


Add or remove collsions as you need and drag in and connect the refs, Collsions and the COLREFs needs to have the location and rotation
Here you just enter the Hydraulic limits for each axis, you only need to edit the ones your using in the "Event Graph" and Diesel Max Capacity and Steering Max Angle
Here you add in all the other Refs, Remember to edit the Transmission Array and the Dirt Max Capacity if its a Dirt moving thing


Vehicle Addon

Coming soon

Vehicle Attachment

Coming soon

Exporting & Uploading

Coming soon



Other Tutorials

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

Texturing in Blender


Fixing import issues Unreal