-
Notifications
You must be signed in to change notification settings - Fork 4
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
1 parent
d08c3ff
commit dcd4831
Showing
25 changed files
with
76 additions
and
89 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,3 +1,3 @@ | ||
![](images/Umbypet.gif)![](images/Umbypet.gif)![](images/Umbypet.gif)![](images/Umbypet.gif)![](images/Umbypet.gif)![](images/Umbypet.gif) | ||
## Whoops looks like you got a 404 error :p! Try refreshing the page or check that your url is correct or click a page on the sidebar and load back into the one you wanted | ||
![](images/Umbypet.gif)![](images/Umbypet.gif)![](images/Umbypet.gif)![](images/Umbypet.gif)![](images/Umbypet.gif)![](images/Umbypet.gif) | ||
![](Umbypet.gif)![](Umbypet.gif)![](Umbypet.gif)![](Umbypet.gif)![](Umbypet.gif)![](Umbypet.gif) | ||
## Whoops looks like you got a 404 error :p! Try refreshing the page, checking that your url is correct or clicking a page on the sidebar and loading back into the one you wanted | ||
![](Umbypet.gif)![](Umbypet.gif)![](Umbypet.gif)![](Umbypet.gif)![](Umbypet.gif)![](Umbypet.gif) |
This file was deleted.
Oops, something went wrong.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,3 +1,5 @@ | ||
# Cooking | ||
- Before being put in a pak file, assets undergo a process called cooking where the data used by the engine is erased so only the data needed for the game is in the final pak | ||
- Cooked assets are not able to be edited in the engine however they can be edited through the use of programs such as [UAssetGUI](https://github.com/atenfyr/UAssetGUI) or [Asset Editor](https://github.com/kaiheilos/Utilities) | ||
- Before being put in a pak file, assets undergo a process called cooking where the data used by the engine is stripped so only the data the game requires to run is in the final pak | ||
- You cannot 'decook' content just as you cannot 'decook' a steak once grilled | ||
- Cooked assets are not able to be edited in the engine as that data has been stripped however they can be edited through the use of [Asset Editors](../Tools/Asset-Editors.md) | ||
- After editing they can still be put in a mod as these editors should handle binary equality for you |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,21 +1,20 @@ | ||
**Credits to Dmgvol I basically just rewrote their guide** | ||
|
||
*If file extensions aren't showing in file explorer enable them in the view settings* | ||
**If file extensions aren't showing in file explorer enable them in the view settings** | ||
|
||
# Disabling Objects | ||
|
||
This is a useful way to disable actors in game - can be used for stuff like removing annoying enemies and effects among other things | ||
|
||
- Open umodel and find the content you would like to disable (In my case the main menu castle) | ||
|
||
![](../images/Reference.png) | ||
![](Reference.png) | ||
|
||
- Recreate the observed folder structure like you would in final paking (because we are dealing with cooked uassets) | ||
|
||
*A useful shortcut for creating new folders is ctrl+shift+n and you can enter the name and press enter to go inside the folder* | ||
*A useful shortcut for creating new folders is ctrl+shift+n and you can enter the name and double-press enter to go inside the folder* | ||
|
||
- Create a blank text document with the same name as the uasset you want to disable and change the file extension to .uasset | ||
![](../images/Structure.png) | ||
![](Structure.png) | ||
|
||
- Package the folder, place in mod folder and run the game | ||
![](../images/NoCastle.png) | ||
![](NoCastle.png) | ||
- The content should not appear if done correctly |
File renamed without changes.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,42 +1,25 @@ | ||
# Materials | ||
|
||
**Credits to atenfyr for [UassetGUI](https://github.com/atenfyr/UAssetGUI/releases) and FatihG_ for the last method** | ||
To create a child of an existing material use the [in engine method](./Materials.md#in-engine-method) | ||
|
||
For pretty much everything, you can hex edit a material | ||
|
||
If you wish to enable parameters from the parent material then the [in engine method](./Materials.md#in-engine-method) must be used | ||
|
||
**Methods** | ||
|
||
[Convenient Method](./Materials.md#convenient-method) | ||
|
||
[Manual Method](./Materials.md#manual-method) | ||
|
||
[In Engine Method](./Materials.md#in-engine-method) | ||
|
||
### Convenient Method | ||
This has no downsides to the other methods. The other methods are here if others wish to know them. | ||
### Asset Editing | ||
- Download [UassetGUI](https://github.com/atenfyr/UAssetGUI/releases) by atenfyr | ||
- Set the version to whatever version of UE your game uses(For Blue Fire it's 4.25) | ||
- Open the target material and search the exports for parameter values(names can be found in ParameterInfo) | ||
- Set the version to the version of UE4 your game uses | ||
- Open the target material and search the exports for parameter values | ||
- These can be changed in any way you wish | ||
![](../images/UassetGUI.png) | ||
- File<Save as and recreate the file structure like normal | ||
![](UassetGUI.png) | ||
- File < Save as and recreate the file structure like normal | ||
- Delete the .bak files (and the .uasset because you only changed values) and package | ||
|
||
### In engine method | ||
- There is also an alternate method for editing material instances in engine that I will put here for the sake of documentation | ||
|
||
- First export the material instance you wish to modify normally using umodel | ||
- Create a blank UE4 project (remember to untick use pak file) and create the appropriate folders for the material | ||
- Create a new material and create parameters inside the material for each of the parameters in the props.txt | ||
### In Engine | ||
- Export the material instance you wish to modify normally using umodel | ||
- Create a new dummy material in your project and create parameters inside the material for each of the parameters in the props.txt | ||
- Set them with their default values and names | ||
- Connect all the parameters to the main node using math nodes (how you do it is not important) | ||
![](../images/nodes.png) | ||
|
||
|
||
- Once that is done, save the material and create a material instance of it with the same name as in the game files | ||
- You can now edit the parameters as you please(enable any desired parameters) | ||
- Connect all the parameters to the main node using math nodes | ||
- how you do this is not important - what's important is they are there | ||
![](nodes.png) | ||
- Once that is done, save the material and create a material instance of it | ||
- You can now edit the parameters as you please | ||
- Once you are happy with the changes, save and package the project | ||
- Package as normal except remove the parent material assets in final paking so that the parent material does not overwrite the actual parent material | ||
- Package as normal except remove the parent material asset as it was a dummy | ||
|
File renamed without changes
File renamed without changes
File renamed without changes
File renamed without changes
File renamed without changes
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,16 +1,18 @@ | ||
# Final Packaging | ||
|
||
- Create a folder named `The name of your mod_P` (the `_P` clarifies it as a patch so that it overwrites original game content) | ||
- Create a folder the name of your Game's project name | ||
- Go into the folder where you packaged your mod and copy the Content folder in `WindowsNoEditor\ProjectName` into this folder | ||
- Folder structure is very important for UE4 modding so make sure spellings of the folders are the same as they were when exported | ||
- Download [Unrealpak](https://fluffyquack.com/tools/unrealpak.rar) by FluffyQuack and drag the mod folder onto UnrealPak-with-compression.bat | ||
![](Packaging.png) | ||
|
||
- This will create a pak file - Make sure the pak file contains a _P at the end of its name | ||
- Create a folder in your Paks folder called ~mods | ||
- This will create a pak file - Make sure the pak file still contains the _P at the end of its name | ||
- Create a folder in your `Paks` folder called ~mods | ||
|
||
(The folder is just to ensure proper load order. The folder can be named anything that starts with a letter after the first letter of the game pak) | ||
- Place the pak file in it and run your game to see if it worked. Hopefully you should find it did. | ||
|
||
![](drip.png) | ||
|
||
If the mod worked, give yourself a pat on the back! | ||
If the mod worked, give yourself a pat on the back! You have successfully made a patch mod! |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,9 +1,9 @@ | ||
# Pak Decompression Options | ||
|
||
**Keep in mind that there are more options found in [Pakers/Unpakers](../../Tools/Pakers.md) and [Pak Explorers](../../Tools/Pak-Explorers.md)** | ||
|
||
- The following section illustrates a few different options for unpacking a pak archive for your game | ||
- This section doesn't have to be done sequentially | ||
- Your game's Paks folder should be located in your game's content folder | ||
- If this folder doesn't exist or there is no pak files to unpack and only raw assets then you can completely skip this section | ||
- If there are multiple pak files then your game has split its paks into chunks - This shouldn't affect the process significantly | ||
- This section doesn't have to be done in any order - use whatever tool you prefer | ||
- Your game's `Paks` folder should be located in your game's `Content` folder | ||
- If this folder doesn't exist or there is no pak files to unpack and there is only raw assets then you can completely skip this section | ||
- If there are multiple pak files then your game has split its paks into chunks - This shouldn't affect the process significantly | ||
|
||
- There are more options found in [Pakers/Unpakers](../../Tools/Pakers.md) and [Pak Explorers](../../Tools/Pak-Explorers.md) that I won't go into detail about in this section |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file was deleted.
Oops, something went wrong.
File renamed without changes
Binary file not shown.
Binary file not shown.