05. Texture Model Editing - NellsRelo/OMD3-uSDK GitHub Wiki

Texture/Model Editing

Texture Editing

  1. Move the textures relevant to the edit you want to make into your Mod's src folder, preserving the folder structure
  2. (e.g. src\Characters\Heroes\Gabrielle\Mat\Gabrielle_Arms_And_Legs.tga)
  3. Edit the textures in your Image editor of choice. .tga will do for most textures - be mindful of any alpha channels, however. For UI textures, you may need to create a mask with them to preserve transparency when importing to Unreal.
  4. Drop the files into the relevant folders of the uSDK.
  5. Move your edited files to the Unreal Editor's Content Browser, ideally preserving the folder structure and filenames.
  6. Hit "Save All" in the Content Browser.
  7. Go to File->Cook Content for Windows
  8. Go to your YourUnrealProject\Saved\Cooked\WindowsNoEditor\YourUnrealProject\Content\
  9. Move/Copy over all relevant files into your Mod's pre-pak folder(The one containing an empty OMD\Content\ folder).
  10. Drag your Mod's asset folder over UnrealPak-With-Compression.bat
  11. Name your newly generated .pak file in accordance with best practices.
  12. Move the .pak file to your Orcs Must Die 3\OMD\Content\Paks\Mods\ folder(creating it if it doesn't exist).

_MRS Texture files

_MRS texture files have three channels that correlate to Metallic, Smooth, and Ambient-Occulsion. The general idea is:

Red Channel = Metalic (black no metal, White Full metalic) Green Channel = Roughness/Smoothness (Black = Full Glossy, White Smooth) Blue Channel = Ambient Occlussion (leave this full white if you don't want to bother)

Model Editing

We are taking contributions for a guide on Model editing. It will likely be relatively similar to the texture editing section, but replace image editors with 3D modeling applications.

One thing to note if Model Editing: If you haven't already, Export the .pskx/.psk format models to a format readable by Unreal Editor(eg. .fbx) TODO: Guide on converting