05. Texture Model Editing - NellsRelo/OMD3-uSDK GitHub Wiki
Texture/Model Editing
Texture Editing
- Move the textures relevant to the edit you want to make into your Mod's
src
folder, preserving the folder structure - (e.g.
src\Characters\Heroes\Gabrielle\Mat\Gabrielle_Arms_And_Legs.tga
) - 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. - Drop the files into the relevant folders of the uSDK.
- Move your edited files to the Unreal Editor's Content Browser, ideally preserving the folder structure and filenames.
- Hit "Save All" in the Content Browser.
- Go to File->Cook Content for Windows
- Go to your YourUnrealProject\Saved\Cooked\WindowsNoEditor\YourUnrealProject\Content\
- Move/Copy over all relevant files into your Mod's pre-pak folder(The one containing an empty OMD\Content\ folder).
- Drag your Mod's asset folder over UnrealPak-With-Compression.bat
- Name your newly generated .pak file in accordance with best practices.
- 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