06A. Creating New Creatures - NellsRelo/OMD3-uSDK GitHub Wiki

Creating New Creatures

Note: This guide was written before the uSDK was created. Once the uSDK includes Character BPs, it will be easier to do this.

Stage 1: Custom Visuals

  1. Create your Custom Assets - Textures and Models(if necessary)
  2. (Optional) Apply them to an existing creature to test them

Stage 2: Setting up the New Creature Files

You will need:

  • BP
  • _INST Materials
  • _SKM and _PHY assets You may need:
  • Gibs
  • Optimized BP
  • Optimized _SKM and _PHY assets
  • Gib BPs

For each of the above .uasset files:

  1. Open file in a hex editor
  2. Edit any strings referencing assets that you don't want to use, pointing them to the new custom assets.
  3. Repeat for Strings ending in _C to ensure classes are properly named
  4. Save and repeat

Stage 3: Data editing

  1. Open AICharacterProtos.uasset in Asset Editor
  2. Export a creature you want to use as a base
  3. Make any changes you want to make in the .xml (Name at minimum)
  4. Import the .xml file
  5. Make any changes needed to reference the new files and file locations
  6. Save the file
  7. Open AICharacterAbilitiesProtos.uasset in Asset Editor
  8. Create any desired abilities.
  9. Save the file
  10. Reopen AICharacterProtos.uasset in Asset Editor
  11. Ensure the new creature has an ability that exists in AICharacterAbilitiesProtos(the one you created, if you created one)