Model Swapping - ue-modding/panicore GitHub Wiki
Author: draxfm
Thanks to Irastris for making this possible.
This extensive guide will lead you through the process of swapping a model in Panicore. Even though Panicore is the main focus as game, this guide will also apply to many other Unreal Engine 5 based games.
Remember to read this guide thoroughly!
Note: Some images may seem bad quality, this is due to GitHub downscaling the resolution of image embeds. If you have problems with some images, simply click them. This will load them in a new tab in their full resolution!
- Installing Software
- Setting FModel up
- Setting Unreal Up
- Finishing Unreal Project
- Importing Paks
- Unreal Engine Model Basics
- Credits
The programs listed below are required.
- Authentic version of Panicore, preferably full version
- FModel
- Visual Studio 2022: Make sure to add "Game Development with C++" in the configuration to install the necessary SDK for UE.
- Unreal Engine 5.3.2
To install Unreal Engine:- First install the Epic Games Launcher.
- Start it, log in/create an Account and click on Unreal Engine. Head over to "Library".
- Next to "Engine Versions" click on the plus. A new box with the Engine info should appear.
- Click the arrow to the right of the version number of the box and select 5.3.2 optionally.
- Install the Engine.
We will start using FModel. FModel is used to access the Models and Textures of Unreal Engine Games.
Start by launching FModel. Following Window should appear:
A random game installed on your system might get detected, unfortunately FModel does not autodetect Panicore, meaning we will have to find it manually.
- Click on the 3 dots located next to the Directory row and a folder selection window should appear.
- Be sure to know where you installed Steam, if you did not set a custom path it should be within the Drive you installed Windows on.
- Head over to this path if you installed Steam on the default path: C:\Program Files (x86)\Steam\steamapps\common
Note: C: is in this case the drive that Windows was installed on - Select the "PANICORE" folder and press "Select Folder".
- Now click on the arrow in the row of "UE Versions"
- Select "GAME_UE5_3"
- Press "OK"
Now FModel might take some time loading but after waiting, 2 new archives should appear:
Before diving in and exploring the depths of Panicores internal files we will have to set up FModel.
Install the Mapping file here or create your own, guide on this here (not available yet).
Click on Settings in FModel
A new window should appear. Head over to General.
Set your Output Directory to something comfortable and enable the "Local Mapping File" Option
Select the according mapping file
Now head over to the "Models" Tab
Make sure to set your Model Export Directory to something sensible, check that the options that are in red squares in the picture below are the same for you and press "OK".
Fully close FModel and reopen it again.
We mainly care about the "Panicore-Windows_0_P.utoc" file that takes about 10gb. Double click it to open its contents.
Again, double click the "Panicore" folder and then double click the "Content" folder.
This is mainly where all the models and textures are stored. You can begin yourself by browsing around in the files now.
If you are done tinkering around, continue reading below.
- Launch Unreal Engine
- In the Unreal Project Browser, click on the "Architecture" Tab
- Select the "Blank" template
- Set the right Path for your Unreal Project
- Give it a sensible name
- Press on "Create"
Click on "Edit" in your opened Project
Click on "Project Settings"
Search for "chunk" in the search bar and tick the box next to "Generate Chunks"
Close the Project Settings
Now from here you will have to do things individually dependending on what model in the game you want to replace.
I will continue on and replace some shotgun shells in the lobby map with Plankton. Every Game needs Plankton.
We need a Plankton model. A tutorial on how to model using software like Blender not only exceeds my skills but also would make this guide way too complex, so I just took a model from the internet.
Let's find the shotgun shells. We have to find the asset file through FModel, there's no actual way to locate specific meshes automatically, we just have to search around until we find it.
The location of the half empty shotgun shell box is located at:
Panicore/Content/Safe_House/Meshes/SM_weapon_props_shotgun_shell_04.uasset
Now head back to your Unreal Project. In the bottom left of the window, click on "Content Browser" to open the Content Browser.
Here you should see all the game files of your project, which might be looking kind of lacking currently. To change that, we have to set up the correct directory structure. Remember the Directory of the shotgun shell box we just found? You might already see that our Unreal Project has a "Content" folder. Now just create new folders that have the same name as in the path we found:
Panicore/Content/Safe_House/Meshes/SM_weapon_props_shotgun_shell_04.uasset was our path. This mean we will now be creating a folder called "Safe House". After this, we will create another folder inside of "Safe_House" that will be called "Meshes" etc. You can create folders by right clicking on the content Browser and clicking "New Folder".
This is the directory structure I need:
Now drag your own model into the last folder you created.
Head back to FModel, right click on the mesh you want to replace. Hover over "Copy" until a box extends. Next, click on "Package Name w/o Extension".
Again, head back to your Unreal Project. This time, right click on the mesh you imported and click on "Rename". Press Ctrl+V and then Enter. Make sure your mesh and the mesh you want to replace have the same name!
Now under all your folder you should see "Collections". Click on the little plus:
Click "Local Collection":
Call the Collection "ModelSwap".
Go back to your Meshes and drag every ASSET that you are looking to implement into Panicore into your Collection "ModelSwap". Do not try to drag any folders! Only the assets, meaning Meshes, Textures, Materials etc.
Open your Collection by double clicking it to ensure that all your desired items are contained in that collection.
Head back to the "Content" folder in your Unreal Project. There do following:
Right click on empty space:
Hover over the "Miscellaneous" Category:
Click on "Data Asset":
A new Window should appear, search "primary" in the search bar:
Click on "Primary Asset Label":
Rename the Object to "ModelSwap".
Double click the Primary Asset Label, this window should appear:
Adjust the settings like I do:
Click on the three dots and select "ModelSwap":
Close the Window.
Press Ctrl+Shift+S, a loading bar might appear for a short second.
You are nearly done! Let's package our Project.
Click "Platforms":
Hover over "Windows" and click on "Package Project" on the new appearing window:
A folder selection should appear. Make a new folder or select one, you will need this folder later, so remember it! Click "Select folder".
You might hear a techy sound and this little box in the bottom left corner of Unreal Engine should appear:
This will take some time depending on how powerful your PC is, but sit back and relax until the little box disappears.
If the process is finished, you can simply close Unreal Engine.
Last 9 Steps ahead!
-
Head over to the folder you just selected as location of your packaged Project and open it.
-
Open the "Windows" folder.
-
Open the folder that is called like your Unreal Project.
-
Open the "Content" folder.
-
Open the "Paks" folder.
-
You should see these 3 files:
-
Now, this step is very important! Rename ALL 3 files to:
Panicore-Windows_9_P
8. Now, remember when we set up FModel? We need the path to the Panicore Game again. Head over to this Path:
C:\Program Files (x86)\Steam\steamapps\common\PANICORE\Panicore\Content\Paks
- In here paste all the 3 file you just renamed into this Path.
Phew, finally done.
Yes, this was it. Simply launch Panicore through Steam. No launch parameters, no external app. Simply launch the game and your model should be swapped!
Let's say I forgot to scale Plankton down. I intended him to be the size of an action figure, well...
This was all, if you need further help, check out the Contact tab under Credits.
This is additional knowledge for interested people and is not a necessity to read.
So what do these letters in front of every asset stand for?
This is the abbreviation for different assets in Unreal Engine.
These are the most important types when talking about models:
-
Static Mesh (SM)
A static mesh is an object or mesh that can not be deformed in real time, this is often used for props, for example the ladder in Panicore, as it does not need to be deformed. -
Skeletal Mesh (SK/SKM)
A skeletal mesh is an object that can be deformed using a skeleton. This is used mostly for living entities, as they need to deform their legs to move for example. -
Skeleton (SK)
A skeleton consists of bones. These bones will tell a skeletal mesh how to deform the mesh accordingly. -
Physics Asset (PA)
A Physics Asset is generally used for physics definition and real time collision calculation. -
Material (M)
A material is used to define the type of surface a mesh has by telling the light that hits it, how to interact with the affected mesh. -
Texture (T)
A Texture is an image used and mapped to a material to asisst that material with additional information.
These defintions are NOT complete and only serve to understand their function with models. Besides from models, some components listed above might also be of different use.
This list should help you to identify the asset that you want to replace faster.
- ZTEK STudio - Making Panicore
- draxfm - Initial Work
- Irastris - Significant Contribution
- Oksamies - Maintaining Wiki