How to Reskin Materials and Textures in HumanitZ

안녕하세요, Superstar! 이 안내서에서, we will be looking at how to modify existing materials in the game, to reskin something. This guide also includes modding textures, as they are an essential aspect of materials.

시작하기

For those of you who are unfamiliar with game development as a whole, “materialsrepresent the surface of objects. That is, they are the visual representation of everything 3D you see in a game.

이 안내서에서, we will be modifying the white box truck. 왜? Because you can find one immediately on the tutorial level, so it’s easy to test. 여기는 Vanilla version of the truck:

And here is how it will become after we are done modifying 그것!

Setting up your Mod

If this is your first time modding an Unreal Engine game, or HumanitZ in general, please refer to my Unofficial Modding Guide.

You will find all the info you need to setup your modding environment 거기. Please return here ONLY after your environment is complete.

For the sake of keeping this guide compact, we will be assuming you have already done that!

요구 사항

Here is what you will need in order to start making a mod that changes the game’s materials:

  • Your mod environment, as mentioned earlier.
  • 그만큼 .uasset files of your materials.

Creating your Material

이것, 나의 좋은 친구, is where you meet one of the wonders of working with the Unreal Engine.

You see, Unreal Engine, despite having decades worth of development time, justcannot import its own files. You read that right!

Since Unreal is incapable of reading the files we have extracted from the game, all that is left to do is for us to manually remake the file.

This is why it’s of utmost importancy that you adhere to the file structure, since, remember, we are only modifying 파일.

앞서 언급 한 바와 같이, we will be working with the white box truck in this example. That’s because there is no Debug 또는 Cheat modes in the game just yet.

We need a quick and reliable way to check if our mod is working, and you can find this truck within seconds, after creating a new save and selecting to play with the tutorial! Amazing!

Anyways. To prevent this guide from being another gargantuan mass of text, we will only be handling one material, for demonstration.
당신은 할 수 있습니다, 물론, handle as many as you want, as you will soon learn.

The first step to create your material is to look for its entire folder structure. 이 가이드의 경우, I have picked the file M_BoxTruck_Body.uasset This file is located in this exact path:

  • TSSGame\Content\VehicleVarietyPack\Materials\BoxTruck\M_BoxTruck_Body.uasset

Keep in mind that the mod will 아니다 work if our modded file doesn’t share the same file structure. Remember how we named our projectTSSGame“?

잘, your new, modified material must also be named M_BoxTruck_Body.uasset, and it must also be in the path:

  • TSSGame\Content\VehicleVarietyPack\Materials\BoxTruck\M_BoxTruck_Body.uasset

Here is a screenshot demonstrating the material I have made, inside the Unreal Engine project, in the proper directory path:

Keep in mind your material will not look like this initially!

Creating your Texture

If you want your material to have a texture, just follow the same steps I mentioned above for the material.

예를 들어, the texture for the material above is called

TX_Truck_Box_Diffuse.uasset, and it is located in the path:

  • TSSGame\Content\VehicleVarietyPack\Textures\BoxTruck\TX_Truck_Box_Diffuse.uasset

고맙게도, when unpacking the files in UModel, textures are unpacked perfectly, in their actual image state!

This means you don’t need to really create your texture, just copy it over to the exact directory path it must be in, inside your Unreal Engine project.

In case you are making a textureas far as I know, they are all of the extension type Targa, 또는 .tga

Setting up the Material

괜찮은. So we have created the material, and imported the texture. They are both in the exact directory they come from in the original game files.

So what nowDouble click the material, and you will find a cool window that will let you edit everything in a more… visual manner. Like so!

That’s greatBut it’s just a black color. How do we assign the texture to it?

잘… You should really watch a youtube video about this, as there’s a LOT you can do, but just for the sake of making this as inclusive as possible, we will add a simple texture to this material.

하기 위해서, you want to right click anywhere in that grid, and you will see something like this:

다음, writeTextureSampleParameter2D“. I’m no artist.

This is some random shenanigan to translate a texture to 2D or something.

Select it from the dropdown list 그렇게:

You will now have this small window that saysParam“. Drag it closer to the big window with the multiple switches that has the name of your material on it.

나의 경우에는, the material name is test:

Click over theRGBswitch at the top right of theParam” 창문 (The blue one), and drag it over to theBase Colorswitch on theYour Material Name” 창문 (The beige one) You will now see that the preview updated! Your material now has a texture in it!

The last step is to load YOUR texture. Click over theParamwindow once more, and on the scrollable list on the very left, scroll down to the very bottom.

You will find a category namedMaterial Expression Texture Base“. 거기, you will see a small box that contains the sample texture.

어느 하나 딸깍 하는 소리 그만큼 “Default Texturedropdown button, 그리고 검색 for your texture, 또는 drag it ~로부터 inspector towards the box. Like so!

마지막으로, at the very top of the window, 때리다 “적용하다” 그런 다음 “구하다“. You can now safely close the material window.

Here is my finished, modified version of M_BoxTruck_Body. If you are following this tutorial exactly, make sure yours is the exact same:

Cooking

Jesse. It’s time to cook! 아니요, really. In Unreal youcook… 것들. Don’t ask me why.

Head over to theContentfolder of your project, click the first folder that ultimately leads to your mod’s files.

We are editing M_BoxTruck_Body.uasset, and that file is located in this directory:

  • TSSGame\Content\VehicleVarietyPack\Materials\BoxTruck\M_BoxTruck_Body.uasset

This means that the first folder would be VehicleVarietyPack. So select that one.

After doing that, go to the top left of your screen, 그리고 선택 “File” > “Cook Content for Windows“, 그렇게:

Unreal will take a few seconds to do it.

It has some nice sound effects to let you know when it begins, and when it ends.

After it has finished, you can now safely press CTRL + 에스 에게 구하다 your project, and close it. If Unreal asks you to save anything extra, 해.

Locating the Cooked files

Your cooked files are saved in a directory inside your project folder. Specifically here:

  • […]\Unreal Projects\TSSGame\Saved\Cooked\WindowsNoEditor\TSSGame\Content[/목록]

포장

그게 다야! You’re ready for packaging your mod! 지금, without doing anything else, head over to my Unofficial Modding Guide and finish your mod!

이 가이드는 HumanitZ 에 의해 작성되었습니다 Braven. 여기에서 원본 간행물을 방문할 수 있습니다. 링크. 이 가이드에 대해 우려 사항이 있는 경우, 주저하지 마시고 연락주세요 여기.

저자 소개