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titleWIP

This is a work-in-progress

 

 

Dylans Rough draft of how to put a custom helmet into chivalry.

1.1, 1.2, 1.3, etc - numbers refer to screenshots I will be putting in this document 

 

Material instance

left check mark enables custom attribute

Skeletal Mesh:

1.1 workfile needs at least one bone (name doesnt matter) that the verts of the helmet are skinned too.

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1.2 on the packages field. click the import button at the bottom direct to your skeletal mesh .FBX file

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1.3 in the import dialogue name your package (the naming convention for helmets is CH(character)_H(Helmet)_Name)

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your new helmet will now be in the content browser

browse to

C:\Program Files (x86)\Steam\SteamApps\common\chivalrymedievalwarfare\UDKGame\CookedPC\AOC\Characters\CH_Shaders.upk

and hit create new material instance (constant) CANT DO THIS RIGHT NOW IN THE SDK, FUNCTION IS LOCKED

Material instance

left check mark enables custom attribute


name for the helmet object SK_CH_helm

Physics Asset for shadow frustums

Static Mesh: for when the helmet gets knocked off

Textures:

Diffuse:

Gloss: environment mask

Normal: correct swizzle  Y+ go over the common programs and how the work with unreal + the "Wrong is right" test

Spec: color - using the color in the spec map to tint the environment map

 

 

Weapons need a trace start and trace end socket.