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| modding:modelling:tutorial_mesh:step6 [2021/09/15 00:14] – created giwayume | modding:modelling:tutorial_mesh:step6 [2022/06/13 07:50] (current) – [Create a New .pak File From the Newly Packaged .uasset Files] giwayume |
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| {{ :modding:modelling:tutorial_create_pak_copy_content_folder_over.png?nolink&800 |}} | {{ :modding:modelling:tutorial_create_pak_copy_content_folder_over.png?nolink&800 |}} |
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| Now, inside the copy of the content folder, delete all **.uasset** files //except// for the **.uasset** file that contains our modified 3D model. We only needed to set up the skeleton, physics, and materials so the engine can reference them; those **.uasset** files should not go into the final package as they are not set up properly to override the originals. | Now, inside the copy of the content folder, delete all **.uasset** and **.uexp** files //except// for the **.uasset** and **.uexp** files that contain our modified 3D model. We only needed to set up the skeleton, physics, and materials so the engine can reference them; those files should **not** go into the final package as they are not set up properly to override the originals. |
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| I'll repeat: **delete all .uasset files containing materials, skeleton, or physics asset**. | I'll repeat: **delete all .uasset and .uexp files containing materials, skeleton, or physics asset**. |
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| In this case, you'll only be left with the **SK_PI01_MiriamHead.uasset** file which is inside of the "FinalPackaging\BloodstainedRotN\Content\Core\Character\P0000\Mesh" directory. | In this case, your "FinalPackaging" folder structure will look like this: |
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| | <code> |
| | FinalPackaging |
| | BloodstainedRotN |
| | Content |
| | Core |
| | Character |
| | P0000 |
| | Mesh |
| | SK_PI01_MiriamHead.uasset |
| | SK_PI01_MiriamHead.uexp |
| | </code> |
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| | Now download {{ :modding:tool_unrealpak.zip |UnrealPak}} if you haven't already, and extract it in the folder above the "FinalPackaging" folder. |
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| | {{ :modding:modelling:tutorial_mesh:tutorial_create_pak_extract_unrealpak.png?nolink&400 |}} |
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| | Click and hold the left mouse button down on top of the "Final Packaging" folder, and drag it on top of "UnrealPak-Without-Compression.bat". Release the left mouse button. |
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| | {{ :modding:modelling:tutorial_mesh:tutorial_create_pak_unrealpak_drop_folder.png?nolink&600 |}} |
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| | UnrealPak will output something like the following and generate a new file called "FinalPacking.pak" in the same folder. |
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| | {{ :modding:modelling:tutorial_mesh:tutorial_create_pak_unrealpak_output.png?nolink&600 |}} |
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| | {{ :modding:modelling:tutorial_mesh:tutorial_create_pak_unrealpak_generated_file.png?nolink&400 |}} |
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| | **Congratulations!** FinalPacking.pak is your mod. |
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| | Before you add your mod to Bloodstained's Pak folder, you should give it a filename that assures it will load **after** the main game files load. Bloodstained will load all **.pak** files in alphabetical order, so it would be best if you name it something that comes after "pakchunk" in the alphabet. |
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| | Another way to get around this is to create a folder called "~mods" inside of the "Paks" folder, then place your *.pak file inside of that. The tilde ~ character is loaded alphabetically after all other letters by Unreal Engine. |
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| | In my case, I'll rename "FinalPacking.pak" to "~MiriamHeadMod.pak", and then copy "~MiriamHeadMod.pak" into Bloodstained's //BloodstainedRotN\Content\Paks// folder. |
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| | {{ :modding:modelling:tutorial_mesh:tutorial_create_pak_final_pak_in_paks_folder.png?nolink&600 |}} |
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| | Now start the game and enjoy your long nose. |
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| | {{ :modding:modelling:tutorial_mesh:tutorial_complete_miriam_head.png?nolink |}} |
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| ---- | ---- |
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| [[.:step5|<- Previous Step]] | [[.:|Tutorial Summary]] | [[.:step5|<- Previous Step]] | [[.:|Tutorial Summary]] |