onlyup mod制作教程
最近很多人找我定制onlyup的mod,都是拿去做直播,說(shuō)實(shí)話(huà)這種事一旦牽扯到利益就讓人做的很煩了,所以我不想做了,就來(lái)寫(xiě)寫(xiě)教程,不過(guò)這不是一個(gè)從零開(kāi)始的教程,而是從UE4.27開(kāi)始,就是給已經(jīng)做過(guò)UE4.27的游戲的人看的。
我主要講講關(guān)鍵點(diǎn):
1.onlyup引擎版本5.1,首先解包需要用到支持UE5的umodel的特定版本,在吉爾多論壇可以找到:https://drive.google.com/file/d/1Bxz-NfWjaKkNqtb4PqHOOTEYF-MxQdSX/view
2.我用到的要更改的文件路徑:
網(wǎng)格/Game/MetaHumans/Hero/Male/Short/UnderWeight/Body/m_srt_unw_body
物理/Game/MetaHumans/Common/Male/Short/UnderWeight/Body/m_srt_unw_body_Physics
骨架/Game/MetaHumans/Common/Female/Medium/NormalWeight/Body/metahuman_base_skel? ??
主材質(zhì)/Game/MetaHumans/Common/materials/M_BodySkin
材質(zhì)實(shí)例/Game/MetaHumans/Hero/materials/M_BodySynthesized
貼圖:/Game/MetaHumans/Common/Male/Textures/male_001/1K/male_body_roughness_map
/Game/MetaHumans/Common/Male/Textures/male_001/1K/male_body_normal_map
/Game/MetaHumans/Common/Male/Textures/Shared/1K/male_underwear_color_map
/Game/MetaHumans/Hero/Body/BodyBaseColor
這就是主要身體用到的路徑,替換的時(shí)候可以選擇整個(gè)人物模型替換這一個(gè),然后把其他的部件用空物體代替,其他部件的路徑我也貼出來(lái):
短褲/Game/MetaHumans/Common/Male/Short/UnderWeight/Bottoms/Shorts/m_srt_unw_btm_shorts_nrm
鞋/Game/MetaHumans/Common/Male/Short/UnderWeight/Shoes/CasualSneakers/m_srt_unw_shs_casualsneakers
衣服/Game/MetaHumans/Common/Male/Short/UnderWeight/Tops/Hoodie/Meshes/m_srt_unw_top_hoodie
頭/Game/MetaHumans/Hero/Face/Hero_FaceMesh
帽子/Game/00_2_CHAPTER/top_hat__free_download/bucket_hat/dipper/SM_MERGED_StaticMeshActor_8016
頭發(fā):/Game/MetaHumans/Hero/FemaleHair/Hair/Hair_S_Cornrows
/Game/MetaHumans/Hero/FemaleHair/Hair/Hair_S_Cornrows_CardsMesh_Group0_LOD0
/Game/MetaHumans/Hero/FemaleHair/Hair/Hair_S_Cornrows_CardsMesh_Group0_LOD1
/Game/MetaHumans/Hero/FemaleHair/Hair/Hair_S_Cornrows_CardsMesh_Group0_LOD2
/Game/MetaHumans/Hero/FemaleHair/Hair/Hair_S_Cornrows_CardsMesh_Group0_LOD3
/Game/MetaHumans/Hero/FemaleHair/Hair/Hair_S_Cornrows_CardsMesh_Group0_LOD4
/Game/MetaHumans/Hero/FemaleHair/Helmets/Hair_S_Cornrows_Helmet_LOD5
/Game/MetaHumans/Hero/FemaleHair/Helmets/Hair_S_Cornrows_Helmet_LOD6
/Game/MetaHumans/Hero/FemaleHair/Helmets/Hair_S_Cornrows_Helmet_LOD7
3.UE4.27打包用到的是分文件塊,UE5也一樣,只是小改了一下,用了一個(gè)新東西,叫做數(shù)據(jù)資產(chǎn)(Data Asset)詳細(xì)的可以自己去看文檔https://docs.unrealengine.com/5.2/zh-CN/preparing-assets-for-chunking-in-unreal-engine/,按照文檔的做法把要用到的文件塊分配到數(shù)據(jù)資產(chǎn)里就可以打包成功了。
基本上關(guān)鍵點(diǎn)就這些,做過(guò)UE4mod的看完應(yīng)該可以搞定onlyup了,如果還有不懂可以問(wèn)我,我是蘭斯233,求個(gè)關(guān)注和三連。