#Creating the correct "cooked" assets using UE
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I think I remember how this works…
Hang on let me pull up my thread where I struggled with this
I know when cooking, you need to have the output set to shipping
*packaging, not cooking
Since you’ll need to use FModel to unpack the .uassets in the .pak created, the cooked files don’t work iirc
Correct CF pathing is P3R\Content\Costumes\[character_name]\[costume_name]
Any materials not present in this folder, but referenced by the model will appear textureless
Also did you enable IO Store?
You need to do that and also enable Generate Chunks in the project settings and editor preferences (sorry idr exactly which one)
Then as CatMan said extract the files required via FModel
Correct, here’s the image of the iostore stuff
ok so project settings it is
Also also also, make sure to set CF as a dependency for the mod
omg this is what I did except the shipping part 
I was so close

It took talking with Soleth for like an hour to figure this out myself
Glad I could help
Hang on I’m not at my PC atm
Gimmie a minute
name: "[You can upload a custom name here]"
base:
mesh_path:
anim_path:
costume:
mesh_path:
anim_path:
hair:
mesh_path:
anim_path:
face:
mesh_path:
anim_path:
For the most part only worry about the mesh_paths
That's the path of the asset you want to use
For example, If I wanted to call Mitsuru's hair I would use /Game/Xrd777/Characters/Player/PC0005/Models/SK_PC0005_H104.uasset
Here's an example one that I used to change Mitsuru's hair for her Dorm Apron outfit, from her regular ponytail to the one used in the Battle Panties armor
makes sense
is the defualt path looking for the part of the same name?
like if I leave base :
mes_path :
blank does it just look for base-mesh in the directory where the yaml is?
leaving the path empty defaults to the character's default
So leaving the face's mesh_path empty would make the costume use Yukari's face mesh
ok here's another example, this one I to change Kotone's face, but I wanted to use the armband, not the shoulder armor, so I specified that path. You can see that the face's mesh_path specifies my asset in the costume folder
wait nvm this one's broken
it doesn't have the face mesh
Maybe blank does default to assets in the folder...? I'm confusing myself here
Oh!
I got it
Make sure to name any assets in your folder to the correct names
so, for the face, you'd use face-mesh.uasset
I guess the config.yaml isn't strictly necessary
my bad, I forgot
I did all this and it's not there 
I have a few more files but they're texture and this is just for a test before I put everything together properly so...

To make 100% sure, both your costume folder in UE and in your mod are both using this pathing, right?
\UnrealEssentials\P3R\Content\Costumes\Yukari\[costume_name]
Yes in mod folder, ue is just P3R/content/costumes/yukari/[costume_name]
it's installed?
It needs to be listed as a dependancy
and to be extra safe, I'd say also do P3R Essentials and Unreal Essentials
but that's just me
Ignoring the fact that I just misspelt essentials, WE GOT THERE!
Can close this thread now
well
there are things we need to
sort out
but it loads
I guess
let's go
my best guess is the game doesnt like the edited skeleton, which is great because I needed to edit the skeleton....
to have it match
...
Skeletons are outta my league, but glad I could help thus far
Add a solved tag
