#Creating the correct "cooked" assets using UE

73 messages · Page 1 of 1 (latest)

cunning void
#

I'm doing something wrong in either the format or incorrect cooking of my models and data attempting to use CF
Appart from putting them in the correct path in UE and finding the right button (I think) I have no clue what to do from there....

slate marsh
#

I think I remember how this works…
Hang on let me pull up my thread where I struggled with this

low tinselBOT
#

I know when cooking, you need to have the output set to shipping

this has to be set to shipping

Jump

[Go to message!](#1328091268735172760 message)

slate marsh
#

*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

chilly heron
#

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

low tinselBOT
#

Correct, here’s the image of the iostore stuff

I have the correct settings here

Jump

[Go to message!](#1328091268735172760 message)

chilly heron
#

ok so project settings it is

slate marsh
#

Also also also, make sure to set CF as a dependency for the mod

cunning void
#

I was so close

slate marsh
#

It took talking with Soleth for like an hour to figure this out myself

#

Glad I could help

cunning void
#

Pensive

#

still not there

slate marsh
#

Uhhhhhh

#

Do you have a config.yaml file in the folder with your costume

cunning void
#

no ICANT

#

what needs to be in said file

slate marsh
#

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

cunning void
#

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?

slate marsh
#

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

cunning void
#

I did all this and it's not there adachi_true

#

I have a few more files but they're texture and this is just for a test before I put everything together properly so...

slate marsh
#

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]

cunning void
#

Yes in mod folder, ue is just P3R/content/costumes/yukari/[costume_name]

slate marsh
#

CF is set as a dependancy?

cunning void
#

it's installed?

slate marsh
#

It needs to be listed as a dependancy

cunning void
#

ok

slate marsh
#

and to be extra safe, I'd say also do P3R Essentials and Unreal Essentials

#

but that's just me

cunning void
#

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

slate marsh
#

let's go

cunning void
#

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

#

...

slate marsh
#

Skeletons are outta my league, but glad I could help thus far

chilly heron
#

Add a solved tag