How To Mod Palworld - Model Swaps

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hello everyone Mr science mover here today is going to be a tutorial on how to mod po World specifically model swaps static mishes skeletal meses texture swaps um and also some of the pitfalls that you might run into while trying to do that um so the first things we're going to need are a bunch of tools that I have here so the most essential is going to be F model uh if you want to edit any of the files in terms of like parameters in game so like adding more health or something like that then you want uset guy we're going to want umodel to open up any files we export with f model individually um we're going to need Unreal Engine so I'll talk you through how to install that um blender umap is a plugin for blender that lets you open umap files which I find really helpful for picturing the entire map together um then we have a mappings file which you can actually generate on your own but uh I'll leave that in the description as well and unreal pack which is a basic default Unreal Engine tool so once we have all of those we can go ahead and start modding so today I'm going to be working on a hollow live mod so I've already made one for my lovely gura in the background here but our next one's going to be a model swap of a chipi so I have my model here I have my VX and my texture so that's going to be the model that I swap in for the Chickapee now we have to actually go get that model that's the first thing so we're going to open F model and if you haven't opened F model before you're going to be greeted by probably a blank screen um that will look something like this so what this will do is ask you to detect where your game is now power world runs on Unreal Engine 5.1 so we're going to want to select the drop down and click Unreal Engine 5.1 and then we're going to want to give it the direct Dory where the PS folder is so that's going to be wherever your your PO World steam directory is so this is where my steam library is uh steam apps common power world is the power world directory and pal content packs which if we go there um I like to keep a shortcut handy right here so I can open up my packs folder and I already have my Hollow live two Hol live mods already and you should have this pal Windows pack in that location so once we hit okay on that it might ask you to restart uh and once we do that we can open our pal Windows pack and this should populate all of the content that is inside um now instead of diving directly into this what we're going to want to do on top of this is actually go to settings and under local mapping file we're going to check that and we're going to set the mapping file to the mapping file that I have in the description and what that will do is it will allow you to read the files um so without that all you can really do is export them so then you'll have to read them using uet GUI or umodel what this does is it allows you you to do it right here in F model so what we're going to do right now is because I'm trying to get a chicka model um I'll go to Pal um model character monster and I'm going to have to find which one is the chickpea I think it's chicken pal uh oh so that opens right up and so you can see that is the Chip And so I'm going to close that and I'm going to actually select the entire folder and right click and Export folders packages um now if you don't have an export output directory you should set that here so mine is in my working directory uh under the output folder so when I hit that button it exported my chickp model to that folder um so I can go to F model output and exports so now we're going to have to Traverse the tree so pal content pal model character monster and um chicken pal B right here so these are all of our uh assets for the CHP um the most important one is going to be this SK is the skeletal mesh um and these down here the textures the t's these three up here the materials and the physics asset we don't need those at all um so the most important will be these down here so what we're actually going to do is we're going to save folders package models to psk so that will give us that skeletal mesh and we're going to save folders packages textures to PNG and if we go back to that folder we'll have all of our assets that we need um right next to the original files um so now we have our psk and our pgs we will open blender and we're going to well first what I like to do is move my move all the stuff that I need to my working directory so my working directory is out here where my kfp model is this will be GP stuff I'm just going to put that here so now I'll go to blender I'm going to import a psk now if you don't have a psk option enabled so you've never done this before we'll go to user preferences uh and under add-ons we'll search for psk and we'll want to hit the psk Importer right now I'm actually working on blender 2.7 2.79 um but this works on every version of blender so whatever whichever one you prefer so once we enable that we're going to go ahead and import our psk our chicken pal now one thing that's very important to note is that um it might import at 100 times scale so we can can see like this this grid here is like really small compared to the skeleton so I'm going to scale the skeleton down by 100 which gives us a much more reasonable sized chickp PE um so what we want to do from here is import our new model that we're going to use Okay so I now have my model in that I want to map onto the chipe I'm just going to go ahead and clean this up really quickly okay so now I have my model that I'm trying to import all clean and what I want to do is put my textures onto him all right so now I have my cute looking kfp here fortunately my kfp actually comes with a skeleton so the first thing we want to do is make sure that our model has a skeleton so that we can pose it into about the same pose as the one we're trying to map to um I'm not really in a position to teach how to add a rig right now but um but basically you just want to make it as close to your starting model as possible um so that we can go ahead and pose this skeleton in such a way that it matches the original model perfectly so I'm going to go ahead and do that right now okay so I have my model mostly overlapping the chickp pee model um we can see it's kind of not completely there but uh that's okay for right now so we're going to want to do from here is we want to First apply the Armature of the model that we're adding so we take our model and go under modifiers and hit apply so now we can completely remove first we want to actually um apply this scale of the uh Armature if we've done that at all and now that we've separated our model from the Armature we can go ahead and just delete that Armature out right um so now we're going to have to go into the vertex data of our new model and remove all of the vertex groups so we can do that very quickly we just delete all groups delete all those vertex groups um and we're going to click on our model then click on our chickp model and hit control shift T which brings up transfer mesh data we're going to transfer vertex groups and we're going to transfer all layers and what that now does is it makes it so that these groups that we had just deleted are now on our custom object so from here we can go ahead and delete our CHP model we don't need that anymore and we're going to add a modifier to our custom model for an Armature and set it to the chickpea Armature and then we'll go ahead and parent it set parent to Bone and important before we keep going we want to rename this Armature to Armature um for whatever reason unreal doesn't like it when we don't do do that so from here we can simply pose our chickp Armature and it will move our custom Armature now it might not move in the way that you initially expect it to um that's completely fixable um and up to taste honestly um so this leg is kind of wonky um but what we can do is go back and weight paint this so if you're content with what you have that's great um but I'm going to go ahead and actually weight paint this model based on the skeleton you can see here we have a lot of rough edges uh on the weight painting on this and what that means is that when I rotate this you can see it kind of scrunches up a little bit at the top and that's what happens when you have uneven weight painting so one way to get rid of that is to actually just take what we have and smooth it out a bit and it's a lot smoother um actually looks like my model has um some divisions in the mesh so I'm going to go ahead and just merge all that together make sure we have no no issues there um so now we have this one bone is pretty smooth but got more than one bone so I'm just going to go ahead and do the rest here okay so now that I've smoed everything out to my liking take a look at the wing looks pretty nice looks pretty nice everything's moving pretty solidly oh guess I missed one just going to go ahead and smooth that out the opposite side too smooth that out and we should be good now so I'm going to exit way paint mode now we have um our fully rigged model with the original Armature so I'm going to ahead and save this uh and before we export we want to make sure that everything's at 00 0 no rotation scale one same thing for the Armature um so we'll note that at the beginning we scaled the Armature down by 100 so now we got scale back up by 100 now we have our official model um so I'm going to take our model and our Armature we'll export as fpx we want to export the two selected objects this is very important we're going to set our scale to 0.01 because that's what we had to scale the model down by to make it a normal size um and then under Armature we're going to uncheck add Leaf bones and we're going to want to export that as the name of the original model which would be um can go back here and the name is skore chicken pal so that's what we're going to call this fpx all right so after that we're completely done with blender going to want to open up Unreal Engine now the way you install Unreal Engine is through the epic games launcher we're going to open up the epic games launcher go to Unreal Engine go to library and click plus and make sure that you're using 5.1 if you're install I have this installed already but if you're installing for the first time you're going to click this arrow and select the version which should be 5.1.1 we'll install that hit launch create a new project I have one right here already that is already open this is using my previous mod um so we're going to open up the content drawer and we're going to have to take our model that we just exported and put it in the exact place that we got it from so I'm going to have to look back at F model and see where I got that chicken pal psk from so the path is pal content that pal content is this content folder right here so from there we have pal model character monster and chicken pal so under character monster we're going to need a new folder here called chicken pal create a folder for our chicken cow we're going to drag our chickp pee model right in there our new fpx goes right there and we'll hit import all now that's going to do is it's going to import our not only our mesh but our textures its materials and the skeleton so what we're going to have to do after that is move everything and name everything properly so have this content browser popped open we have our chicken pal here we can go ahead and save that we have our material here which is going to have to be the same name as the material in F model so we'll open this up and and you can see the chicken pal material name is body so we're going to we can actually just copy package name and rename this to my chicken po body and we'll save that we want to rename the texture again with f model we're going to take the chicken pal body texture copy the package name rename this we have a physics asset physics asset's important it allows it to use physics um again we'll check F model this is the name of the physics asset we copy that rename this to the physics asset name and this is the hard part which is the skeleton and the skeleton actually is going to rest in a different folder for these monsters it's going to be under pal model character skeleton and we can see in here it's going to be character skeleton uh chicken pal and it's going to this is what the name is going to be so we'll make sure that it's the same name uh create a new folder here for our chicken pal once we have that we can take our skeleton and put it in the proper location um so if we did all that proper everything should be set up and from here we can go ahead and hook our mod so before we do that we're going to want to make sure our cooking settings are are proper so we can look up search for pack file make sure use pack file is checked should be on by default and we're going to want to look up cook and make sure it says cook everything in the project content directory and once we have both of those we'll go ahead right here where it says platforms we go to Windows and cook content now once we cook this is going to take a while um but you can just leave it and once it's finished it'll make a noise and that'll let you know that all your files are ready now once our content is all cooked we're going to want to open up our unreal project in a file explorer and we're going to go into the saved folder and the cooked folder and this is going to be where all our cooked data is so we're going to go into the folder for whatever our project name is content and then this is where all of the content that we created is so this is the pal folder model character monster and chicken pal is what we want so these are going to be the files that we want um noteworthy we don't need the skeleton for the actual mod but we do need the skeleton to be there in unreal so that our mesh knows where to look for the skeleton in the actual game so what I'm going to do is I'm going to go ahead and copy the files that we need so like I said we don't need the materials or the physics asset so we're going to take the texture and the skeletal mesh and I'm just going to yoink those and we're going to go go to my workspace and we're going to create a folder and I'm just going to call it mod so I can keep track of it and we're going to call the mod itself something like kfp GP and make sure that it ends inore P so that the game knows to load the mod as a patch so that it will overwrite any default game files so from there we're going to have to recreate the file structure that we just did um so we're going to go pal content and make sure you get the spellings correct that's very important we're just going to paste those those uh files right here so we have our texture and we have our mesh and we should be good to go so now we have our full mod packed in a folder we're going to go to our unreal pack and we're just going to drag this folder onto the unre pack with compression dobat and it should tell us if we're if everything is fine it should say it's added our files to the pack and we have our mod right here we can go ahead and take that and just drop that into the games files right here and we should be good to go so I'm just going to launch power world and we'll see what happens all right so now I'm in the game going to throw out my chickp pee and we can see that it uses the new model and animations um you can see there's a little bit of weirdness on the coat but that's okay we could just uh go back and remove anything faces we don't want Exposed on the inside U but yeah I hope everybody found this helpful and go make some mods
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Channel: Smoovers
Views: 17,172
Rating: undefined out of 5
Keywords: smoovment, smoov
Id: NESKhITrbgI
Channel Id: undefined
Length: 26min 37sec (1597 seconds)
Published: Wed Jan 24 2024
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