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Zeno965

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Zeno965   

OP WILL BE UPDATED WITH RELEVANT CONTENT FROM THE THREAD

 

Use this thread to share your experiences and helpfull tips with your fellow modders!

 

Normal: Paid or subription based

Green: Free or limited trial free

 

Usefull Tools:

 

Photoshop: Great for editing textures, Normalmaps, heightmaps and everything else that is 2d. Link

Paint.net: Free alternative to Photoshop, lacks some functions, but still powerfull free software Link

GIMP: Another free 2d editor software. Link

Crazybump : Generates great normal, height and specular maps from photos, or can be used to turn a height/bump map into a normal.  Essential to my workflow.

FilterForge : Plugin for PS - Node based texture/pattern generator that can make seamless math based materials.  Generates normal, metallic, specular, ect. Additionally, you can search their website for filters and download images (including normal maps) without even buying the program.

GoldWave : A fantastic little audio editor I've been using for years.  You can use it for free up to 150 clicks or so, and then you'll need to re-start it. Perfect for looping a sample, converting things, or full blown sound effects creation.  The only time I have to switch to Audition is when I need to extract part of a sound, or really clean something up.

GlueIT : Makes sprite sheets from a series of images.  Essential to making particles that use animations! I tend to render things out of a 3D package and use this to glue it all together.

MakeHumanLets you create a fully rigged human using sliders and things.  Doesn't currently export with a UE4 skeleton, but it can be re-targeted.

HMES Alpha: Free terrain generator, unlimited export resolution

 

Usefull Resources:

 

www.freesound.org: Loads of free sound effects.  Most just request credit, but all are some variation of a CC license.

Material library:  60 free UE4 materials and 220 textures (free for Commercial use)

 

 

Editor tips:

 

#1 To keep your project organized use "Collections", in this way when you find something you want to use later (or in another maps) you don't need to waste your time on "search back" your stuff

#2 How to setup your editor for in-editor testing: link

 

 

Heightmap:

 

Landscape technical guide: a great guideline for creating and importing heightmaps into UE4 Link

 

 

 

 

 

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Useful Pay Tools:
Crazybump - Generates great normal, height and specular maps from photos, or can be used to turn a height/bump map into a normal.  Essential to my workflow.

FilterForge Plugin for PS - Node based texture/pattern generator that can make seamless math based materials.  Generates normal, metallic, specular, ect. Additionally, you can search their website for filters and download images (including normal maps) without even buying the program.

 

Useful free(ish) tools:

GoldWave - A fantastic little audio editor I've been using for years.  You can use it for free up to 150 clicks or so, and then you'll need to re-start it. Perfect for looping a sample, converting things, or full blown sound effects creation.  The only time I have to switch to Audition is when I need to extract part of a sound, or really clean something up.

 

Useful Free tools:

GlueIT - Makes sprite sheets from a series of images.  Essential to making particles that use animations! I tend to render things out of a 3D package and use this to glue it all together.

MakeHuman - Lets you create a fully rigged human using sliders and things.  Doesn't currently export with a UE4 skeleton, but it can be re-targeted.

 

Useful Web Resources:

www.freesound.org - Loads of free sound effects.  Most just request credit, but all are some variation of a CC license.

 

And a tip: If you are a student, seek out student discounts! Even if one isn't listed, you can often email and ask about them.  If you aren't a student, Adobe Creative Cloud is surprisingly affordable.

 

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Sid   

Would love to suggest L3DT, Large 3D Terrain Generator.

 

http://www.bundysoft.com/L3DT/

 

The emphasize of this tool is on editing the terrain you generated by hand. Gives you the ability to raise, lower, flat areas out and smooth different height level.

The professional edition has a 3 months trial (which you can renew, if you don't wish to pay). Will happily make a video tutorial on how to use this efficiently if I find the time to do it.

Edited by Sid

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SoLo   

L3DT merging heightmaps (heightmap operation/calculation)

http://www.bundysoft.com/wiki/doku.php?id=plugins:calc:atmergemap

 

World Machine 

WM Device Reference

UE4 wiki WM import

Geek at Play: WM learn video compilation

Geoglyph: WM steroids

 

World Creator: WM alternative (ex geocontrol 2) now GPU rendering

 

Speed Tree: vegetation with BP

 

True Sky

 

Rock Maker: 3DS script for creating fast rocks

Rock Generator: another 3DS script for creating fast rocks

Edited by SoLo

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I don't know where to post it and i will do it here, this tutorial is NOT mine but is interesting, is about a World Machine to UE4 workflow

 

 

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Awakened   
13 hours ago, ZioYuri78 said:

I don't know where to post it and i will do it here, this tutorial is NOT mine but is interesting, is about a World Machine to UE4 workflow

 

 

Thank you! I have some difficulties with texturing, but now  I know what I can try else.

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FishMan   

XNormal - free software for baking.

 

Some usefull information about physically based rendering (a shading model which UE4 is using):

allegorithmic has two very cool guides about pbr. That I strongly recommend to read.

marmoset also has usefull info about it (theory and practise) and don't forget to visit the links in the conclusion.

Edited by FishMan

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Zeno965   
24 minutes ago, DanielNL said:

Should we use UE 4.11.2 or 4.12.2 for creating a Squad map?

 

4.10.4 for the current SDK, the next one will use 4.11

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DanielNL   
Just now, Zeno965 said:

 

4.10.4 for the current SDK, the next one will use 4.11

U FRIKING GOTTA BE KIDDING me... xD JUUUUUST deleted 4.10 ! ! ! xD ROFL fail. How many days/weeks from now approx./which month will we move to 4.11 ? (I guess not 4.12 yet as it's not "stable" enough in the opinion of the Squad Devs?)

 

Thx for the help Zeno! (The PR Zeno?)

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Zeno965   
10 minutes ago, DanielNL said:

U FRIKING GOTTA BE KIDDING me... xD JUUUUUST deleted 4.10 ! ! ! xD ROFL fail. How many days/weeks from now approx./which month will we move to 4.11 ? (I guess not 4.12 yet as it's not "stable" enough in the opinion of the Squad Devs?)

 

Thx for the help Zeno! (The PR Zeno?)

 

Yes, not many other Zenos around here :P 

Next SDK should be released in 1-2 weeks, so might as well wait for that :)

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Zeno965   
11 minutes ago, DanielNL said:

LOOOOL 9 GB I just discovered LOLLL this gotta be a lot of troll content in there... (no srsly, are there huuuge textures/3d models included or why suuuch huge SDK?)

 

This is really not the right thread to continue this discussion though. please use the Modding discussion thread or helpdesk if you need any more help :) 

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FishMan   

 

I think small tutorials like this will help people to better understand material system in UE4 as well as give some clue about the major principles of making materials...

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Physical Material for Landscape (Material) Layers: or, When Physical Materials don't work.

 

Applying a Physical Material (PhysMat) to each layer of your multi-layered Landscape Material, requires you to select an appropriate PhysMat inside each of your Landscape LayerInfo files, for each layer type.

This is easily done, however the PhysMats applied don't appear to do anything (they're broken) when PIE testing. This is apparently an age-old bug.

 

The "FIX" (supposedly only workaround(temporary), re: Epic): after doing this stuff above; go to, and select, your Landscape (mesh/object) in the right-hand panel, and scroll down to Generate Overlap Events (tick-box) and tick it - or un-tick it - doesn't seem to matter which. The act of ticking/un-ticking the box forces the PhysMats to work correctly, for some unknown and bizarre reason .

 

Now, i say it's a temporary fix because some said they had to tick/un-tick the box every time they re-started the editor (UE4, not SquadSDK) to make this work, however i have re-started the editor(SDK) 3 times and the fix still works - so there's that.

... some also said that it needed re-ticking each time they made changes to the PhysMats - cannot confirm this atm though.

 

 

Edited by LaughingJack

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