New: tools, discord, guide (#6)

Co-authored-by: Buckminsterfullerene02 <84156063+Buckminsterfullerene02@users.noreply.github.com>
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@ -381,6 +381,21 @@ Other tools that aren't necessarily to do with UE, but are commonly used to help
- Some useful info on when certain BP features were added to UE
* [tuw](https://github.com/matyalatte/tuw) - Written by **matyalatte**
- Tiny GUI wrapper for command-line tools
* [3dmigoto](https://github.com/bo3b/3Dmigoto) - Written by **Chiri**, continued by **DarkStarSword** and **bo3b**
- Semi-Universal D3D11 (no D3D12/vulkan) wrapper designed for modifying, fixing, or replacing shaders and shader resources, originally used for 3D Stereovision support
- Now used by several communities in UE and Unity for runtime mesh replacement in the renderer, avoiding the need to replace actual game assets or bypass signature checks
- Not UE specific but many UE games are well suited. Mesh replacement requires GPU skinning which is enabled by default in UE for character animation
- Note that effective usage of this extremely powerful tool may require extensive analysis of your game and sufficient skill as a modeler
- [Additional notes on 3dmigoto supported games and usage](https://gist.github.com/elbadcode/b09f03fd50a451debc5811782b23bd24) - Written by **lobotomyx**
* [3D Fixes toolset](https://github.com/DarkStarSword/3d-fixes) - Maintained by **DarkStarSword**
- Essential sister repository to 3dmigoto containing scripts for analyzing, extracting, and import shaders and shader resources
- Contains Blender import/export script that forms the basis of 3dmigoto mesh modding. Typically requires some analysis work and understanding of D3D11 API
- Universal fixes for some built in shaders specific to UE4, as well as some guides on usage to fix rendering issues by swapping shaders
* **[PW]** [NinjaRipper](https://www.ninjaripper.com/) - Written by **blackninja**
- Closed source, paid tool for dumping graphics resources (one time patreon sub for permanent license without updates)
- Uses similar techniques as 3Dmigoto but trades the ability to replace resources for greater API support, with coverage for vulkan and D3D12
- As of version 2.6 now dumps decompiled shaders and API call analysis log making it a viable alternative to graphics debuggers like renderdoc in some cases
- Supports importing large scenes, riggable characters, and vertex based animation to Blender, 3DS Max, and Noesis
# Guides
Guides that are useful for modding UE games.
@ -417,7 +432,8 @@ Many popular modding communities for various games have their own websites for d
* [Satisfactory](https://docs.ficsit.app/satisfactory-modding/latest/index.html)
- The Satisfactory Modding Documentation is much more useful than official UE documentation in some places, like in the C++ and Blueprint section
* [Spyro Reignited](https://franklygd.github.io/Spyro-Reignited-Trilogy-Asset-Replacement/)
* [Snowbreak Containment Zone](https://rentry.org/SnowbreakModdingTutorial)
## Game Specific BUT Transferrable
These are loose files/sites.
@ -515,7 +531,8 @@ A bunch of links to various UE Modding Discord servers. If you know of any that
* [Absolver Academy](https://discord.gg/jUe34UTh)
* [Abiotic Factor Modding](https://discord.gg/Tz2YHA79rX)
* [Epic Mickey: Rebrushed Modding](https://discord.gg/j85J4BmZbn)
* [OpenFF7R](https://discord.gg/VYGQDmzhXr)
# Game Specific Template Projects
These are "mirrored" C++ UE projects for various games. They are meant to be used as a base for blueprint modding, and are usually updated to the latest version of the game. They completely eliminate the need to manually dummy any C++ headers.
@ -545,4 +562,4 @@ They are all generated using [UE4SS](https://github.com/UE4SS-RE/RE-UE4SS) and t
* [Remnant II](https://github.com/narknon/Rem2Proj)
* [SW Game](https://github.com/narknon/SwGameProj)
* [Palworld](https://github.com/localcc/PalworldModdingKit)
* [Black Myth: Wukong](https://github.com/narknon/WukongB1)
* [Black Myth: Wukong](https://github.com/narknon/WukongB1)