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New: tools, discord, guide (#6)
Co-authored-by: Buckminsterfullerene02 <84156063+Buckminsterfullerene02@users.noreply.github.com>
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README.md
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README.md
@ -381,6 +381,21 @@ Other tools that aren't necessarily to do with UE, but are commonly used to help
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- Some useful info on when certain BP features were added to UE
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* [tuw](https://github.com/matyalatte/tuw) - Written by **matyalatte**
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- Tiny GUI wrapper for command-line tools
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* [3dmigoto](https://github.com/bo3b/3Dmigoto) - Written by **Chiri**, continued by **DarkStarSword** and **bo3b**
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- Semi-Universal D3D11 (no D3D12/vulkan) wrapper designed for modifying, fixing, or replacing shaders and shader resources, originally used for 3D Stereovision support
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- 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
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- 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
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- Note that effective usage of this extremely powerful tool may require extensive analysis of your game and sufficient skill as a modeler
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- [Additional notes on 3dmigoto supported games and usage](https://gist.github.com/elbadcode/b09f03fd50a451debc5811782b23bd24) - Written by **lobotomyx**
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* [3D Fixes toolset](https://github.com/DarkStarSword/3d-fixes) - Maintained by **DarkStarSword**
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- Essential sister repository to 3dmigoto containing scripts for analyzing, extracting, and import shaders and shader resources
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- Contains Blender import/export script that forms the basis of 3dmigoto mesh modding. Typically requires some analysis work and understanding of D3D11 API
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- Universal fixes for some built in shaders specific to UE4, as well as some guides on usage to fix rendering issues by swapping shaders
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* **[PW]** [NinjaRipper](https://www.ninjaripper.com/) - Written by **blackninja**
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- Closed source, paid tool for dumping graphics resources (one time patreon sub for permanent license without updates)
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- Uses similar techniques as 3Dmigoto but trades the ability to replace resources for greater API support, with coverage for vulkan and D3D12
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- 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
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- Supports importing large scenes, riggable characters, and vertex based animation to Blender, 3DS Max, and Noesis
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# Guides
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Guides that are useful for modding UE games.
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@ -417,6 +432,7 @@ Many popular modding communities for various games have their own websites for d
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* [Satisfactory](https://docs.ficsit.app/satisfactory-modding/latest/index.html)
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- The Satisfactory Modding Documentation is much more useful than official UE documentation in some places, like in the C++ and Blueprint section
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* [Spyro Reignited](https://franklygd.github.io/Spyro-Reignited-Trilogy-Asset-Replacement/)
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* [Snowbreak Containment Zone](https://rentry.org/SnowbreakModdingTutorial)
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## Game Specific BUT Transferrable
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These are loose files/sites.
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@ -515,6 +531,7 @@ A bunch of links to various UE Modding Discord servers. If you know of any that
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* [Absolver Academy](https://discord.gg/jUe34UTh)
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* [Abiotic Factor Modding](https://discord.gg/Tz2YHA79rX)
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* [Epic Mickey: Rebrushed Modding](https://discord.gg/j85J4BmZbn)
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* [OpenFF7R](https://discord.gg/VYGQDmzhXr)
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# Game Specific Template Projects
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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.
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