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pseudoregalia-modding/costume-template

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Usage

  • open Content/Meshes/Characters/new.blend in blender and edit
  • export as fbx over Content/Meshes/Characters/new.fbx
  • open in unreal engine 5.1 (other versions won't work in-game)
  • open Content/Meshes/Characters/new and reimport with the new fbx (try to match material slots)
  • rename new to whatever you want
  • package your project for windows
  • where you packaged your project there should be a Windows\pseudoregalia\Content\Paks folder
  • pak chunk 1 is your outfit by default
  • rename the costume chunk to what you renamed new to
  • place in mods folder
  • install attire ui overhaul if you haven't already
  • you should see your creation in all its glory!

Custom Textures

  • go to Content/MatTex/Materials/Characters
  • right-click either MI_n64_Playergoat or MI_n64_PlayergoatFace and click duplicate
  • rename the duplicate to whatever you want
  • open the duplicate and change the texture being used
  • link the mesh to the duplicate
  • add your duplicate and the custom texture to the data asset in Content

Blinking and First Person Hiding

  • by default the template has sybil set up to blink by using the game's setup
  • the material slot for the eyes is named Material_Eyes to allow for blinking
  • the material slots which are hidden in first person are named Material or Material_Eyes

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provides an easy setup for creating costume mods

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