https://wiki.tripwireinteractive.com/api.php?action=feedcontributions&user=Davidhensley&feedformat=atomTripwire Interactive Wiki - User contributions [en]2024-03-28T13:44:23ZUser contributionsMediaWiki 1.40.0https://wiki.tripwireinteractive.com/index.php?title=1st_Person_Texturing&diff=48301st Person Texturing2013-09-26T00:46:02Z<p>Davidhensley: </p>
<hr />
<div>'''Diffuse Map'''<br />
<br />
TODO</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Engine_Skeletal_Mesh_LOD_Import_%26_Setup&diff=4829Engine Skeletal Mesh LOD Import & Setup2013-09-26T00:43:36Z<p>Davidhensley: Created page with "Click the Cycle through the LOD mesh levels to get to LOD1 The button is shown here: File:CycleLODS.jpg Then go to File > Mesh LOD Import and select your LOD1 .psk Cli..."</p>
<hr />
<div>Click the Cycle through the LOD mesh levels to get to LOD1<br />
<br />
The button is shown here:<br />
<br />
[[File:CycleLODS.jpg]]<br />
<br />
Then go to File > Mesh LOD Import and select your LOD1 .psk<br />
<br />
Click the Cycle through the LOD mesh levels to get to LOD2<br />
<br />
Then go to File > Mesh LOD Import and select your LOD2 .psk<br />
<br />
Click the Cycle through the LOD mesh levels to get to LOD3<br />
<br />
Then go to File > Mesh LOD Import and select your LOD3 .psk<br />
<br />
Check your lod settings and make sure they match the following settings<br />
<br />
[[File:LODSettings.JPG]]<br />
<br />
Finally click the Redigest LODs button shown below<br />
<br />
[[File:RedigestLOD.jpg]]<br />
<br />
Save your package!</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:RedigestLOD.jpg&diff=4828File:RedigestLOD.jpg2013-09-26T00:42:58Z<p>Davidhensley: </p>
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<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:CycleLODS.jpg&diff=4827File:CycleLODS.jpg2013-09-26T00:41:28Z<p>Davidhensley: </p>
<hr />
<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:LODSettings.JPG&diff=4826File:LODSettings.JPG2013-09-26T00:40:10Z<p>Davidhensley: </p>
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<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Technical_Requirements&diff=4825Technical Requirements2013-09-26T00:33:02Z<p>Davidhensley: Created page with "'''1st Person Hand Texture''' Your 1st Person hand texture is limited to a single 1024x1024 DXT1 compressed. There is no alpha channel for the 1st person hand texture. '''3r..."</p>
<hr />
<div>'''1st Person Hand Texture'''<br />
<br />
Your 1st Person hand texture is limited to a single 1024x1024 DXT1 compressed. There is no alpha channel for the 1st person hand texture.<br />
<br />
'''3rd Person Texture'''<br />
<br />
Your 3rd person texture is limited to 1 1024x1024 texture with an alpha channel. The alpha channel contains the specular mask. This is to be saved at DXT3 compression before being imported into the editor.<br />
<br />
'''Model Polycounts'''<br />
<br />
You need 4 levels of detail for your model with the following polycounts<br />
<br />
*LOD 0 : 6000-6500 Triangles<br />
*LOD 1 : 5000-5500 Triangles<br />
*LOD 2 : 3000-3500 Triangles<br />
*LOD 3 : 1500-2500 Triangles<br />
<br />
Below is an example of a killing floor soldier LODS recently made<br />
<br />
[[File:IJA_Lods.jpg]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:IJA_Lods.jpg&diff=4824File:IJA Lods.jpg2013-09-26T00:31:14Z<p>Davidhensley: </p>
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<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Killing_Floor_(modding)&diff=4823Killing Floor (modding)2013-09-26T00:27:46Z<p>Davidhensley: /* Playable Characters */</p>
<hr />
<div>==Getting Started==<br />
<br />
Follow these steps to obtain the Killing Floor Software Development Kit (SDK):<br />
<br />
#Launch Steam while logged into an account that owns Killing Floor (and has it installed)<br />
#Navigate to the Library page on Steam<br />
#Select "Tools" from the drop down box above the account's owned game titles<br />
#Select and download Killing Floor SDK<br />
<br />
This will download all the files necessary to run the SDK. It is launched the same as any other game, except that is is located in the ''tools'' section.<br />
<br />
===Familiarization===<br />
<br />
Here follows a list of topics that one should be familiar with before trying to attempt any modding.<br />
<br />
*[[Mutator]]<br />
*[[Gametype]]<br />
<br />
==Topics==<br />
<br />
===General Information===<br />
<br />
*[[Tutorials]]<br />
*[[Version Mismatches]]<br />
*[[Packages]]<br />
*[[Glossary]]<br />
<br />
===2D Art===<br />
<br />
(Edit me!)<br />
<br />
===3D Assets and Animation===<br />
<br />
=====[[Exporting and Importing]]=====<br />
Information regarding the exporting from common 3D applications and importing into KFEditor.<br />
<br />
===Level Design===<br />
<br />
*[[Introduction - Getting Started]]<br />
*[[Planning & Mapping Theory]]<br />
*[[Tutorials#General Mapping|Tutorials]]<br />
*[[Tools]]<br />
*[[Community]]<br />
<br />
===Playable Characters ===<br />
*[[Technical Requirements]]<br />
*[[Character Concepts]]<br />
*[[Character Modeling]]<br />
*[[3rd Person Texturing]]<br />
*[[1st Person Texturing]]<br />
*[[Vertex Weighting (Skinning)]]<br />
*[[ActorX Skeletal Mesh Export]]<br />
*[[Engine Skeletal Mesh Import & Setup]]<br />
*[[Engine Skeletal Mesh LOD Import & Setup]]<br />
*[[Engine Material Setup]]<br />
*[[Profile Texture Creation]]<br />
*[[Creating Gore Limbs assets and script]]<br />
*[[Creating Species Script]]<br />
*[[Creating a Premium Character Particle Effect]]<br />
*[[Creating UPL File]]<br />
*[[Naming your character and writing a bio]]<br />
*[[Compiling your script files]]<br />
*[[Character Submission Checklist]]<br />
<br />
===Coding===<br />
<br />
*[[Programming Tools]]<br />
*[[Tutorials#Coding|Tutorials]]<br />
<br />
===Steam Workshop===<br />
*[[Killing Floor Steam Workshop#Uploading|Uploading]]<br />
*[[Killing Floor Steam Workshop#Uploading|Downloading]]<br />
{{KFDevNavBox}}<br />
[[Category:Killing Floor]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Naming_your_character_and_writing_a_bio&diff=4822Naming your character and writing a bio2013-09-26T00:27:01Z<p>Davidhensley: Created page with "Delve into the darkest depths of your psyche and write a disturbing bio for your character that reflects the disturbing world of Killing Floor. Give him a name. This name will..."</p>
<hr />
<div>Delve into the darkest depths of your psyche and write a disturbing bio for your character that reflects the disturbing world of Killing Floor. Give him a name. This name will be what your upl file is named.</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Character_Submission_Checklist&diff=4821Character Submission Checklist2013-09-26T00:25:05Z<p>Davidhensley: Created page with "A valid submission must contain all of the following '''Textures''' A killing floor texture package containing the following *your character texture and the two combiners(EN..."</p>
<hr />
<div>A valid submission must contain all of the following<br />
<br />
'''Textures'''<br />
<br />
A killing floor texture package containing the following<br />
*your character texture and the two combiners(ENV_CMB and _CMB), you can learn how to set these up here:[[Engine Material Setup]]<br />
*your character's profile texture, you can learn how to create that here: [[Profile Texture Creation]]<br />
*your first person arm texture<br />
<br />
'''Skeletal Mesh'''<br />
<br />
A killing floor animation package containing your skeletal mesh linked to the example characters animation set. You can learn about this here: [[Engine Skeletal Mesh Import & Setup]]<br />
<br />
Your character must have proper lods set up described here: [[Engine Skeletal Mesh LOD Import & Setup]]<br />
<br />
'''Gore meshes and scripts'''<br />
<br />
A killing floor static mesh package containing your gore arm and leg limb<br />
<br />
Your 2 gore limb .uc script files, the gore process is described here: [[Creating Gore Limbs assets and script]]<br />
<br />
'''UPL'''<br />
<br />
Your UPL file with the correct asset references pointing to all of your characters packages and content. You can learn about the upl file here: [[Creating UPL File]]<br />
<br />
'''Species script'''<br />
<br />
Your species .uc script file with proper class and first person arm texture references. You can learn about the species script file here: [[Creating Species Script]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Engine_Skeletal_Mesh_Import_%26_Setup&diff=4820Engine Skeletal Mesh Import & Setup2013-09-26T00:08:00Z<p>Davidhensley: </p>
<hr />
<div>Download the example character unreal animation package here : [https://www.dropbox.com/s/1yasl9stgrtov75/Example_Soldier_Trip.zip example_player_package] and copy it to your killing floor directory here \KillingFloor\Animations<br />
<br />
Open the editor and open the animation package. Make sure the package is fully loaded by going to File > Open and selecting your package from the animation browser.<br />
<br />
[[File:CopyMeshProperties.jpg]]<br />
<br />
Next import your character by going to File > Import on the animation browser window and selecting your .psk You can find out how to export a .psk of your character here: [[ActorX Skeletal Mesh Export]]<br />
<br />
Now go to Mesh > Paste Mesh Properties. This pasts all the sockets and properties we have set up on the example character for correct functionality.<br />
<br />
Finally select the soldier_animations_trip animation set and click "Link animation to mesh button" shown in the picture below<br />
<br />
[[File:LinkAnimationToMesh.jpg]]<br />
<br />
Save your package as a new package called <YourCharacterName>_Soldier_Trip.ukx</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Engine_Skeletal_Mesh_Import_%26_Setup&diff=4819Engine Skeletal Mesh Import & Setup2013-09-26T00:07:21Z<p>Davidhensley: Created page with "Download the example character unreal animation package here : [https://www.dropbox.com/s/1yasl9stgrtov75/Example_Soldier_Trip.zip example_player_package] and copy it to your ..."</p>
<hr />
<div>Download the example character unreal animation package here : [https://www.dropbox.com/s/1yasl9stgrtov75/Example_Soldier_Trip.zip example_player_package] and copy it to your killing floor directory here \KillingFloor\Animations<br />
<br />
Open the editor and open the animation package. Make sure the package is fully loaded by going to File > Open and selecting your package from the animation browser.<br />
<br />
[[File:CopyMeshProperties.jpg]]<br />
<br />
Next import your character by going to File > Import on the animation browser window and selecting your .psk You can find out how to export a .psk of your character here: [[ActorX Skeletal Mesh Export]]<br />
<br />
Now go to Mesh > Paste Mesh Properties. This pasts all the sockets and properties we have set up on the example character for correct functionality.<br />
<br />
Finally select the soldier_animations_trip animation set and click "Link animation to mesh button" shown in the picture below<br />
<br />
[[File:LinkAnimationToMesh.jpg]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:LinkAnimationToMesh.jpg&diff=4818File:LinkAnimationToMesh.jpg2013-09-26T00:06:55Z<p>Davidhensley: </p>
<hr />
<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:CopyMeshProperties.jpg&diff=4817File:CopyMeshProperties.jpg2013-09-26T00:02:29Z<p>Davidhensley: </p>
<hr />
<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Vertex_Weighting_(Skinning)&diff=4816Vertex Weighting (Skinning)2013-09-25T23:54:20Z<p>Davidhensley: </p>
<hr />
<div>Download the example killing floor rig here: [https://www.dropbox.com/s/bpym246nnikvzmh/Example_KillingFloor_Rig.zip Example Rig]<br />
<br />
This file contains a fully rigged and skinned killing floor player character. You can use it to transfer skinning to your character. This character also serves as proportional ref when modeling. Your character must match this characters proportions and pose.<br />
<br />
You can use the Skin Wrap modifier to transfer skinning from this character to your new target character. Follow these steps to do so:<br />
<br />
1. Import your character into this scene and make sure his pose and proportions match this character. <br />
<br />
2. Select your character and add a Skin Wrap modifier from the modifier list.<br />
<br />
3. At the top of the modifier panel click Add > then select the existing character meshes. The skin wrap modifier will look at the skinning information on the meshes you selected here. The example scene has a couple different meshes so make sure to select them all.<br />
<br />
4. Next Tweak the distance influence number. This is the radius around each vertex on the reference mesh that it will apply weights to on your mesh. You can visualize this by entering sub object mode on the skin wrap modifier and selecting all the verts in the view port. You will see large red spheres around each vertex of your mesh. Change the distance influence number to where the spheres on your mesh encompass the target mesh as close as possible with the spheres being as small as possible.<br />
<br />
5. You can test the results by going to the motion tab, hitting the play button the cat window and double clicking on the two layers below the cat motion layer. The cat motion layer has a walk cycle on it that you can preview your skinning. Press stop and the character will go back to its reference pose. You can also rotate the limbs and to test skinning just press undo after so you get back to the bind pose.<br />
<br />
6. Press the checkbox "Weight all points"<br />
<br />
7. Click convert to skin. This will convert your skinwrap modifier to an actual skin modifier that will export to unreal. Below is a snap shot with highlighted settings mentioned above.<br />
<br />
[[File:SkinWrap.JPG]]<br />
<br />
8. Once you've converted to skin, scroll down on the skin modifier list to the Advanced Parameters section and set the bone affect limit setting to 4. This makes sure no single bone can affect more then 4 vertices. This is important for performance in unreal.<br />
<br />
9. At this point you can use the skin modifier to tweak your vertex weighting. There are many tutorials for 3ds max skin modifiers available online.</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Vertex_Weighting_(Skinning)&diff=4815Vertex Weighting (Skinning)2013-09-25T23:51:39Z<p>Davidhensley: Created page with "Download the example killing floor rig here: [https://www.dropbox.com/s/bpym246nnikvzmh/Example_KillingFloor_Rig.zip Example Rig] This file contains a fully rigged and skinne..."</p>
<hr />
<div>Download the example killing floor rig here: [https://www.dropbox.com/s/bpym246nnikvzmh/Example_KillingFloor_Rig.zip Example Rig]<br />
<br />
This file contains a fully rigged and skinned killing floor player character. You can use it to transfer skinning to your character. This character also serves as proportional ref when modeling. Your character must match this characters proportions and pose.<br />
<br />
You can use the Skin Wrap modifier to transfer skinning from this character to your new target character. Follow these steps to do so:<br />
<br />
1. Import your character into this scene and make sure his pose and proportions match this character. <br />
<br />
2. Select your character and add a Skin Wrap modifier from the modifier list.<br />
<br />
3. At the top of the modifier panel click Add > then select the existing character meshes. The skin wrap modifier will look at the skinning information on the meshes you selected here. The example scene has a couple different meshes so make sure to select them all.<br />
<br />
4. Next Tweak the distance influence number. This is the radius around each vertex on the reference mesh that it will apply weights to on your mesh. You can visualize this by entering sub object mode on the skin wrap modifier and selecting all the verts in the view port. You will see large red spheres around each vertex of your mesh. Change the distance influence number to where the spheres on your mesh encompass the target mesh as close as possible with the spheres being as small as possible.<br />
<br />
5. You can test the results by going to the motion tab, hitting the play button the cat window and double clicking on the two layers below the cat motion layer. The cat motion layer has a walk cycle on it that you can preview your skinning. Press stop and the character will go back to its reference pose. You can also rotate the limbs and to test skinning just press undo after so you get back to the bind pose.<br />
<br />
6. Press the checkbox "Weight all points"<br />
<br />
7. Click convert to skin. This will convert your skinwrap modifier to an actual skin modifier that will export to unreal. Below is a snap shot with highlighted settings mentioned above.<br />
<br />
[[File:SkinWrap.JPG]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:SkinWrap.JPG&diff=4814File:SkinWrap.JPG2013-09-25T23:51:31Z<p>Davidhensley: </p>
<hr />
<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Profile_Texture_Creation&diff=4813Profile Texture Creation2013-09-25T23:26:00Z<p>Davidhensley: </p>
<hr />
<div>'''Overview'''<br />
<br />
The profile textures are the images that show up when selecting a character through the profile menu in Killing floor.<br />
<br />
There are 2 images needed for this. A "locked" image and an "unlocked" image. The resolution should be 256 pixels wide by 512 tall.<br />
<br />
'''Creating the render for your profile image'''<br />
<br />
Download the 3ds max lighting scene here [https://www.dropbox.com/s/7qf4w18dt68fhg0/Example_Portrait.ZIP Example Portrait 3ds Max Scene]<br />
<br />
[[File:PortraitScene.JPG]]<br />
<br />
This is a scene that has lighting and a camera set up that is consistent with all the profile images in the game. Replace the character in the scene with your character by hiding the existing one. Tweak the camera position and intensities of lighting to work with your new character. The lighting is meant to be "high contrast" so its ok if its partly blown out. Look at the other profile textures for a style examples. All of the profile images are in one package in Killing Floor and you can find it here: KillingFloor\Textures\KFPortraits.utx <br />
<br />
Once you have the lighting to your liking, press render and save as an uncompressed 32bit targa file. The 32 bit is important so you retain the alpha channel.<br />
<br />
'''Stylizing your render'''<br />
<br />
Download the .psd template here: [https://www.dropbox.com/s/78rczg23djez7m3/KillingFloor_Portrait_Example.psd Killing Floor Portrait Photoshop Example]<br />
<br />
Open your render in photoshop and paste your profile image in the psd.<br />
<br />
Killing Floor uses a pixelated graphic effect on top of your render. This is made by the following steps:<br />
<br />
1. Create a new photoshop file with a copy of your profile image.<br />
<br />
2. go to Image > Mode > Grayscale (this will desaturate your image, that's ok, don't worry)<br />
<br />
[[File:Profile_stylize_1.jpg]]<br />
<br />
3. go to Image > Mode > Bitmap and follow the following settings:<br />
<br />
[[File:Profile_Style_2.jpg]]<br />
<br />
4. your image should now look like this<br />
<br />
[[File:Profile_Style_3.JPG]]<br />
<br />
5. Paste this image overtop your original render and set it to Multiply mode at 15% opacity<br />
<br />
6. use the curves and hue saturation adjustment layers for any final tweaks<br />
<br />
7. your final profile image should look like this<br />
<br />
[[File:Profile_Final.JPG]]<br />
<br />
8. Save your profile image out as a .dds DXT1 compression using the nvidia texture tools available for photoshop here : [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Nvidia Texture Tools]<br />
<br />
9. Import your texture in Killing Floor unreal texture package in a group called "Portrait"<br />
<br />
10. Right click on your new portrait texture and under the texture group, set the LODset to LODSet_Interface. This sets the mip map settings to the Interface group. See below picture.<br />
<br />
[[File:PortraitSettings.JPG]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:PortraitScene.JPG&diff=4812File:PortraitScene.JPG2013-09-25T23:25:53Z<p>Davidhensley: </p>
<hr />
<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Profile_Texture_Creation&diff=4811Profile Texture Creation2013-09-25T23:24:44Z<p>Davidhensley: </p>
<hr />
<div>'''Overview'''<br />
<br />
The profile textures are the images that show up when selecting a character through the profile menu in Killing floor.<br />
<br />
There are 2 images needed for this. A "locked" image and an "unlocked" image. The resolution should be 256 pixels wide by 512 tall.<br />
<br />
'''Creating the render for your profile image'''<br />
<br />
Download the 3ds max lighting scene here [https://www.dropbox.com/s/7qf4w18dt68fhg0/Example_Portrait.ZIP Example Portrait 3ds Max Scene]<br />
<br />
This is a scene that has lighting and a camera set up that is consistent with all the profile images in the game. Replace the character in the scene with your character by hiding the existing one. Tweak the camera position and intensities of lighting to work with your new character. The lighting is meant to be "high contrast" so its ok if its partly blown out. Look at the other profile textures for a style examples. All of the profile images are in one package in Killing Floor and you can find it here: KillingFloor\Textures\KFPortraits.utx <br />
<br />
Once you have the lighting to your liking, press render and save as an uncompressed 32bit targa file. The 32 bit is important so you retain the alpha channel.<br />
<br />
'''Stylizing your render'''<br />
<br />
Download the .psd template here: [https://www.dropbox.com/s/78rczg23djez7m3/KillingFloor_Portrait_Example.psd Killing Floor Portrait Photoshop Example]<br />
<br />
Open your render in photoshop and paste your profile image in the psd.<br />
<br />
Killing Floor uses a pixelated graphic effect on top of your render. This is made by the following steps:<br />
<br />
1. Create a new photoshop file with a copy of your profile image.<br />
<br />
2. go to Image > Mode > Grayscale (this will desaturate your image, that's ok, don't worry)<br />
<br />
[[File:Profile_stylize_1.jpg]]<br />
<br />
3. go to Image > Mode > Bitmap and follow the following settings:<br />
<br />
[[File:Profile_Style_2.jpg]]<br />
<br />
4. your image should now look like this<br />
<br />
[[File:Profile_Style_3.JPG]]<br />
<br />
5. Paste this image overtop your original render and set it to Multiply mode at 15% opacity<br />
<br />
6. use the curves and hue saturation adjustment layers for any final tweaks<br />
<br />
7. your final profile image should look like this<br />
<br />
[[File:Profile_Final.JPG]]<br />
<br />
8. Save your profile image out as a .dds DXT1 compression using the nvidia texture tools available for photoshop here : [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Nvidia Texture Tools]<br />
<br />
9. Import your texture in Killing Floor unreal texture package in a group called "Portrait"<br />
<br />
10. Right click on your new portrait texture and under the texture group, set the LODset to LODSet_Interface. This sets the mip map settings to the Interface group. See below picture.<br />
<br />
[[File:PortraitSettings.JPG]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Profile_Texture_Creation&diff=4810Profile Texture Creation2013-09-25T23:18:08Z<p>Davidhensley: </p>
<hr />
<div>'''Overview'''<br />
<br />
The profile textures are the images that show up when selecting a character through the profile menu in Killing floor.<br />
<br />
There are 2 images needed for this. A "locked" image and an "unlocked" image. The resolution should be 256 pixels wide by 512 tall.<br />
<br />
'''Creating the render for your profile image'''<br />
<br />
Download the 3ds max lighting scene here <br />
<br />
This is a scene that has lighting and a camera set up that is consistent with all the profile images in the game. Replace the character in the scene with your character by hiding the existing one. Tweak the camera position and intensities of lighting to work with your new character. The lighting is meant to be "high contrast" so its ok if its partly blown out. Look at the other profile textures for a style examples. All of the profile images are in one package in Killing Floor and you can find it here: KillingFloor\Textures\KFPortraits.utx <br />
<br />
Once you have the lighting to your liking, press render and save as an uncompressed 32bit targa file. The 32 bit is important so you retain the alpha channel.<br />
<br />
'''Stylizing your render'''<br />
<br />
Download the .psd template here: [https://www.dropbox.com/s/78rczg23djez7m3/KillingFloor_Portrait_Example.psd Killing Floor Portrait Photoshop Example]<br />
<br />
Open your render in photoshop and paste your profile image in the psd.<br />
<br />
Killing Floor uses a pixelated graphic effect on top of your render. This is made by the following steps:<br />
<br />
1. Create a new photoshop file with a copy of your profile image.<br />
<br />
2. go to Image > Mode > Grayscale (this will desaturate your image, that's ok, don't worry)<br />
<br />
[[File:Profile_stylize_1.jpg]]<br />
<br />
3. go to Image > Mode > Bitmap and follow the following settings:<br />
<br />
[[File:Profile_Style_2.jpg]]<br />
<br />
4. your image should now look like this<br />
<br />
[[File:Profile_Style_3.JPG]]<br />
<br />
5. Paste this image overtop your original render and set it to Multiply mode at 15% opacity<br />
<br />
6. use the curves and hue saturation adjustment layers for any final tweaks<br />
<br />
7. your final profile image should look like this<br />
<br />
[[File:Profile_Final.JPG]]<br />
<br />
8. Save your profile image out as a .dds DXT1 compression using the nvidia texture tools available for photoshop here : [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Nvidia Texture Tools]<br />
<br />
9. Import your texture in Killing Floor unreal texture package in a group called "Portrait"<br />
<br />
10. Right click on your new portrait texture and under the texture group, set the LODset to LODSet_Interface. This sets the mip map settings to the Interface group. See below picture.<br />
<br />
[[File:PortraitSettings.JPG]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Profile_Texture_Creation&diff=4809Profile Texture Creation2013-09-25T22:04:10Z<p>Davidhensley: </p>
<hr />
<div>'''Overview'''<br />
<br />
The profile textures are the images that show up when selecting a character through the profile menu in Killing floor.<br />
<br />
There are 2 images needed for this. A "locked" image and an "unlocked" image. The resolution should be 256 pixels wide by 512 tall.<br />
<br />
'''Creating the render for your profile image'''<br />
<br />
Download the 3ds max lighting scene here [https://www.dropbox.com/s/78rczg23djez7m3/KillingFloor_Portrait_Example.psd Killing Floor Portrait Photoshop Example]<br />
<br />
This is a scene that has lighting and a camera set up that is consistent with all the profile images in the game. Replace the character in the scene with your character by hiding the existing one. Tweak the camera position and intensities of lighting to work with your new character. The lighting is meant to be "high contrast" so its ok if its partly blown out. Look at the other profile textures for a style examples. All of the profile images are in one package in Killing Floor and you can find it here: KillingFloor\Textures\KFPortraits.utx <br />
<br />
Once you have the lighting to your liking, press render and save as an uncompressed 32bit targa file. The 32 bit is important so you retain the alpha channel.<br />
<br />
'''Stylizing your render'''<br />
<br />
Download the .psd template here:<br />
<br />
Open your render in photoshop and paste your profile image in the psd.<br />
<br />
Killing Floor uses a pixelated graphic effect on top of your render. This is made by the following steps:<br />
<br />
1. Create a new photoshop file with a copy of your profile image.<br />
<br />
2. go to Image > Mode > Grayscale (this will desaturate your image, that's ok, don't worry)<br />
<br />
[[File:Profile_stylize_1.jpg]]<br />
<br />
3. go to Image > Mode > Bitmap and follow the following settings:<br />
<br />
[[File:Profile_Style_2.jpg]]<br />
<br />
4. your image should now look like this<br />
<br />
[[File:Profile_Style_3.JPG]]<br />
<br />
5. Paste this image overtop your original render and set it to Multiply mode at 15% opacity<br />
<br />
6. use the curves and hue saturation adjustment layers for any final tweaks<br />
<br />
7. your final profile image should look like this<br />
<br />
[[File:Profile_Final.JPG]]<br />
<br />
8. Save your profile image out as a .dds DXT1 compression using the nvidia texture tools available for photoshop here : [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Nvidia Texture Tools]<br />
<br />
9. Import your texture in Killing Floor unreal texture package in a group called "Portrait"<br />
<br />
10. Right click on your new portrait texture and under the texture group, set the LODset to LODSet_Interface. This sets the mip map settings to the Interface group. See below picture.<br />
<br />
[[File:PortraitSettings.JPG]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:PortraitSettings.JPG&diff=4808File:PortraitSettings.JPG2013-09-25T22:04:00Z<p>Davidhensley: </p>
<hr />
<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Profile_Texture_Creation&diff=4807Profile Texture Creation2013-09-25T22:00:47Z<p>Davidhensley: </p>
<hr />
<div>'''Overview'''<br />
<br />
The profile textures are the images that show up when selecting a character through the profile menu in Killing floor.<br />
<br />
There are 2 images needed for this. A "locked" image and an "unlocked" image. The resolution should be 256 pixels wide by 512 tall.<br />
<br />
'''Creating the render for your profile image'''<br />
<br />
Download the 3ds max lighting scene here [https://www.dropbox.com/s/78rczg23djez7m3/KillingFloor_Portrait_Example.psd Killing Floor Portrait Photoshop Example]<br />
<br />
This is a scene that has lighting and a camera set up that is consistent with all the profile images in the game. Replace the character in the scene with your character by hiding the existing one. Tweak the camera position and intensities of lighting to work with your new character. The lighting is meant to be "high contrast" so its ok if its partly blown out. Look at the other profile textures for a style examples. All of the profile images are in one package in Killing Floor and you can find it here: KillingFloor\Textures\KFPortraits.utx <br />
<br />
Once you have the lighting to your liking, press render and save as an uncompressed 32bit targa file. The 32 bit is important so you retain the alpha channel.<br />
<br />
'''Stylizing your render'''<br />
<br />
Download the .psd template here:<br />
<br />
Open your render in photoshop and paste your profile image in the psd.<br />
<br />
Killing Floor uses a pixelated graphic effect on top of your render. This is made by the following steps:<br />
<br />
1. Create a new photoshop file with a copy of your profile image.<br />
<br />
2. go to Image > Mode > Grayscale (this will desaturate your image, that's ok, don't worry)<br />
<br />
[[File:Profile_stylize_1.jpg]]<br />
<br />
3. go to Image > Mode > Bitmap and follow the following settings:<br />
<br />
[[File:Profile_Style_2.jpg]]<br />
<br />
4. your image should now look like this<br />
<br />
[[File:Profile_Style_3.JPG]]<br />
<br />
5. Paste this image overtop your original render and set it to Multiply mode at 15% opacity<br />
<br />
6. use the curves and hue saturation adjustment layers for any final tweaks<br />
<br />
7. your final profile image should look like this<br />
<br />
[[File:Profile_Final.JPG]]<br />
<br />
8. Save your profile image out as a .dds DXT1 compression using the nvidia texture tools available for photoshop here : [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Nvidia Texture Tools]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Profile_Texture_Creation&diff=4806Profile Texture Creation2013-09-25T22:00:14Z<p>Davidhensley: </p>
<hr />
<div>'''Overview'''<br />
<br />
The profile textures are the images that show up when selecting a character through the profile menu in Killing floor.<br />
<br />
There are 2 images needed for this. A "locked" image and an "unlocked" image. The resolution should be 256 pixels wide by 512 tall.<br />
<br />
'''Creating the render for your profile image'''<br />
<br />
Download the 3ds max lighting scene here [https://www.dropbox.com/s/78rczg23djez7m3/KillingFloor_Portrait_Example.psd Killing Floor Portrait Photoshop Example]<br />
<br />
This is a scene that has lighting and a camera set up that is consistent with all the profile images in the game. Replace the character in the scene with your character by hiding the existing one. Tweak the camera position and intensities of lighting to work with your new character. The lighting is meant to be "high contrast" so its ok if its partly blown out. Look at the other profile textures for a style examples. All of the profile images are in one package in Killing Floor and you can find it here: KillingFloor\Textures\KFPortraits.utx <br />
<br />
Once you have the lighting to your liking, press render and save as an uncompressed 32bit targa file. The 32 bit is important so you retain the alpha channel.<br />
<br />
'''Stylizing your render'''<br />
<br />
Download the .psd template here:<br />
<br />
Open your render in photoshop and paste your profile image in the psd.<br />
<br />
Killing Floor uses a pixelated graphic effect on top of your render. This is made by the following steps:<br />
<br />
1. Create a new photoshop file with a copy of your profile image.<br />
<br />
2. go to Image > Mode > Grayscale (this will desaturate your image, that's ok, don't worry)<br />
<br />
[[File:Profile_stylize_1.jpg]]<br />
<br />
3. go to Image > Mode > Bitmap and follow the following settings:<br />
<br />
[[File:Profile_Style_2.jpg]]<br />
<br />
4. your image should now look like this<br />
<br />
[[File:Profile_Style_3.JPG]]<br />
<br />
5. Paste this image overtop your original render and set it to Multiply mode at 15% opacity<br />
<br />
6. use the curves and hue saturation adjustment layers for any final tweaks<br />
<br />
7. your final profile image should look like this<br />
<br />
[[File:Profile_Final.JPG]]<br />
<br />
8. Save your profile image out as a .dds DXT1 compression using the nvidia texture tools available for photoshop here : [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Engine_Material_Setup&diff=4805Engine Material Setup2013-09-25T21:58:13Z<p>Davidhensley: </p>
<hr />
<div>Download the example character texture package here : [https://www.dropbox.com/s/vuto3l1v7w6mjp0/Example_Player_T.utx Example_Player_T.utx] <br />
<br />
Place this in your \KillingFloor\Textures\ folder<br />
<br />
Open the editor and then open your texture browser, you can do this by pressing button highlighted below<br />
<br />
[[File:TextureBrowser.jpg]]<br />
<br />
On the texture browser window, click File > Open and select the downloaded texture package "Example_Player_T.utx"<br />
<br />
This package has all the materials you need to set up your player materials, as well as an example first person hand texture and a portrait texture.<br />
<br />
Select the group 3rdP by selecting the drop-down text to the "all" button. This will filter only the player textures and materials. The package should look like this:<br />
<br />
[[File:Materials.JPG]]<br />
<br />
This is an example of Mrs. Foster textures and materials. It consists of 1 dxt3 texture and 2 combiners. <br />
<br />
Your texture must have your diffuse map in the color of your dds texture and the specular mask in the alpha channel. The specular mask blends between the ENV_CMB and the diffuse texture using <br />
the alpha channel as a mask. It's basically masking where an environment map is combined additive mode to the diffuse map.<br />
<br />
Below is a view of the color channel and the alpha channel for Mrs Foster. We use very dark tones (under 64 rgb) on anything that isn't metal or something we want to be "shiny" Metal parts we make brighter and this adds in more of the environment map.<br />
<br />
[[File:DiffuseALpha.jpg]]<br />
<br />
You can simply replace the texture "Example_D" with your texture. As long as you have an alpha channel the materials will update correctly. If you imported texture has a new name you will have to manually update the references in the Example_CMB and Example_ENV_CMB. You do this by right clicking on the combiners, clicking on properties. Select your new texture in the browser, then clicking the property in the combiner and clicking "use". This will update the texture reference to your new texture. Below is an image of the combiner set ups. You can see how the texture is combined with an environment map in the ENV_CMB and how that is combined with the texture based on the alpha of the texture.<br />
<br />
[[File:CombinerSettings.JPG]]<br />
<br />
That's all there is too it! Type the name of your final combiner on your skeletal mesh and it will find this</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Creating_Gore_Limbs_assets_and_script&diff=4804Creating Gore Limbs assets and script2013-09-25T21:56:52Z<p>Davidhensley: /* Gore Limb Scripts */</p>
<hr />
<div>===Creating the gore limbs===<br />
1. Download the gore limb example 3ds max scene here<br />
<br />
2. Cut the limbs of your character model and attach the gore chunk to each of your limbs following the 3ds max example<br />
<br />
3. Set material ID 0 to be your character texture<br />
<br />
4. Set material ID 1 to be the gore texture (the same gore texture is used for all playable characters)<br />
<br />
5. Make sure your new gore limbs match the orientation and location of the example gore limbs.<br />
<br />
6. Make sure your pivots are at 0,0,0<br />
<br />
7. Export each gore limb by exporting selected and exporting and .ase file<br />
<br />
8. These are the settings Tripwire uses when exporting static mesh gore limbs<br />
<br />
[[File:GoreLimbASESettings.JPG]]<br />
<br />
9. Import the .ase file into a killing floor static mesh package and name it <your character name>_Gore.usx<br />
<br />
10. Apply your textures and the gore texture to your gore limb mesh in the static mesh browser if they do not automatically show up<br />
<br />
<blockquote><pre><br />
PROTIP<br />
If your textures are already imported into the killing floor engine and saved in a texture package<br />
and if you applied .dds textures in your max scene that have the exact names as the names in the texture package before exporting the .ase files <br />
the textures will automatically show up and be applied to your static meshes.<br />
</pre></blockquote><br />
<br />
11. Static mesh packages are located here \KillingFloor\StaticMeshes<br />
<br />
===Gore Limb Scripts===<br />
<br />
You need a script file for each gore limb. Create it with a text file then rename the file extension to .uc<br />
<br />
The script code is simple for the gore limbs. All you do is name your script and define the asset reference where your gore limb static mesh is in the KF editor. The filename should be the same thing you have in class "your file name" extends section. That must match exactly to your file name. You cannot use spaces in a class name.<br />
<br />
the two files below are<br />
*SeveredArmChav.uc<br />
*SeveredLegChav.uc<br />
<br />
<blockquote><pre><br />
class SeveredArmChav extends SeveredArm;<br />
<br />
defaultproperties<br />
{<br />
StaticMesh=StaticMesh'kf_gore_trip_sm.limbs.chav_arm'<br />
}<br />
</pre></blockquote><br />
<br />
<blockquote><pre><br />
class SeveredLegChav extends SeveredLeg;<br />
<br />
defaultproperties<br />
{<br />
StaticMesh=StaticMesh'kf_gore_trip_sm.limbs.chav_leg'<br />
}<br />
</pre></blockquote></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Creating_Species_Script&diff=4803Creating Species Script2013-09-25T21:56:28Z<p>Davidhensley: </p>
<hr />
<div>===Species Script===<br />
<br />
You need a script file for your characters species. Create it with a text file then rename the file extension to .uc<br />
<br />
The species script defines your species name, contains references to your 1st person arm texture, and defines references to your gore limb code class names you created in this step [[Creating Gore Limbs assets and script]]<br />
<br />
Below is an example species class name<br />
*SteampunkBerserkerSpecies.uc<br />
<br />
<blockquote><pre><br />
class SteampunkBerserkerSpecies extends CivilianSpecies;<br />
<br />
defaultproperties<br />
{<br />
SleeveTexture=Texture'KF_Weapons3_Trip_T.hands.First_Person_Sleeves_Beserke_Dr'<br />
DetachedArmClass = class'SeveredArmSteampunkBerserker'<br />
DetachedLegClass = class'SeveredLegSteampunkBerserker'<br />
}<br />
</pre></blockquote></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Creating_Species_Script&diff=4802Creating Species Script2013-09-25T21:56:00Z<p>Davidhensley: </p>
<hr />
<div>===Species Script===<br />
<br />
You need a script file for your characters species. <br />
<br />
The species script defines your species name, contains references to your 1st person arm texture, and defines references to your gore limb code class names you created in this step [[Creating Gore Limbs assets and script]]<br />
<br />
Below is an example species class name<br />
*SteampunkBerserkerSpecies.uc<br />
<br />
<blockquote><pre><br />
class SteampunkBerserkerSpecies extends CivilianSpecies;<br />
<br />
defaultproperties<br />
{<br />
SleeveTexture=Texture'KF_Weapons3_Trip_T.hands.First_Person_Sleeves_Beserke_Dr'<br />
DetachedArmClass = class'SeveredArmSteampunkBerserker'<br />
DetachedLegClass = class'SeveredLegSteampunkBerserker'<br />
}<br />
</pre></blockquote></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Engine_Material_Setup&diff=4801Engine Material Setup2013-09-25T21:54:23Z<p>Davidhensley: </p>
<hr />
<div>Download the example character texture package here : [https://www.dropbox.com/s/vuto3l1v7w6mjp0/Example_Player_T.utx]<br />
<br />
Place this in your \KillingFloor\Textures\ folder<br />
<br />
Open the editor and then open your texture browser, you can do this by pressing button highlighted below<br />
<br />
[[File:TextureBrowser.jpg]]<br />
<br />
On the texture browser window, click File > Open and select the downloaded texture package "Example_Player_T.utx"<br />
<br />
This package has all the materials you need to set up your player materials, as well as an example first person hand texture and a portrait texture.<br />
<br />
Select the group 3rdP by selecting the drop-down text to the "all" button. This will filter only the player textures and materials. The package should look like this:<br />
<br />
[[File:Materials.JPG]]<br />
<br />
This is an example of Mrs. Foster textures and materials. It consists of 1 dxt3 texture and 2 combiners. <br />
<br />
Your texture must have your diffuse map in the color of your dds texture and the specular mask in the alpha channel. The specular mask blends between the ENV_CMB and the diffuse texture using <br />
the alpha channel as a mask. It's basically masking where an environment map is combined additive mode to the diffuse map.<br />
<br />
Below is a view of the color channel and the alpha channel for Mrs Foster. We use very dark tones (under 64 rgb) on anything that isn't metal or something we want to be "shiny" Metal parts we make brighter and this adds in more of the environment map.<br />
<br />
[[File:DiffuseALpha.jpg]]<br />
<br />
You can simply replace the texture "Example_D" with your texture. As long as you have an alpha channel the materials will update correctly. If you imported texture has a new name you will have to manually update the references in the Example_CMB and Example_ENV_CMB. You do this by right clicking on the combiners, clicking on properties. Select your new texture in the browser, then clicking the property in the combiner and clicking "use". This will update the texture reference to your new texture. Below is an image of the combiner set ups. You can see how the texture is combined with an environment map in the ENV_CMB and how that is combined with the texture based on the alpha of the texture.<br />
<br />
[[File:CombinerSettings.JPG]]<br />
<br />
That's all there is too it! Type the name of your final combiner on your skeletal mesh and it will find this</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:DiffuseALpha.jpg&diff=4800File:DiffuseALpha.jpg2013-09-25T21:54:00Z<p>Davidhensley: </p>
<hr />
<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Engine_Material_Setup&diff=4799Engine Material Setup2013-09-25T21:47:29Z<p>Davidhensley: Created page with "Download the example character texture package here : [https://www.dropbox.com/s/vuto3l1v7w6mjp0/Example_Player_T.utx] Place this in your \KillingFloor\Textures\ folder Open..."</p>
<hr />
<div>Download the example character texture package here : [https://www.dropbox.com/s/vuto3l1v7w6mjp0/Example_Player_T.utx]<br />
<br />
Place this in your \KillingFloor\Textures\ folder<br />
<br />
Open the editor and then open your texture browser, you can do this by pressing button highlighted below<br />
<br />
[[File:TextureBrowser.jpg]]<br />
<br />
On the texture browser window, click File > Open and select the downloaded texture package "Example_Player_T.utx"<br />
<br />
This package has all the materials you need to set up your player materials, as well as an example first person hand texture and a portrait texture.<br />
<br />
Select the group 3rdP by selecting the drop-down text to the "all" button. This will filter only the player textures and materials. The package should look like this:<br />
<br />
[[File:Materials.JPG]]<br />
<br />
This is an example of Mrs. Foster textures and materials. It consists of 1 dxt3 texture and 2 combiners. <br />
<br />
Your texture must have your diffuse map in the color of your dds texture and the specular mask in the alpha channel. The specular mask blends between the ENV_CMB and the diffuse texture using <br />
the alpha channel as a mask. It's basically masking where a cube map is combined additive mode to the diffuse map.<br />
<br />
You can simply replace the texture "Example_D" with your texture. As long as you have an alpha channel the materials will update correctly. If you imported texture has a new name you will have to manually update the references in the Example_CMB and Example_ENV_CMB. You do this by right clicking on the combiners, clicking on properties. Select your new texture in the browser, then clicking the property in the combiner and clicking "use". This will update the texture reference to your new texture. Below is an image of the combiner set ups. You can see how the texture is combined with an environment map in the ENV_CMB and how that is combined with the texture based on the alpha of the texture.<br />
<br />
[[File:CombinerSettings.JPG]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:CombinerSettings.JPG&diff=4798File:CombinerSettings.JPG2013-09-25T21:44:47Z<p>Davidhensley: </p>
<hr />
<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:Materials.JPG&diff=4797File:Materials.JPG2013-09-25T21:37:00Z<p>Davidhensley: </p>
<hr />
<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:TextureBrowser.jpg&diff=4796File:TextureBrowser.jpg2013-09-25T21:33:12Z<p>Davidhensley: </p>
<hr />
<div></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Killing_Floor_(modding)&diff=4795Killing Floor (modding)2013-09-25T20:58:42Z<p>Davidhensley: /* Playable Characters */</p>
<hr />
<div>==Getting Started==<br />
<br />
Follow these steps to obtain the Killing Floor Software Development Kit (SDK):<br />
<br />
#Launch Steam while logged into an account that owns Killing Floor (and has it installed)<br />
#Navigate to the Library page on Steam<br />
#Select "Tools" from the drop down box above the account's owned game titles<br />
#Select and download Killing Floor SDK<br />
<br />
This will download all the files necessary to run the SDK. It is launched the same as any other game, except that is is located in the ''tools'' section.<br />
<br />
===Familiarization===<br />
<br />
Here follows a list of topics that one should be familiar with before trying to attempt any modding.<br />
<br />
*[[Mutator]]<br />
*[[Gametype]]<br />
<br />
==Topics==<br />
<br />
===General Information===<br />
<br />
*[[Tutorials]]<br />
*[[Version Mismatches]]<br />
*[[Packages]]<br />
*[[Glossary]]<br />
<br />
===2D Art===<br />
<br />
(Edit me!)<br />
<br />
===3D Assets and Animation===<br />
<br />
=====[[Exporting and Importing]]=====<br />
Information regarding the exporting from common 3D applications and importing into KFEditor.<br />
<br />
===Level Design===<br />
<br />
*[[Introduction - Getting Started]]<br />
*[[Planning & Mapping Theory]]<br />
*[[Tutorials#General Mapping|Tutorials]]<br />
*[[Tools]]<br />
*[[Community]]<br />
<br />
===Playable Characters ===<br />
*[[Character Concepts]]<br />
*[[Character Modeling]]<br />
*[[3rd Person Texturing]]<br />
*[[1st Person Texturing]]<br />
*[[Vertex Weighting (Skinning)]]<br />
*[[ActorX Skeletal Mesh Export]]<br />
*[[Engine Skeletal Mesh Import & Setup]]<br />
*[[Engine Skeletal Mesh LOD Import & Setup]]<br />
*[[Engine Material Setup]]<br />
*[[Profile Texture Creation]]<br />
*[[Creating Gore Limbs assets and script]]<br />
*[[Creating Species Script]]<br />
*[[Creating a Premium Character Particle Effect]]<br />
*[[Creating UPL File]]<br />
*[[Naming your character and writing a bio]]<br />
*[[Compiling your script files]]<br />
*[[Character Submission Checklist]]<br />
<br />
===Coding===<br />
<br />
*[[Programming Tools]]<br />
*[[Tutorials#Coding|Tutorials]]<br />
<br />
===Steam Workshop===<br />
*[[Killing Floor Steam Workshop#Uploading|Uploading]]<br />
*[[Killing Floor Steam Workshop#Uploading|Downloading]]<br />
{{KFDevNavBox}}<br />
[[Category:Killing Floor]]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=1st_Person_Texturing&diff=47941st Person Texturing2013-09-25T20:57:47Z<p>Davidhensley: </p>
<hr />
<div>'''Diffuse Map'''</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=1st_Person_Texturing&diff=47931st Person Texturing2013-09-25T18:09:33Z<p>Davidhensley: Created page with "'''Diffuse Map''' '''Specular Map'''"</p>
<hr />
<div>'''Diffuse Map'''<br />
<br />
'''Specular Map'''</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Creating_Species_Script&diff=4792Creating Species Script2013-09-25T18:07:06Z<p>Davidhensley: Created page with "===Species Script=== You need a script file for your characters species. The species script defines your species name, contains references to your 1st person arm texture, a..."</p>
<hr />
<div>===Species Script===<br />
<br />
You need a script file for your characters species. <br />
<br />
The species script defines your species name, contains references to your 1st person arm texture, and defines references to your gore limb code class names you created in this step [[Creating Gore Limbs assets and script]]<br />
<br />
Below is an example species class name<br />
*SeveredArmChav.uc<br />
<br />
<blockquote><pre><br />
class SteampunkBerserkerSpecies extends CivilianSpecies;<br />
<br />
defaultproperties<br />
{<br />
SleeveTexture=Texture'KF_Weapons3_Trip_T.hands.First_Person_Sleeves_Beserke_Dr'<br />
DetachedArmClass = class'SeveredArmSteampunkBerserker'<br />
DetachedLegClass = class'SeveredLegSteampunkBerserker'<br />
}<br />
</pre></blockquote></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Profile_Texture_Creation&diff=4791Profile Texture Creation2013-09-25T15:00:22Z<p>Davidhensley: </p>
<hr />
<div>'''Overview'''<br />
<br />
The profile textures are the images that show up when selecting a character through the profile menu in Killing floor.<br />
<br />
There are 2 images needed for this. A "locked" image and an "unlocked" image. The resolution should be 256 pixels wide by 512 tall.<br />
<br />
'''Creating the render for your profile image'''<br />
<br />
Download the 3ds max lighting scene here<br />
<br />
This is a scene that has lighting and a camera set up that is consistent with all the profile images in the game. Replace the character in the scene with your character by hiding the existing one. Tweak the camera position and intensities of lighting to work with your new character. The lighting is meant to be "high contrast" so its ok if its partly blown out. Look at the other profile textures for a style examples. All of the profile images are in one package in Killing Floor and you can find it here: KillingFloor\Textures\KFPortraits.utx <br />
<br />
Once you have the lighting to your liking, press render and save as an uncompressed 32bit targa file. The 32 bit is important so you retain the alpha channel.<br />
<br />
'''Stylizing your render'''<br />
<br />
Download the .psd template here:<br />
<br />
Open your render in photoshop and paste your profile image in the psd.<br />
<br />
Killing Floor uses a pixelated graphic effect on top of your render. This is made by the following steps:<br />
<br />
1. Create a new photoshop file with a copy of your profile image.<br />
<br />
2. go to Image > Mode > Grayscale (this will desaturate your image, that's ok, don't worry)<br />
<br />
[[File:Profile_stylize_1.jpg]]<br />
<br />
3. go to Image > Mode > Bitmap and follow the following settings:<br />
<br />
[[File:Profile_Style_2.jpg]]<br />
<br />
4. your image should now look like this<br />
<br />
[[File:Profile_Style_3.JPG]]<br />
<br />
5. Paste this image overtop your original render and set it to Multiply mode at 15% opacity<br />
<br />
6. use the curves and hue saturation adjustment layers for any final tweaks<br />
<br />
7. your final profile image should look like this<br />
<br />
[[File:Profile_Final.JPG]]<br />
<br />
8. Save your profile image out as a .dds DXT1 compression using the nvidia texture tools available for photoshop here : [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop]</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:Profile_Final.JPG&diff=4790File:Profile Final.JPG2013-09-25T15:00:10Z<p>Davidhensley: final style of profile image</p>
<hr />
<div>final style of profile image</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:Profile_Style_3.JPG&diff=4789File:Profile Style 3.JPG2013-09-25T14:57:01Z<p>Davidhensley: Halftoned style image</p>
<hr />
<div>Halftoned style image</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:Profile_Style_2.jpg&diff=4788File:Profile Style 2.jpg2013-09-25T14:56:16Z<p>Davidhensley: Davidhensley uploaded a new version of &quot;File:Profile Style 2.jpg&quot;: settings for halftone of your profile image</p>
<hr />
<div>second step for stylizing the profile image</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:Profile_Style_2.jpg&diff=4787File:Profile Style 2.jpg2013-09-25T14:50:33Z<p>Davidhensley: second step for stylizing the profile image</p>
<hr />
<div>second step for stylizing the profile image</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Profile_Texture_Creation&diff=4786Profile Texture Creation2013-09-25T13:29:36Z<p>Davidhensley: Created page with "'''Overview''' The profile textures are the images that show up when selecting a character through the profile menu in Killing floor. There are 2 images needed for this. A "..."</p>
<hr />
<div>'''Overview'''<br />
<br />
The profile textures are the images that show up when selecting a character through the profile menu in Killing floor.<br />
<br />
There are 2 images needed for this. A "locked" image and an "unlocked" image. The resolution should be 256 pixels wide by 512 tall.<br />
<br />
'''Creating the render for your profile image'''<br />
<br />
Download the 3ds max lighting scene here<br />
<br />
This is a scene that has lighting and a camera set up that is consistent with all the profile images in the game. Replace the character in the scene with your character by hiding the existing one. Tweak the camera position and intensities of lighting to work with your new character. The lighting is meant to be "high contrast" so its ok if its partly blown out. Look at the other profile textures for a style examples. All of the profile images are in one package in Killing Floor and you can find it here: KillingFloor\Textures\KFPortraits.utx <br />
<br />
Once you have the lighting to your liking, press render and save as an uncompressed 32bit targa file. The 32 bit is important so you retain the alpha channel.<br />
<br />
'''Stylizing your render'''<br />
<br />
Download the .psd template here:<br />
<br />
Open your render in photoshop and paste your profile image in the psd.<br />
<br />
Killing Floor uses a pixelated graphic effect on top of your render. This is made by the following steps:<br />
<br />
1. Create a new photoshop file with a copy of your profile image.<br />
<br />
2. go to Image > Mode > Grayscale (this will desaturate your image, that's ok, don't worry)<br />
<br />
[[File:Profile_stylize_1.jpg]]<br />
<br />
3. go to Image > Mode > Bitmap and follow the following settings:</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:Profile_stylize_1.jpg&diff=4785File:Profile stylize 1.jpg2013-09-25T13:28:02Z<p>Davidhensley: step one in stylizing your profile image</p>
<hr />
<div>step one in stylizing your profile image</div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Creating_Gore_Limbs_assets_and_script&diff=4784Creating Gore Limbs assets and script2013-09-24T23:38:48Z<p>Davidhensley: </p>
<hr />
<div>===Creating the gore limbs===<br />
1. Download the gore limb example 3ds max scene here<br />
<br />
2. Cut the limbs of your character model and attach the gore chunk to each of your limbs following the 3ds max example<br />
<br />
3. Set material ID 0 to be your character texture<br />
<br />
4. Set material ID 1 to be the gore texture (the same gore texture is used for all playable characters)<br />
<br />
5. Make sure your new gore limbs match the orientation and location of the example gore limbs.<br />
<br />
6. Make sure your pivots are at 0,0,0<br />
<br />
7. Export each gore limb by exporting selected and exporting and .ase file<br />
<br />
8. These are the settings Tripwire uses when exporting static mesh gore limbs<br />
<br />
[[File:GoreLimbASESettings.JPG]]<br />
<br />
9. Import the .ase file into a killing floor static mesh package and name it <your character name>_Gore.usx<br />
<br />
10. Apply your textures and the gore texture to your gore limb mesh in the static mesh browser if they do not automatically show up<br />
<br />
<blockquote><pre><br />
PROTIP<br />
If your textures are already imported into the killing floor engine and saved in a texture package<br />
and if you applied .dds textures in your max scene that have the exact names as the names in the texture package before exporting the .ase files <br />
the textures will automatically show up and be applied to your static meshes.<br />
</pre></blockquote><br />
<br />
11. Static mesh packages are located here \KillingFloor\StaticMeshes<br />
<br />
===Gore Limb Scripts===<br />
<br />
You need a script file for each gore limb. <br />
<br />
The script code is simple for the gore limbs. All you do is name your script and define the asset reference where your gore limb static mesh is in the KF editor. The filename should be the same thing you have in class "your file name" extends section. That must match exactly to your file name. You cannot use spaces in a class name.<br />
<br />
the two files below are<br />
*SeveredArmChav.uc<br />
*SeveredLegChav.uc<br />
<br />
<blockquote><pre><br />
class SeveredArmChav extends SeveredArm;<br />
<br />
defaultproperties<br />
{<br />
StaticMesh=StaticMesh'kf_gore_trip_sm.limbs.chav_arm'<br />
}<br />
</pre></blockquote><br />
<br />
<blockquote><pre><br />
class SeveredLegChav extends SeveredLeg;<br />
<br />
defaultproperties<br />
{<br />
StaticMesh=StaticMesh'kf_gore_trip_sm.limbs.chav_leg'<br />
}<br />
</pre></blockquote></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Creating_Gore_Limbs_assets_and_script&diff=4783Creating Gore Limbs assets and script2013-09-24T23:32:05Z<p>Davidhensley: </p>
<hr />
<div>===Creating the gore limbs===<br />
1. Download the gore limb example 3ds max scene here<br />
<br />
2. Cut the limbs of your character model and attach the gore chunk to each of your limbs following the 3ds max example<br />
<br />
3. Set material ID 0 to be your character texture<br />
<br />
4. Set material ID 1 to be the gore texture (the same gore texture is used for all playable characters)<br />
<br />
5. Make sure your new gore limbs match the orientation and location of the example gore limbs.<br />
<br />
6. Make sure your pivots are at 0,0,0<br />
<br />
7. Export each gore limb by exporting selected and exporting and .ase file<br />
<br />
8. Import the .ase file into a killing floor static mesh package and name it <your character name>_Gore.usx<br />
<br />
9. These are the settings Tripwire uses when exporting static mesh gore limbs<br />
<br />
[[File:GoreLimbASESettings.JPG]]<br />
<br />
10. Static mesh packages are located here \KillingFloor\StaticMeshes<br />
<br />
===Gore Limb Scripts===<br />
<br />
You need a script file for each gore limb. <br />
<br />
The script code is simple for the gore limbs. All you do is name your script and define the asset reference where your gore limb static mesh is in the KF editor. The filename should be the same thing you have in class "your file name" extends section. That must match exactly to your file name. You cannot use spaces in a class name.<br />
<br />
the two files below are<br />
*SeveredArmChav.uc<br />
*SeveredLegChav.uc<br />
<br />
<blockquote><pre><br />
class SeveredArmChav extends SeveredArm;<br />
<br />
defaultproperties<br />
{<br />
StaticMesh=StaticMesh'kf_gore_trip_sm.limbs.chav_arm'<br />
}<br />
</pre></blockquote><br />
<br />
<blockquote><pre><br />
class SeveredLegChav extends SeveredLeg;<br />
<br />
defaultproperties<br />
{<br />
StaticMesh=StaticMesh'kf_gore_trip_sm.limbs.chav_leg'<br />
}<br />
</pre></blockquote></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=Creating_Gore_Limbs_assets_and_script&diff=4782Creating Gore Limbs assets and script2013-09-24T23:31:56Z<p>Davidhensley: Created page with "===Creating the gore limbs=== 1. Download the gore limb example 3ds max scene here 2. Cut the limbs of your character model and attach the gore chunk to each of your limbs fo..."</p>
<hr />
<div>===Creating the gore limbs===<br />
1. Download the gore limb example 3ds max scene here<br />
<br />
2. Cut the limbs of your character model and attach the gore chunk to each of your limbs following the 3ds max example<br />
<br />
3. Set material ID 0 to be your character texture<br />
<br />
4. Set material ID 1 to be the gore texture (the same gore texture is used for all playable characters)<br />
<br />
5. Make sure your new gore limbs match the orientation and location of the example gore limbs.<br />
<br />
6. Make sure your pivots are at 0,0,0<br />
<br />
7. Export each gore limb by exporting selected and exporting and .ase file<br />
<br />
8. Import the .ase file into a killing floor static mesh package and name it <your character name>_Gore.usx<br />
<br />
9. These are the settings Tripwire uses when exporting static mesh gore limbs<br />
[[File:GoreLimbASESettings.JPG]]<br />
<br />
10. Static mesh packages are located here \KillingFloor\StaticMeshes<br />
<br />
===Gore Limb Scripts===<br />
<br />
You need a script file for each gore limb. <br />
<br />
The script code is simple for the gore limbs. All you do is name your script and define the asset reference where your gore limb static mesh is in the KF editor. The filename should be the same thing you have in class "your file name" extends section. That must match exactly to your file name. You cannot use spaces in a class name.<br />
<br />
the two files below are<br />
*SeveredArmChav.uc<br />
*SeveredLegChav.uc<br />
<br />
<blockquote><pre><br />
class SeveredArmChav extends SeveredArm;<br />
<br />
defaultproperties<br />
{<br />
StaticMesh=StaticMesh'kf_gore_trip_sm.limbs.chav_arm'<br />
}<br />
</pre></blockquote><br />
<br />
<blockquote><pre><br />
class SeveredLegChav extends SeveredLeg;<br />
<br />
defaultproperties<br />
{<br />
StaticMesh=StaticMesh'kf_gore_trip_sm.limbs.chav_leg'<br />
}<br />
</pre></blockquote></div>Davidhensleyhttps://wiki.tripwireinteractive.com/index.php?title=File:GoreLimbASESettings.JPG&diff=4781File:GoreLimbASESettings.JPG2013-09-24T23:31:25Z<p>Davidhensley: Davidhensley uploaded a new version of &quot;File:GoreLimbASESettings.JPG&quot;: details on ase export settings for KF gore limbs</p>
<hr />
<div>details of the killing floor gore limbs .ase exporting settings</div>Davidhensley