๐ฉ๐ถ๐ฑ๐ฒ๐ผ ๐ฟ๐ฒ๐ฝ๐น๐ฎ๐ฐ๐ถ๐ป๐ด ๐ฎ ๐๐ธ๐ฒ๐น๐ฒ๐๐ฎ๐น ๐บ๐ฒ๐๐ต:
https://www.youtube.com/watch?v=cy5UBp4rIlk
If you did not change any settings when importing the PD3 asset into blender
check Images for the standard export settings when exporting most if not all finished models
Always use the game's existing skeleton instead of paking the one that your object generated to avoid breaking animations unless you absolutely need to
Make Sure you recreated the exact file path and name of the object you are replacing and its other files!!
๐ง๐ผ๐ผ๐น๐:
๐๐น๐ฒ๐ป๐ฑ๐ฒ๐ฟ
or download through steam
(Main tool used to alter 3D objects)
๐๐น๐ฒ๐ป๐ฑ๐ฒ๐ฟ ๐ฃ๐ฆ๐ ๐๐บ๐ฝ๐ผ๐ฟ๐๐ฒ๐ฟ ๐ฎ๐ฑ๐ฑ๐ผ๐ป
(Allows you to Import extracted unreal engine models into blender)
install by opening blender, going to the edit tab, addons, install and select the downloaded file
๐๐ ๐ผ๐ฑ๐ฒ๐น
(Allows you to view and extract Unreal engine assets)
Open the Directory tab and choose selector option, name it whatever and insert the file directory of your Payday3's .pak folder
๐๐ ๐ผ๐ฑ๐ฒ๐น ๐ฃ๐ฎ๐๐ฑ๐ฎ๐๐ฏ ๐๐๐ฆ ๐ธ๐ฒ๐:
0x27DFBADBB537388ACDE27A7C5F3EBC3721AF0AE0A7602D2D7F8A16548F37D394
(Allows you to view Payday3's .pak files)
Insert into AES option in Directory tab
๐จ๐ป๐ฟ๐ฒ๐ฎ๐น ๐๐ป๐ด๐ถ๐ป๐ฒ
Make sure to select and download version 4.27.2 as that is the current engine version Payday3 is using
๐จ๐ป๐ฟ๐ฒ๐ฎ๐น๐ฃ๐ฎ๐ธ
(Tool used to compress the cooked assets for unreal engine)
(Adding z_ and _P to the start and end of your mod name supposedly helps with loading but am unsure)
(adding pakchunk-00_Mods- determines what priority it has, the higher number always loads first, useful when you have mods that replace the same thing)
Drag and drop your folder containing all your custom assets onto the 'UnrealPak-With-Compression.bat' and drop the .pak file into your ~mods folder
Would recommend using either ๐๐ถ๐บ๐ฝ, ๐ฃ๐ฎ๐ถ๐ป๐.๐ก๐๐ง or ๐ฃ๐ต๐ผ๐๐ผ๐๐ต๐ผ๐ฝ for editing textures
though the main tool I would recommend is Gimp
๐ ๐ฎ๐๐ฒ๐ฟ๐ถ๐ฎ๐น ๐๐ป๐๐๐ฟ๐๐ฐ๐๐ถ๐ผ๐ป๐:
After creating an unreal project named PAYDAY3,
create folders: MasterMaterial > Vehicles > Helicopter, right click and create Material, Rename to: MM_HelicopterInterior
Open the material and do the following:
- create texturesampleparam2d, Rename: Albedo(RGB)Labels(A), drag RGB into BaseColor
- create vectorparameter, Rename to: EmissiveColor(Mult_CPD)
- create multiply, drag Albedo A into multiply A, Emissive RGB into multiply B and multiply's output into Emissive color
- create another texturesampleparam2d, Rename to: BaseNormal(RG)Roughness(B)Metallic(A), A into Metallic, B into Roughness
- create append, BaseNormal R into A, G into B,
- create constant and change value to 1
- create another append, apply constant output to its B, apply the other appends output to this ones A
- create normalize and apply append output to it, apply normalize output to Normal
- save and exit out of the material editor tab, create a material instance and name it whatever you want.
(You can then copy paste the material Instance to the folder with all your custom assets)
(Moolah modding site has a tutorial on how to do this if you have any issues with these instructions)
๐ง๐ฒ๐ ๐๐๐ฟ๐ฒ ๐ฐ๐ต๐ฎ๐ป๐ป๐ฒ๐น ๐ฆ๐ถ๐บ๐ฝ๐น๐ถ๐ณ๐ถ๐ฐ๐ฎ๐๐ถ๐ผ๐ป๐:
๐ก๐ผ๐ฟ๐บ๐ฎ๐น ๐บ๐ฎ๐ฝ ๐ฐ๐ต๐ฎ๐ป๐ป๐ฒ๐น๐:
Red > Normal y axis
Green > Normal x axis
Blue > Roughness
Alpha > Metallic
This should be evident when creating the Master Material
(Make sure Unreal uses Default or BC7 compression settings and Not NormalMap!)
(Make sure sRGB setting is false on normal map textures imported into Unreal)
(Unreal Engine uses DirectX normal maps so make sure everything is curving inwards)
๐๐ฎ๐๐ฒ๐๐ผ๐น๐ผ๐ฟ ๐ฐ๐ต๐ฎ๐ป๐ป๐ฒ๐น๐:
Red > BaseColor
Green > BaseColor
Blue > BaseColor
Alpha > Emissive Strength
(Alpha channel should be nothing or almost nothing to avoid lighting issues)
(Make sure sRGB is turned on if you want your textures to work as they appear, turn off if your texture includes Only metal parts for enhanced metal shine)
(If you want something to glow make sure Emissive value in the material instance is increased from its default 0 and the BaseColors alpha is full)
Payday 2 Texture channel Simplifications:
(For those who want to port assets between games)
Spoiler!
Normal map channels:
Red > Unused
Green/Greyscale > Normal y axis
Blue > Unused
Alpha > Normal x axis
(Diesel engine uses OpenGL normal maps so make sure everything is curving outwards, you can invert the colours of the channels to make a DirectX normal map and vice versa)
BaseColor / Diffuse (df)
Red > BaseColor
Green >BaseColor
Blue > BaseColor
Alpha > Specular
(you can use the roughness texture from a PD3 normal map and apply it as the base colours specular)
๐๐๐๐๐ผ๐บ ๐๐ผ๐น๐ผ๐๐ฟ๐:
Planned to include how custom colours work on weapons and outfits in Payday 3 but for now it only shows the basics of replacing models
๐ ๐ถ๐๐ฐ ๐๐ถ๐ป๐ธ๐:
Modworkshop Discord server
(if you need help with stuff we can better help you here)