The Killing Antidote

The Killing Antidote

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Workshop Mod Creation
By Naux
Steam Workshop Mod Creation Guide
   
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Submit mod files
For now, our game does not provide an interface for submitting mod files. Everyone needs to use the SteamCMD software to submit files.

1. Download and Installation
Download the command - line tool SteamCMD provided by Steam officially from this address: https://steamcdn-a.akamaihd.net/client/installer/steamcmd.zip. After downloading, simply unzip the package.
2. Prepare Required Files
To submit a mod, you need to prepare three files:
One is a well - made mod file with the type of pak. The file name should be the name of the mod, for example, tka_mike_clothes.pak.
Another is an icon file, which is a square picture with a resolution of either 128x128 or 256x256 pixels. You can name the file as you like, for example, icon.jpg.
Create a folder, for instance, "mods" on Drive D. Place the icon file here.
Create another folder under this folder, say "paks", and put the pak file in it.
There is also a vdf file. You can name it casually, like tka_mod.vdf.
Right - click in the "mods" folder, select to create a text document, and name it tka_mod.vdf.
Use a text - editing software such as Notepad to open this file and paste the following content:

"workshopitem"
{
"appid" "2254890"
"publishedfileid" ""
"contentfolder" "D:\mods\paks"
"previewfile" "D:\mods\icon.jpg"
"visibility" "0"
"title" "A Dress"
"description" "A very beautiful floral dress"
"changenote" "Version 1.0"
}

You can make simple changes to parts like the title and description here. After submission, you can modify them and add multi - language content on the Steam Workshop interface.
Note that the content within the double quotes after "publishedfileid" is empty. After successfully submitting the mod file via steamCMD, it will be automatically changed to the Steam Workshop item ID number.
After preparing the three files, enter the steamcmd directory. Right - click in the blank area of the folder window and select "Open in Terminal" (for Windows 11). Then input:
.\steamcmd.exe +login username password +workshop_build_item D:\mods\tka_mod.vdf +quit
Press Enter, and wait for steamcmd to display a login prompt asking for a verification code. After successful verification, the file upload will start. Once completed, you can view the newly uploaded item in the "Deadly Antidote" Steam Workshop section. You can then add more descriptions, preview images, and videos.
If the mod file is modified, simply repeat the above steps to submit the file again.
Workshop Mod Creation - Cosmetics - Tattoos
Steam Workshop Mod Creation - Cosmetics - Tattoos
The steps to create cosmetics are relatively simple.
First, you need to install Unreal Engine 4.27. Download the client from https://www.unrealengine.com/, then register an account and install the Unreal Engine. Pay attention to ensuring the version number is consistent.
Download the sample project file. Link: https://www.123684.com/s/RPMMjv-ykWAh
Extraction code: jodi
Use a photo - editing software like Photoshop to open the UV map, create a new layer, and add your favorite patterns. You can also use 3D editing software to draw on the model.
Export the drawn image as a PNG file. Note that only export the drawn part, not the entire UV map. Keep a transparent background. It's best if the image size is a power of 2, such as 128, 256, 512, etc.
Open the sample project file and rename the directory name. You can add your own prefix to avoid naming conflicts with other mods.
Import the drawn image into the project (simply drag the file in).
Modify the data table TKA_Mod_Table, fill in the title and description. The key part is that "Makeup" in "Tables" indicates that this mod is of the cosmetics type.
Modify the data table Mod_MakeupTable. This table records all newly added cosmetics. Add a row for each new cosmetic. In the example, there is only one tattoo.
The "Row Name" is the name of the cosmetic. It's advisable to add your own prefix to avoid naming conflicts with items from other mods.
"Texture_d" is the drawn texture. Place the image imported into the project in step 6 here.
"Icon" is the icon displayed in the makeup interface, with a size of 128x128. You can leave it blank for now, take a screenshot when the mod is packaged and tested, and then create an icon and place it here.
"ScreenRect" should be filled with the same data as shown in the lower - right corner of the example image in step 3, which is the position and size of the tattoo image in the entire UV texture.
"UVRect" can be left blank. It only needs to be filled if there are multiple parts to be drawn in "Texture_d". We'll introduce this in detail later.
"Type" should be filled with "Tattoo" to indicate that this is a tattoo, which will appear in the tattoo category in the makeup interface. The available types are "Eyebrow", "Eyeshadow", "Eyeliner", "Cheeks", "Lips", "Nose", "Nails", "Tattoo".
"Group" can be left blank.
"CameraPosition" indicates the position where the camera will focus when using this makeup.
This parameter consists of 4 digits "RFHH".
"R" ranges from 1 to 8, representing the camera automatically circling to a certain angle of the character. If not filled, it's 0, meaning this setting is ignored.
"F" represents the focal length, with ten levels from 0 to 9. The larger the value, the smaller the viewing angle and the larger the character in the frame.
"HH" represents the camera position height, with one hundred levels from 0 to 99 from low to high.
For example, "465" means the focal length is at the 4th level and the height is at the 65th level.
"Animation" represents the action animation of the protagonist when using this makeup. Leave it blank for now, and we'll introduce it in detail later.
After everything is done, click the "File" menu on the main interface, select "Package for Windows Platform", and choose the "Build" folder to start packaging.
Locate the "Build" folder, and follow the path to find the "pakchunk1 - WindowsNoEditor.pak" file.
Rename it to be the same as the folder name in the project.
Place this file in the game's "Mods" directory and open the game to test the effect.
Take a screenshot, process it into an icon using Photoshop, drag it into the Unreal project, double - click to open, and modify the two properties as shown in the illustration.
Open the data table of Mod_MakeupTable and place the icon in the "Icon" field.
After saving, follow steps 9 - 11 to repackage and test again.
Submit to the Steam Workshop according to Chapter 1.
Congratulations, your work is completed.
Steam Workshop Mod Creation - Cosmetics - Tattoos
The steps to create cosmetics are relatively simple.
Workshop Mod Creation - Clothing
Clothing production requires a good foundation in 3D model making, as well as the ability to operate bone and weight binding. The specific production methods will not be elaborated in detail. Below mainly introduces how to add the made clothing model to the game.

I. Sample Project
Download the sample project from here:
https://www.123684.com/s/RPMMjv-99CAh? Extraction code: jodi
The file package contains a bone model identical to Jodi. When making clothing, attention should be paid to matching this model.
After the clothing model is completed, import it into the Unreal project in FBX format. When importing, you can choose the Female bone or use a newly created bone.

II. Materials
To achieve stains and damage, in addition to Diffuse, Normal, and ORM textures, a material also requires a special texture.
1. ORM Texture
Red Channel: Stores ambient occlusion data, that is, the baked - in AO texture.
Green Channel: Stores roughness data.
Blue Channel: Stores metallic data.
Alpha Channel: Usually pure white. If you want the clothing to be color - changeable while certain parts' colors are not affected by color adjustment, fill the alpha value of these parts with 0. For example, parts like the buttons of the clothes.
After importing, remember to turn off the sRGB of this texture.
2. Damage Texture
Red Channel: Represents bloodstains.
Green Channel: Represents damage.
Blue Channel: Represents dust stains.
The gradient colors in the texture are used to represent the progressive effect of stains and damage, that is, as the number of times of damage increases, the degree of stains and damage to the clothing gradually increases.
3. Material Instance
Select ShaderClothes in the sample project as the parent material, and then replace and set parameters such as textures in the material instance.
Note that you should not modify ShaderClothes. Once this material is modified, the mod may not display the correct color in the game. You need to unzip the sample project again to restore this file. The specific reason is unknown.
You can also use your own parent material.

III. Data Tables
First, pay attention to the name of the folder. The mod folder must be placed in the Mod directory, and the name of this folder needs to be the same as the name of the packaged pak file.
There are several data tables in this folder with fixed names, and we can modify the content in the tables.
1. TKA_Mod_Table
Each mod has this table with only one row of data, recording the name and introduction of the mod. The key field is Tables, with the content of ClothesGroup and Clothes, indicating that the clothing requires these two data tables.
2. Mod_ClothesGroup
Records the category to which the clothing belongs, that is, the category button on the left side of the wardrobe interface.
There can be multiple rows of data. Note that the RowName should be unique, and you can add your own prefix.
The GroupName is the name of the category, which will appear on the category button of the wardrobe.
If "Owning" is checked, it means that all clothing belonging to this category will directly appear in the wardrobe without the need to collect.
3. Mod_ClotheTable
This table has more fields.
In this table, each row of data represents a piece of clothing or accessory. Note that the RowName should be unique, and you can add your own prefix. If it has the same name as the in - game data, the mod data will be ignored.
TypeName:
Sets the type of clothing. The character can only equip one piece of clothing of the same type, and different types will have different exclusion effects. All types in accessories do not have exclusion effects on each other. If the wearing effect of a certain type is not consistent with what you need, you can try changing to a similar type.

The existing types in the game are as follows:
Upper Garments: Bra, Shirt, Top, Sweater, Loose, Suit, Dress, Leotard, Swim, Coat, Corset
Lower Garments: Briefs, Pants, Panties, Skirt, Garter, Socks, Shoes, Boots
Accessories: Belt, Gloves, Neck, Necklace, Glasses, Ears, Headwear, Tail, Backpack, Holster

MorphWeight:
The chest and feet have deformation weights, ranging from 0 to 1. You can adjust the weights according to the needs of the clothing and shoes.
For example, when wearing a leotard, the chest will be more compact, and the MorphWeight value can be set to 1 at this time.
When wearing high - heels and slippers, the foot extrusion may be different. When you need greater extrusion, the MorphWeight value is larger.

HeelHeight:
The tilt angle of high - heels, ranging from 0 to 1.

Thickness:
The thickness of the sole, in centimeters, usually a value between 0 - 10.
Mesh: Select the Skeletal Mesh to add the clothing.

Materials:
If the same model has different material schemes, you can add them here. Make sure that the SlotName of the newly added material is the same as the SlotName of the material in the Skeletal Mesh.

Color Adjustalbe:
Sets whether the clothing can be color - adjusted.

Icon:
Add the icon of the clothing. The picture needs to be less than 256x256px with a transparent background.

BodyMask:
Used to mask several parts of the body that are prone to clipping. R adjusts the chest, G adjusts the armpit, and B adjusts the crotch. The value range is 0 - 1. The larger the value, the larger the hidden area.

Sound:
You can add sound effects for the clothing, such as footsteps, bell sounds, etc.

Quality:
The quality of the clothes. In the game, it is used to control the appearance location and probability of the clothing. If this clothing directly appears in the wardrobe, this parameter can be ignored.
Quality 0: Fixed - appearance clothing, including the player's default clothing and items in the black box.
Quality 1: Has a chance to appear in the green clothing box and gray shoe box.
Quality 2: Has a chance to appear in the small purple box, large purple box, white gift box, and purple shoe box.
Quality 3: Has a chance to appear in the vending machine.
Quality11: Has a chance to appear in various gift boxes in the nightmare castle.

Price:
You can set the price of the clothes, only for clothes that appear in the vending machine.

CameraFocus:
You can set the camera position when the character looks in the mirror while wearing the clothing alone. This parameter consists of 4 digits "RFHH".
R ranges from 1 to 8, representing the camera automatically circling to a certain angle of the character. If not filled, it is 0, meaning this setting is ignored.
F represents the focal length, with ten levels from 0 to 9. The larger the value, the smaller the viewing angle and the larger the character in the frame.
HH represents the camera position height, with one hundred levels from 0 to 99 from low to high.
For example, "465" means the focal length is at the 4th level and the height is at the 65th level.
DressupAnimation: The character animation played when wearing this clothing. Leave it blank for now.

Group:
The group name of the clothing in the wardrobe. Its name needs to be the same as the Row Name in another table Mod_ClothesGroup.

IV. Packaging
The packaging method is the same as that in the previous tutorial. Please refer to "Steam Workshop Mod Creation - Cosmetics - Tattoos".

What needs to be noted is that the name of the packaged file needs to be modified to be the same as the name of the folder in your project. For example, after packaging the sample project, rename the pakchunk2 - WindowsNoEditor.pak file in the paks folder to TKA_Workshop_ClothesSample.pak. Then place this file in the Mods directory of the game and run the game to test the effect of the clothing.

V. Submitting to the Steam Workshop
For the method, please refer to "Methods of Submitting Mod Files".
Workshop Mod Creation - Skin

Resources
The skin mod is relatively simple. The resources needed are several textures.

Diffuse color texture
1.Normal normal texture. This is not necessary. When left blank, the game's default normal texture will be used.

2.Icon, with a size of 128x128px or 256x256px, which will appear on the button in the skin selection interface.

3.Data Tables
In addition to the TKA_Mod_Table data table that every Mod must have, a Mod_SkinTable data table is also required.
You can refer to the TKA_Workshop_SkinSample folder in the sample project.

TKA_Mod_Table
Similar to other mods, fill in the title and description of the mod. The key is the "Tables" field. Fill in "Skin" to indicate that this mod contains skin content. If your mod also contains other content, simply add the relevant names here. For example, if your mod includes skin and makeup, click the plus sign in the "Tables" field and add two values, filling in "Skin" and "Makeup" respectively.

Mod_SkinTable
This data table can contain multiple rows of data, with each row representing a type of skin. Pay attention to the uniqueness of the "Row Name".
Just fill the three texture resources into the corresponding positions in the data table.

Sample Project
Download: https://www.123684.com/s/RPMMjv-boWAh? Extraction code: jodi

Packaging and Submission
The methods are the same as those for other types of mods.
Workshop Mod Creation - Contact Lenses and Eyelashes
Sample Project Files
Download: https://www.123684.com/s/RPMMjv-gIWAh? Extraction code: jodi

Please refer to the Mod / TKA_Workshop_EyesSample folder in the sample project.


Contact Lenses
A square - shaped iris texture with a size of 512x512px is required.
If the pupil needs to glow, a glowing texture is also needed.
Eyelashes
A square - shaped texture with a transparent background needs to be made. You can directly export the image from the sample project for modification.
Data Table
Both contact lenses and eyelashes use the Mod_EyesTable data table. Each row represents a type of contact lens or eyelash.
Icon
Icon texture, 128x128px
MainTex
Diffuse texture. You can select the picture we made.
EmissiveTex
Glowing texture. If you need the pupil to glow, fill in the glowing texture here.
Color
The color of the diffuse. Usually, set RGB to 1, which is white, meaning the color of the diffuse texture will be used.
The Alpha value represents the intensity of the glow. If a glowing texture is set, the Alpha value of the color here needs to be set to a value greater than 0. It can be greater than 1.
Type
You can fill in "Eye" or "Eyelashes", indicating whether the settings in this row are for contact lenses or eyelashes respectively.

Packaging
The packaging method is the same as before, but we haven't mentioned this file with a red - colored icon. This file is used to mark that the resources in the folder need to be packaged into a separate file during packaging.
Open this file and pay attention to the value of the variable "Chunk ID". It determines the serial number of the packaged pak file.
If the ChunkID is 4, the packaged file of this mod will be pakchunk4 - WindowsNoEditor.pak.
We rename this file to TKA_Workshop_EyesSample.pak, which is the same as the name of the Mod folder in the project.
Put this file into the Mods directory of the game. After running the game, you can see the newly added content in the contact lens and eyelash categories of the makeup section.
Note: To avoid conflicts with other mods, remember to change the name of the TKA_Workshop_EyesSample folder in the sample project.
Workshop Mod Creation - Footstep Sounds for Shoes
Please download the sample project first.
https://www.123684.com/s/RPMMjv-gIWAh? Extraction code: jodi

The TKA_Workshop_ShoesSample folder in it is a mod for a pair of sports shoes.
Open the Mod_ClothesTable data table in the folder, and you can see that the "Sound" field is the setting position for the footstep sound. There are four presets available: "Barefoot" , "Heels" , "Loafers" , and "Sneaker" .
提交mod文件的方法

暂时我们游戏没有提供提交mod文件的接口,大家需要使用 SteamCMD 软件来提交文件。

1、下载安装
https://steamcdn-a.akamaihd.net/client/installer/steamcmd.zip
从这个地址下载 Steam 官方提供的命令行工具软件 SteamCMD。下载好后直接解压缩包即可。

2、准备需要的文件
提交一个 mod 需要准备 3 个文件:
一个制作好的 mod 文件,类型是 pak,文件名就是模组的名字,比如 tka_mike_clothes.pak
一个是图标文件,分辨率是 128x128 或 256x256 像素的方形图片,文件名随意,比如 icon.jpg

创建一个文件夹,比如 D 盘 mods。将图标文件放在这里。
在该文件夹下面再创建一个文件夹,比如 paks,将 pak 文件放在这里。

还有一个是 vdf 文件,文件名随意,比如 tka_mod.vdf。
在 mods 文件夹中点击鼠标右键,选择创建文本文件,命名为 tka_mod.vdf。
使用文本编辑软件,比如记事本,打开这个文件,粘贴下面这段内容:

"workshopitem"
{
"appid" "2254890"
"publishedfileid" ""
"contentfolder" "D:\\mods\\paks"
"previewfile" "D:\\mods\\icon.jpg"
"visibility" "0"
"title" "一个裙子"
"description" "非常漂亮的小花裙"
"changenote" "Version 1.0"
}

将以上内容中的部分文字进行修改,比如标题和描述,这里可以简单写,因为提交之后,可以创意工坊的界面中进行修改,并添加多语言内容。

要注意的是 publishedfileid 这个后面的双引号里面是空的,在mod文件通过 steamCMD 提交成功后,会自动被修改为你的创意工坊物品 id 号。

三个文件准备好之后,进入 steamcmd 的目录,在文件夹窗口空白处点击右键,选择“在终端中打开” (Windows11)。输入:

.\steamcmd.exe +login 用户名 密码 +workshop_build_item D:\mods\tka_mod.vdf +quit

回车之后,等待 steamcmd 出现登录提示,要求输入验证码,验证通过后就开始上传文件了。成功后即可在致命解药的创意工坊栏目中看到刚刚上传的新物品。你可以添加更多的描述、预览图片和视频。

如果 mod 文件有修改,只需要重复刚刚的步骤提交文件即可。


创意工坊 mod 制作 - 化妆品 - 纹身
创意工坊mod制作 - 化妆品 - 纹身
制作化妆品的步骤比较简单。

1、首先需要安装虚幻引擎 4.27,从 https://www.unrealengine.com/ 下载客户端,然后注册账号,安装虚幻引擎,注意版本号要一致。

2、下载示例工程文件,链接:https://www.123684.com/s/RPMMjv-ykWAh?提取码:jodi

3、使用 Photoshop 之类的图片编辑软件,打开 uv 图,新建图层,添加喜欢的图案。也可以使用 3d 编辑软件在模型上绘制。


4、导出绘制的图片为 png 格式,注意仅导出绘制的部分,不要导出全部 uv 图。保持透明背景。图片尺寸最好是 2 的 n 次方,比如 128,256,512 等。

5、打开示例工程文件,重命名目录名称,可以添加自己的前缀,避免与别人的 mod 重名。


6、将绘制的图片导入到工程,(直接拖拽文件进来)


7、修改数据表 TKA_Mod_Table,填写标题和说明,关键是 Tables 中的 Makeup 表示这个 mod 是化妆品类型


8、修改数据表 Mod_MakeupTable,这个表记录新增的所有化妆品,添加一行,就是一个化妆品,示例中仅有一个纹身


Row Name 是化妆品的名称,最好添加自己的前缀,避免与其他 mod 物品同名。

Texture_d 是绘制的纹理,将第 6 步导入到工程的图片放置到这里

Icon 是在化妆界面显示的图标,尺寸为 128x128,可以先留空,等 mod 打包测试时截图,再做成图标放置到这里

ScreenRect 填写的数据第 3 步例图中右下角显示的数据一致即可,就是纹身图片在整个 uv 纹理中的 位置和尺寸

UVRect 可以留空,如果 Texture_d 中有多个部分需要绘制,才需要填写,以后再详细介绍

Type 填写 Tattoo 表示这是一个纹身,会出现在化妆界面中的纹身分类里。可以填写的类型有 Eyebrow, Eyeshadow, Eyeliner, Cheeks, Lips, Nose, Nails, Tattoo

Group 留空即可

CameraPosition 表示在使用该化妆时,摄像机会聚焦到某个位置

该参数由 4 位数字构成RFHH

R 取值1~8,表示摄像机自动环绕到角色某个角度,不填写为 0,即表示忽略改设置

F表示焦距,为0~9十个级别,值越大,视角越小,人物在画面中越大

HH表示摄像机位置高度,为从低到高的0~99这一百个级别

例465,则表示焦距为第4个级别,高度为第65级别

Animation 表示使用该化妆时主角的动作动画,暂时留空,后面我们会详细介绍

9、都做好之后,点击主界面的 File 菜单,选择打包为 Windows 平台文件,选择 Build 文件夹,即可开始打包。


10、找到 Build 文件夹,顺着路径一直找到 pakchunk1-WindowsNoEditor.pak 文件


将其重命名,和项目中的文件夹名称一致


11、将该文件放到游戏的 Mods 目录,打开游戏测试效果。


12、截图,使用 ps 加工成图标,并拖入虚幻工程,双击打开,按图示修改两个属性


13、打开 Mod_MakeupTable 数据表,将图标放置到 Icon 字段


14、保存后,按第 9 到 11 步,重新打包测试


15、按照第一章节提交创意工坊

16、恭喜,你的作品完成了
创意工坊mod制作 - 化妆品 - 纹身
制作化妆品的步骤比较简单。
创意工坊 mod 制作 - 服装
服装制作需要有较好的3d模型制作基础,以及骨骼和权重绑定的操作能力。具体的制作方法就不详细说明了,下面主要介绍如何将制作好的服装模型添加到游戏中。

一、示例工程
从这里下载示例工程:
https://www.123684.com/s/RPMMjv-99CAh? 提取码:jodi

文件包中包含有与Jodi相同的骨骼模型,制作服装时需要注意与该模型匹配。

服装模型制作完成后通过 fbx 格式,导入到虚幻工程中。在导入时,可以选择 Female 骨骼,也可以使用新创建骨骼。

二、材质
为了实现污渍和破损,一个材质除了 Diffuse、Normal、和 ORM 纹理之外,还需要一张特殊的纹理。

1、ORM 纹理

Red 通道存放环境遮蔽数据,也就是烘焙好的 AO 纹理

Green 通道存放粗糙度数据

Blue 通道存放金属度数据

Alpha 通道通常为纯白,如果希望服装可以改色,而某些部分的颜色不希望被调色影响的话,需要将这部分的 alpha 值填充为 0。比如衣服的纽扣等部位。

导入之后记得关闭这张纹理的 sRGB

2、破损纹理

Red 通道表示血渍

Green 通道表示破损

Blue 通道表示灰尘污渍

纹理中的渐变色用于表示污渍和破损的渐进效果,也就是随着受到的伤害次数慢慢增加服装的污渍和破损程度。

3、材质实例

父材质选择示例工程中的 ShaderClothes,然后替换在材质实例中设置纹理等参数。

注意不要修改 ShaderClothes,一旦修改了这个材质,mod 在游戏中就无法显示正确的颜色。需要重新解压示例工程,恢复这个文件。具体原因未知。

大家也可以使用自己的父材质。

三、数据表
首先需要注意文件夹的名称。模组文件夹一定要放在 Mod 目录下,这个文件夹的名称需要和打包后的 pak 文件同名。

在这个文件夹中有几个数据表,名称是固定的,我们可以修改表格中的内容。

1、TKA_Mod_Table

每个模组都有这个表格,只有一行数据,记录模组的名称和简介。关键字段是 Tables,内容为 ClothesGroup 和 Clothes,表示服装需要这两个数据表。

2、Mod_ClothesGroup

记录服装所属的分类,就是出现在衣柜界面左侧的分类按钮。

可以有多行数据,注意 RowName 要有唯一性,可以添加自己的前缀。

GroupName 就是分类的名称,会出现在衣柜的分类按钮上。

Owning 如果打勾,表示所有属于该类别的服装都会直接出现在衣柜中,不需要去收集。

3、Mod_ClotheTable

这个表的字段较多。

该表格中,每一行数据就代表一件服装或饰品。注意 RowName 要有唯一性,可以添加自己的前缀。如果和游戏本体数据重名,则 Mod 数据会被忽略。

TypeName

设定服饰的类型,同种类型服饰角色只能装配一件,不同类型会有不同的排斥效果,配饰中的所有类型相互都不存在排斥效果。如果某个类型的穿搭效果与你所需要的并不一致,可以尝试更换相近的类型。

游戏中的现有类型如下:

上装部分:Bra、Shirt、Top、Sweater、Loose、Suit、Dress、Leotard、Swim、Coat、Corset

下装部分:Briefs、Pants、Panties、Skirt、Garter、Socks、Shoes、Boots

配饰:Belt、Gloves、Neck、Necklace、Glasses、Ears、Headwear、Tail、Backpack、Holster

MorphWeight

胸和脚具有变形权重,范围为0~1,可以根据服饰以及鞋的需要进行一定的权重调整。

例:穿着紧身衣时,胸部会更加的紧实,此时的MorphWeight值可以设置为1

穿着高跟鞋与拖鞋时,脚部的挤压可能是不同的,当你需要更大的挤压时,MorphWeight的值则更大

HeelHeight

高跟鞋的倾斜角度,范围为0~1

Thickness

鞋底的厚度,单位为厘米,通常是一个0-10之间的值

Mesh

选择添加服饰的 Skeletal Mesh

Materials

如果同一个模型有不同的材质方案,可以在这里添加,需要确保新添加材质的SlotName与 Skeletal Mesh 中材质的 SlotName 一致

Color Adjustalbe

设置该服饰是否可以调节颜色

Icon

添加服饰的图标,图片需要小于 256x256px,透明背景

BodyMask

用于对身体容易穿模的几个部位进行遮罩处理,R调节胸部、G调节腋窝、B调节裆部。数值范围 0 ~ 1,值越大,被隐藏的区域就越大

Sound

可以添加服装的音效,比如脚步声、铃铛声等。

Quality

衣服的品质,游戏中用来控制服装出现的位置和概率,如果这个服装是直接出现在衣柜的,可以忽略该参数
Quality 0 固定出现的服饰,包括玩家默认服装以及黑色盒子中的物品
Quality 1 有几率出现在绿色服装盒、灰色鞋盒
Quality 2 有几率出现在紫色小盒、紫色大盒、白色礼品盒、紫色鞋盒
Quality 3 有几率出现在售货机中
Quality11 有几率出现在噩梦城堡中的各种礼盒


Price

可以设置衣服的价格,仅用于出现在购物机的服装

CameraFocus

可以单独设置服饰照镜子时的摄像机机位,该参数由 4 位数字构成RFHH

R 取值1~8,表示摄像机自动环绕到角色某个角度,不填写为 0,即表示忽略改设置

F表示焦距,为0~9十个级别,值越大,视角越小,人物在画面中越大

HH表示摄像机位置高度,为从低到高的0~99这一百个级别

例465,则表示焦距为第4个级别,高度为第65级别

DressupAnimation

穿上该服装时播放的角色动画,暂时留空

Group

服饰在衣柜中的组别名称,其名称需要与另一张表 Mod_ClothesGroup中 Row Name 一致。

四、打包
打包方法与前一个教程中的打包方法一样,请参见 创意工坊mod制作 - 化妆品 - 纹身

需要注意的就是打包出来的文件需要将文件名修改成你在工程中的文件夹名称一致。比如示例工程打包后,将 paks 文件夹中的 pakchunk2-WindowsNoEditor.pak 文件更名为 TKA_Workshop_ClothesSample.pak。然后将该文件放入游戏的 Mods 目录中,运行游戏测试服装的效果。

五、提交创意工坊
方法请参见 提交mod文件的方法
创意工坊 Mod 制作 - 肌肤

资源
肌肤模组比较简单,需要的资源就是几张纹理。

1、Diffuse 颜色纹理

2、Normal 法线纹理,非必要,留空时会使用游戏默认的法线纹理

3、Icon 图标,128x128px 或 256x256px,会出现在肌肤选择界面的按钮上

数据表
除了每个 Mod 必须的 TKA_Mod_Table 数据表之外,还需要一个 Mod_SkinTable 数据表。

可以参考示例工程中的 TKA_Workshop_SkinSample 文件夹。

TKA_Mod_Table

和其他 Mod 一样,填写模组的标题和描述内容。关键是Tables 字段,填写 Skin,表示该模组包含肌肤内容。如果您的模组还包含其他内容,只需将相关名称增加到这里就可以。比如您的mod包含了肌肤和化妆,就在 Tables 字段点击加号,添加两个值,分别填写 Skin 和 Makeup。

Mod_SkinTable

该数据表可以包含多行数据,一行就是一种肌肤。需要注意 Row Name 的唯一性。

分别将三张纹理资源填入数据表中对应的位置即可。

示例工程
下载:https://www.123684.com/s/RPMMjv-boWAh?提取码:jodi

打包和提交
方法和其他类型的模组一样
创意工坊 Mod 制作 - 美瞳和睫毛
示例工程文件
下载:https://www.123684.com/s/RPMMjv-gIWAh?提取码:jodi

请看示例工程中的 Mod / TKA_Workshop_EyesSample 文件夹


美瞳
需要一张正方形的虹膜纹理,尺寸 512x512px

如果瞳孔需要发光,还需要一张发光纹理

睫毛
需要制作一张正方形纹理,需要透明的背景。可以直接从示例工程中导出图片进行修改。

数据表
美瞳和睫毛都使用 Mod_EyesTable 数据表。每一行代表一种美瞳或睫毛。

Icon
图标纹理,128x128px

MainTex
漫反射纹理,选择我们制作的图片即可

EmissiveTex
发光纹理,如果需要发光,可以将发光纹理填在这里

Color
漫反射的颜色,通常将 RGB 设定为1,就是白色,也就是使用漫反射纹理的颜色。

Alpha 值表示发光的强度,如果设置了发光纹理,这里需要将颜色的 Alpha 值设定为大于 0 的值。可以大于1。

Type
可以填入 Eye 或 Eyelashes,分别表示这一行设定是美瞳还是睫毛

打包


打包方式和之前一样,但之前一直没有提到这个红色底图标的文件。这个文件用来标记所在文件夹资源需要在打包时,被打包到独立的文件。


打开这个文件,注意变量 Chunk ID 的值。其决定了打包后的 pak 文件序号。

ChunkID 为 4,则该 mod 打包后的文件就是 pakchunk4-WindowsNoEditor.pak。

我们将这个文件更名为 TKA_Workshop_EyesSample.pak,也就是和工程中的 Mod 所在文件夹同名。

将该文件放入游戏的 Mods 目录,运行后即可在化妆的美瞳和睫毛分类中看到新增的内容。

注意:为了避免和别的mod冲突,一定要记得修改示例工程中的 TKA_Workshop_EyesSample 文件夹名称。
创意工坊 Mod 制作 - 鞋子的脚步声

请先下载示例工程

https://www.123684.com/s/RPMMjv-gIWAh?提取码:jodi

其中 TKA_Workshop_ShoesSample 文件夹是一双运动鞋的 Mod。


打开文件夹中的 Mod_ClothesTable 数据表,可以看到 Sound 字段就是脚步声的设定位置。有 Barefoot(光脚), Heels(高跟鞋), Loafers(平底鞋), Sneaker(运动鞋) 四种预设可以选择。
12 Comments
bakkufu 6 Jul @ 11:56am 
does anyone have an alternative link for the jodi model to make clothes with? the 123 site wont let me register to download it
Coquita de vidrio 27 Jun @ 2:47am 
and when i get those files, is there an special way to give physics to the clothes or is the same way as usual in UE?
Coquita de vidrio 27 Jun @ 2:21am 
Can somebody make an usefull tutorial with an easy web to download files, because i cant even register on the page UnU, i want to make new clothes mods.
UberGuy 22 Jun @ 3:33pm 
Is there any guidance available on how to handle "cloth" settings for things like earrings and necklaces? I can see some folks in the modding community have figured it out, but I can't find anything in the guides or examples that quite covers it.
Squall 30 May @ 6:25am 
How about updating files? Package provided in link contains skeleton from 21.10.2024.
Scooter558 22 May @ 11:58am 
How do I register on the website to download the sample to make clothes? The website asks you to register and the registration asks for a cell phone number and does not validate my European number.
Squish 17 Mar @ 1:50am 
Hey I can see the work you put into this but are you able to post some small videos on how to actually do it? Ive had some ideas for clothing and things like that but would like to see how thst would be great to utilize along with this guide
PLP 16 Dec, 2024 @ 7:16am 
Hi! Can make a guide on modding the characters like Jodi or the zombies? I've tried a lot but Jodi's mesh just gets completely distorted and the zombies mesh doesn't move (it goes to T pose when they wake up and rag doll when they aren't active or when dead). I'm using illusory's unreal mod unlocker basic and all I've managed to successfully do is change the textures. Even trying to change the materials doesn't work, they just don't load
バカ 26 Nov, 2024 @ 5:39am 
找到原因了,GroupName的行内文本,能否本地化一定要选否