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== Setting up the Project == | == Setting up the Project == | ||
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!). | To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!). | ||
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|- | |- | ||
|Unreal Engine 5.1.1 | |Unreal Engine 5.1.1 | ||
|Unreal Engine 4. | |Unreal Engine 4.21.x | ||
|} | |} | ||
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https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1 | https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1 | ||
UE4. | UE4.21.x modkit: | ||
https://github.com/vankruptgames/PavlovVR-ModKit | https://github.com/vankruptgames/PavlovVR-ModKit | ||
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==== Materials & Physical Materials ==== | ==== Materials & Physical Materials ==== | ||
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more. | |||
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials. | |||
The thin variant of the Physical Materials allows bullets to pass through them. | |||
====== How to create a Material ====== | |||
---- | ---- | ||
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To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them. | To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them. | ||
== Shack Tips == | |||
* Don't use textures bigger than 512p since everything will be downsized to max 512. | |||
* Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest. | |||
* Build your map from segments and merge Actors then as chunks to improve performance. | |||
== Uploading & Testing your Map (incomplete) == | |||
'''BEFORE UPLOADING:''' | |||
Be sure to save your map and bake the lighting in your map by pressing "Build", then "Build All Levels". Rendering the lights & Reflection Captures will take a while so do other things while you wait. | |||
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published. | |||
=== UE5.1.1 === | |||
----Once you've completed your map, open the "Pavlov Workshop" window and open the | |||
=== UE4.21.x === | |||
---- |
Revision as of 12:59, 3 September 2023
Hi!! I'm cubed. I'm currently working on the Getting Started page.
You can learn more about me on my carrd!
Getting Started
Setting up the Project
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).
Epic Games Launcher:
https://store.epicgames.com/en-US/download
Mod.io:
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).
Shack & PC Engine | Legacy PC Engine |
---|---|
Unreal Engine 5.1.1 | Unreal Engine 4.21.x |
NOTE: When installing UE5.1.1, select the following to install along with UE5.1.1:
- Starter Content
- Engine Source
- Android (needed for shack)
- Linux
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click "code" then "download zip").
UE5.1.1 modkit:
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1
UE4.21.x modkit:
https://github.com/vankruptgames/PavlovVR-ModKit
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).
UE5.1.1 Login Steps:
- Enter Username and Password from Mod.io
- Open your Email and paste the code from the email to the Editor (request another if you need it).
- You're signed in!
To create a mod in UE5.1.1, you need to open the "Create Mod" tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press "Create Mod". This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally. The Map's UGC expires in a month. You can always make another.
NOTE: ALL assets used in your map MUST be in your UGCxxxxxxx folder. DO NOT change your UGC Id unless it expired.
Creating your Map
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the "Place Actors" window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the "Place Actors" window), and a Sky Light (search for it in the "Place Actors" window) if you're on UE5.1.1.
In order for your map to function properly in Pavlov, you need to link your map to the "definition" file in your UGCxxxxxxx folder. In the definition file, you're able to see:
You should change your "Label" to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.
Link your Map or Quest Map to the level you saved earlier which should be called "NewMap" if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.
Pavlov Game Logic
Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the "Place Actors" window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set "Definition" to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:
Global Info Class | to | Pavlov_GlobalInfo |
Player Info Class | to | Pavlov_PlayerInfo |
Player Proxy Class | to | Pavlov_PlayerProxy |
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.
Spawns
In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in "Place Actors"). The settings to the Spawns are:
Spawnflags | |
---|---|
TeamID | -1 = Any Team
0 = Blue Team (Defenders) 1 = Red Team (Attackers) |
Dynamic | Tick this for Deathmatch.
This prevents spawning inside another person who occupies the spawn area |
Only Team | Use this Together with the TeamID parameter to only allow for a certain team to spawn.
Search & Destroy (S&D) spawns needs this. Uncheck for random Deathmatch spawns. |
Special | Tick this for marking the Spawn to be used for Search & Destroy gamemodes.
Use ONLY ONE spawn per Team. Teams will spawn together at one spawn. Use together with TeamID. |
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.
Migrate maps to Modkit
To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press "OK." A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select "Fix up re-directors". This will fix all the asset references.
Mandatory Entities
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.
Lights
All lights must be set to Static as Pavlov doesn't support Stationary or Movable.
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.
For a more realistic look and better clarity in VR set the "Indirect Lightning Intensity" on the Sky Light and Directional Light to a value between 2-6.
Reflection Captures
Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume.
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent your weapons from appearing black when playing.
You can them by searching for it in the "Place Actors" window.
Bomb Plants
Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.
You can have 2 bomb sites (A & B) but you can have as many bomb plants as you wish.
By default the Bombspots will be treated as bombspot "A". To change it, simply tick the checkbox "Is B".
The bomb will be placed at the root of the red arrow facing the direction of the arrow.
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)
KOTH
The blueprint actors can be found in the CustomMapTools Content folder -> Blueprints (please make sure "show plugin content" is enabled in your view options for your content browser
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.
Materials & Physical Materials
Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.
The thin variant of the Physical Materials allows bullets to pass through them.
How to create a Material
In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the "Place Actors" window.
The Nav Volume has to cover ALL of the walk-able space on your map.
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a "Nav Link Proxy" to fill in those spaces. You can find it by searching for it in the "Place Actors" window.
Press "P" to see the nav bounds and the connection indicator.
NOTE: DO NOT change the details of the Nav Mesh Bounds Volume or else it won't work!
Blocking & Kill Volumes
Sometimes on a map, you'd want to use an "Invisible Wall" for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the "Place Actors" window.
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry.
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs.
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.
Put a "Pavlov Kill Volume" about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it.
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)
Ladders
Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.
The Volumes only come as rectangular prisms.
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.
Shack Tips
- Don't use textures bigger than 512p since everything will be downsized to max 512.
- Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.
- Build your map from segments and merge Actors then as chunks to improve performance.
Uploading & Testing your Map (incomplete)
BEFORE UPLOADING:
Be sure to save your map and bake the lighting in your map by pressing "Build", then "Build All Levels". Rendering the lights & Reflection Captures will take a while so do other things while you wait.
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.
UE5.1.1
Once you've completed your map, open the "Pavlov Workshop" window and open the