Hello! I've recently run into a problem where KF2 sdk crashes to desktop any time I click on File>(new, open, etc). I've uninstalled then reinstalled, and verified game integrity. Also, upon opening the sdk, I get a message saying that the AR-15 9mm mesh, texture, and animations are missing (not sure if that's related to the ctd). Do you have any solutions? Thanks in advance!
Thanks, but this didn't work for me. Through just clicking around, I found that I can manually add them in the static mesh editor, so I did that, and I think it worked.
Hey, when I'm making an object that has a couple of color variants, do they each need their own model, or do I just need the one model and there's a way to apply the different skins to it?
Do our assets have to be watertight? Can I use edge split here and there or would it be best to microbevel and use support loops to define the edges of our models? Thanks!
The guide mentions the _M texture (for glow, reflection, SSS, and so on) but the parent material that we are supposed to use (CHR_Item_PM) does not support it. Shall we consider cubemap reflections off-limits, or can we use another material ?
We are making some cosmetics and was wondering what the crack is with naming conventions as the item is for multiple characters. I'm sorry if this has been specified elsewhere but I can't seem to find the answer anywhere.
So yea, how would a single cosmetic be named for each char?
I have a few inquiries that I hope can be addressed.
Regarding WIP threads, if I am no longer working on a set and that set has evolved into one item, and therefore invalidates my set WIP thread, am I able to continue on that thread with that evolved single item?
About item names, our WIP-designated item name can change for final submission, correct?
It seems that the current gas mask house item is universal among the majority of the characters(except for 3), and a few of the fat head characters have minor variations of that mask, in particular a couple of straps have been omitted in order to avoid clipping issues and fit that major set of the characters. Taking this reply into consideration:
"I consider skins and mesh variants made to fit multiple characters heads a single item..." ,
am I able to submit mesh variants like that of Tripwire's gas mask house item?
If not, if I make my gas mask for the non-fat head characters, in particular the characters that don't require an item adjustment with the current gas mask, will TripWire Inc. be able to tweak my submission like they did with their house item so as to fit the invalid characters?
Which file do we need to upload in the workshop tool ? I mean it says "Upk, zip or 7z" but how do i export my package correctly ?
The tutorial just states "upload your files" which is very unspecific
When I use the unreal export function I get a T3DPKG file
Anyone here who already submitted a package who knows ?
Which file do we need to upload in the workshop tool ? I mean it says "Upk, zip or 7z" but how do i export my package correctly ?
The tutorial just states "upload your files" which is very unspecific
When I use the unreal export function I get a T3DPKG file
Anyone here who already submitted a package who knows ?
when you create and import your items in engine, it create a UPK file with the name of your Package, you need find where in your pc is saved in my case is in this route (Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC\Maps\SDK)
So, when it comes to adding tags, I can't actually find the 'Update Tags' button that the tutorial talks about. So, I just added the required tag to the description, is that alright, or is there a specific way I'm supposed to add that tag?
I'm doing a skin for the DragonsBreath and I can't get the stock or the pump grip to show my texturing. Someone else also said the same kind of thing was happening for the Firebug Knife.
Is there a way to get these to work right and stay within the guidelines of the contest? (IE using an MIC with the parent material for said weapon)
EDIT: It shows up when I change the diffuse map, but it says "DO_NOT_CHANGE"...so...? Is that illegal for this competition?
lol @everyone trying to figure out how to add tags. I think it was removed from the steam side and would have to be built within the uploader(which theres currently no option for tags).
Anybody else having trouble uploading/submitting work with the sdk? My window for Uplaod new items just seems to freeze after I hit upload. Waited for about 20mins no dice.
I don't understand how the mask map works. I imported it as shown in the tutorial (with compression setting tc_normalmap as shown on the picture) and I put white in the alpha channel where my texture should glow. I then assigned it as "phys material mask" in the material but I don't see any difference when testing the model.
Can someone explain how this is supposed to work? It's not properly explained in any documentation how to assign it in the editor as far as I could see.
Edit: here it says the glow channel is the alpha channel, then later it says the Green channel is the glow channel. So which is it?
I don't understand how the mask map works. I imported it as shown in the tutorial (with compression setting tc_normalmap as shown on the picture) and I put white in the alpha channel where my texture should glow. I then assigned it as "phys material mask" in the material but I don't see any difference when testing the model.
Can someone explain how this is supposed to work? It's not properly explained in any documentation how to assign it in the editor as far as I could see.
Edit: here it says the glow channel is the alpha channel, then later it says the Green channel is the glow channel. So which is it?
Thats an error, emissive is the alpha channel.
A screenshot in the cosmetic item tutorial shows you have to set the mask texture as TC_Default compression (not normal map), and TEXTUREGROUP_Character for the LOD group.
After that you just check the options you want to use inside the material (MIC), so if you have reflectivity you have to enable reflectivity and plug the mask map inside that slot.
Thanks putka, figured it out by messing around now. Now just got to figure out how to do the specular map. (Using Blender to make the model)
I also have the problem that it says "The following packages have references to external packages:
*my package*
External packages won't be found in a game and all references will be broken. Proceed?"
when I save my package. What is that about? I only used the material item lib that was mentioned in the tutorial.
Are we allowed to use the original weapon textures as a base? Many seem to be doing so, but the KF2 Item Workshop Technical Requirements page makes me think it's not allowed.
Hey, how do you guys solve the SDKFrontend crash problem? I am still stuck at this, and can't upload my stuff. I have tried to run it with Compatibility mode, as Administrator, but no luck. Somebody?
Replies
Despite ticking the full dynamic compression boxes and two sided boxes my texture comes out compressed and one sided
is this a bug or am I doing something wrong.
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html#staticmeshlods
Thanks, but this didn't work for me. Through just clicking around, I found that I can manually add them in the static mesh editor, so I did that, and I think it worked.
Does this mean that you need my .FBX's and TGA's in addition to my .UPK? Are they not packed into the .UPK and I need send them in a .zip?
i found out, its tga
New question! does the game support colored spec?
The guide mentions the _M texture (for glow, reflection, SSS, and so on) but the parent material that we are supposed to use (CHR_Item_PM) does not support it. Shall we consider cubemap reflections off-limits, or can we use another material ?
references :
https://tripwireinteractive.atlassian.net/wiki/display/KF2SW/KF2+Cosmetic+item+Material+Tutorial
https://tripwireinteractive.atlassian.net/wiki/display/KF2SW/KF2+Cosmetic+Item+Tutorial
So yea, how would a single cosmetic be named for each char?
Regarding WIP threads, if I am no longer working on a set and that set has evolved into one item, and therefore invalidates my set WIP thread, am I able to continue on that thread with that evolved single item?
About item names, our WIP-designated item name can change for final submission, correct?
It seems that the current gas mask house item is universal among the majority of the characters(except for 3), and a few of the fat head characters have minor variations of that mask, in particular a couple of straps have been omitted in order to avoid clipping issues and fit that major set of the characters. Taking this reply into consideration:
"I consider skins and mesh variants made to fit multiple characters heads a single item..." ,
am I able to submit mesh variants like that of Tripwire's gas mask house item?
If not, if I make my gas mask for the non-fat head characters, in particular the characters that don't require an item adjustment with the current gas mask, will TripWire Inc. be able to tweak my submission like they did with their house item so as to fit the invalid characters?
Thank you.
The tutorial just states "upload your files" which is very unspecific
When I use the unreal export function I get a T3DPKG file
Anyone here who already submitted a package who knows ?
when you create and import your items in engine, it create a UPK file with the name of your Package, you need find where in your pc is saved in my case is in this route (Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC\Maps\SDK)
Finally found it.
Does anyone know if you can change character models ingame in first person by command and or disable the UI?
I got "Error uploading file. Make sure you got a valid connection to Steam"
Does anyone have a fix ? I tried to reinstall Game and SDK twice on 2 different Steam repertory but nothing changed.
Windows 7 and Windows 8.1
EDIT : After two days of struggle I did it. I launched the SDK from Binaries with XP SP2 compatibility and after a few try it worked.
Is there a way to get these to work right and stay within the guidelines of the contest? (IE using an MIC with the parent material for said weapon)
EDIT: It shows up when I change the diffuse map, but it says "DO_NOT_CHANGE"...so...? Is that illegal for this competition?
Can someone explain how this is supposed to work? It's not properly explained in any documentation how to assign it in the editor as far as I could see.
Edit: here it says the glow channel is the alpha channel, then later it says the Green channel is the glow channel. So which is it?
Thats an error, emissive is the alpha channel.
A screenshot in the cosmetic item tutorial shows you have to set the mask texture as TC_Default compression (not normal map), and TEXTUREGROUP_Character for the LOD group.
After that you just check the options you want to use inside the material (MIC), so if you have reflectivity you have to enable reflectivity and plug the mask map inside that slot.
I cant find it.
I also have the problem that it says "The following packages have references to external packages:
*my package*
External packages won't be found in a game and all references will be broken. Proceed?"
when I save my package. What is that about? I only used the material item lib that was mentioned in the tutorial.
No you dont need one.
Any idea?
ALSO: How do I set which characters the item is for? Can't find that anywhere either.
"Your final workshop upload must include your final in-game art contest as outlined on the Workshop page. They can be uploaded as either .zip or .7z."
My in-game art contest?
Also how do I add the "tag" that is mentioned in the contest rules in the workshop? I don't see a way to add it.