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Crab Champions Modkit

Modkit to make modding Crab Champions easier

Prerequisites

These need to be installed in order to use the tools:

You can download Unreal Engine for free through the Epic Games Store app, Make sure to install the correct version.

Setup

Configure these files before running the modkit.

File Description
editor_directory.txt This contains the path to the folder where the Unreal Editor executables are.
package_output.txt This contains the path to the .pak file that the package.bat tool creates.

Setting the package_output path to a file in your ~mods folder is recommended to make testing the mod easy. Keep the _P at the end of the .pak file's name, this is required for the game to load the file.

Unreal Assets

Any 3D model, sound file, texture, and a bunch of other things are Unreal assets. These files should be managed using the Unreal editor. You can open the project by opening the .uproject file in the UE4Project folder using the editor.

Unreal assets need to be cooked before being packaged.

Cooking

Run the cook_assets.bat tool to cook the assets and get them ready for packaging.

You can exclude certain files by editing Tools/configs/copy_cooked_assets.rcj.

Precooked Files

For Unreal assets that are already cooked, for example modified blueprint .uasset files, you can put them in the Precooked folder and they will automatically be added when running the cook_assets.bat tool. If you don't have a Precooked folder, simply make one in the root folder of the mod kit, next to UE4Project, cook_assets.bat, package.bat, etc.

Note that any cooked assets you put directly in the CrabChampions folder will be deleted when running the cook_assets.bat tool because it needs to clean up the old assets before copying the new ones into the folder.

Other Files

Anything that isn't an Unreal asset should be added to the CrabChampions folder. This folder is what will be turned into a .pak file.

Packaging

To test your mod, you can run the package.bat tool to create a .pak file. If the tool is configured to place the .pak file in your ~mods folder, you can start the game as soon as it finishes. If you are using Unreal Assets you have to run cook_assets.bat before package.bat.

To package your mod for release, use the Tools/pack_compressed.bat tool instead. This tool will create a compressed_pack.pak file in your Tools folder. This .pak file usually takes slightly longer to create, but the file size should be much smaller. You can rename the .pak file to whatever you want.

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Modkit for CrabChampions

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