diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 78e79ae..7b3bf59 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -6,7 +6,7 @@ - [Installing Unreal Engine](getting-started/getting-unreal.md) - [Starting the editor](getting-started/using-unreal.md) - - [Custom UE4 project](getting-started/custom-project.md)](getting-started/installing.md) + - [Custom UE4 project](getting-started/custom-project.md) - [Required tools]() - [Loose file loading]() diff --git a/src/getting-started/final.md b/src/getting-started/final.md deleted file mode 100644 index 905615f..0000000 --- a/src/getting-started/final.md +++ /dev/null @@ -1 +0,0 @@ -# Testing and distribution diff --git a/src/getting-started/getting-unreal.md b/src/getting-started/getting-unreal.md index 513f0e5..5aa1552 100644 --- a/src/getting-started/getting-unreal.md +++ b/src/getting-started/getting-unreal.md @@ -4,9 +4,7 @@ Arc System Works has customized various aspects of UE4 to suit their needs. This means that although we can install the plain vanilla UE4 and use that to make mods, we'd be missing on key features needed to make them work properly. Thankfully, Ryn has reverse-engineered several of these changes and implemented some of the key features we require into custom UE4 builds. - - -Download links below. Just pick the one matching the game you wish to mod. Note that the exact version is important; you cannot do things like use UE4.27 to mod DBFZ. +You can find the download links below. Just pick the one matching the game you wish to mod. Note that the exact version is important; you cannot do things like use Unreal Engine 4.27 to mod Dragon Ball FighterZ. | Game | Engine | | ----------------------------- | -------------------------------------------------------------------------------------------------------- | diff --git a/src/getting-started/installing.md b/src/getting-started/installing.md deleted file mode 100644 index 0dde954..0000000 --- a/src/getting-started/installing.md +++ /dev/null @@ -1 +0,0 @@ -# Installing your mod diff --git a/src/getting-started/packing.md b/src/getting-started/packing.md deleted file mode 100644 index 9d464f3..0000000 --- a/src/getting-started/packing.md +++ /dev/null @@ -1 +0,0 @@ -# Packaging your mod diff --git a/src/getting-started/ue4-assets.md b/src/getting-started/ue4-assets.md deleted file mode 100644 index 9671f82..0000000 --- a/src/getting-started/ue4-assets.md +++ /dev/null @@ -1,18 +0,0 @@ -# Getting the project for your game - -As stated in the previous page, the prebuilt custom projects will make modding much easier. They provide all of the custom asset types the game supports, and for newer games, they even include many assets from the game, such as UI elements or data tables. - -Below are download links for each game: - -- [Dragon Ball FighterZ custom project](https://drive.google.com/file/d/1-wjbe0aE4Xs8S7AunSB0XtAE-sSZsOnW/view?usp=sharing) -- The original Granblue Fantasy Versus does not have a custom project. -- [Guilty Gear -Strive- custom project](https://1drv.ms/u/s!ApT7KvOr_B0hgcnnF_wKrCaxCVbm8yg?e=SAufMR) -- [DNF Duel custom project](https://1drv.ms/u/s!ApT7KvOr_B0hgY3rUBgqs787KHi5_iY?e=xKuxrI) -- [Granblue Fantasy Versus Rising custom project](https://drive.google.com/file/d/1aA1WYxkxpOUpNqSi5kANLUhh4Ja7A_4l/view?usp=drive_link) - -Once you have downloaded the correct project, you will need to compile the project for your engine. This will require installing Visual Studio. - -- Dragon Ball FighterZ requires Visual Studio 2017. -- Guilty Gear -Strive-, DNF Duel, and Granblue Fantasy Versus Rising require Visual Studio 2019. - -For more information, [read the official Unreal Engine documentation](https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/DevelopmentSetup/VisualStudioSetup/). \ No newline at end of file diff --git a/src/getting-started/using-unreal.md b/src/getting-started/using-unreal.md index 2a255f4..4119a0e 100644 --- a/src/getting-started/using-unreal.md +++ b/src/getting-started/using-unreal.md @@ -6,8 +6,6 @@ Once that is complete, you can fire up the engine with `.\Engine\Binaries\Win64\ **You do not need the Epic Launcher for this.** -
- -The first boot of the UE4 editor usually takes a while to get going. If you want to check whether it's actually starting or not, open Task Manager (ctrl+shift+esc) and check for high CPU usage. This usually means it's busy compiling shaders. +The first boot of the Unreal Editor usually takes a while to get going. If you want to check whether it's actually starting or not, open Task Manager (press Ctrl + Shift + Esc) and check for high CPU usage. This usually means it's busy compiling shaders. Once Unreal finishes initializing, you will be met with the Project Browser menu. While you could create your own project from scratch, we highly recommend starting off with one of the [premade custom projects.](custom-project.md) \ No newline at end of file