@@ -34,12 +34,22 @@ As an example, let's say you wanted to reuse the static mesh and icon from the
34
34
https://satisfactory.wiki.gg/HUB_Parts[HUB Parts]
35
35
component mentioned earlier.
36
36
37
- The first step is to track down the location of the asset in the base game.
38
- This is done by figuring out the Blueprint Path of the asset via the
39
- https://satisfactory.wiki.gg/[Satisfactory Wiki],
40
- searching around for it in xref:Development/ExtractGameFiles.adoc#FModel[FModel]
41
- (the case for most GUI elements),
42
- or using a mod like https://ficsit.app/mod/ContentInspector[Content Inspector].
37
+ === Finding the Assets
38
+
39
+ The first step is to track down the location - the Blueprint Path - of those asset in the base game's files.
40
+ The game's assets are not named or organized predictably,
41
+ so it's often easier to start with another (easier to locate) asset that references the content you want,
42
+ then look at its properties.
43
+ For example, we don't know what the blueprint path of HUB Parts' icon or mesh is,
44
+ but we do know that the HUB Parts item must be referencing them somehow to use them.
45
+
46
+ There are multiple ways to track down content, including:
47
+
48
+ - For items, recipes, and some actors, use https://ficsit.app/mod/TFIT[TFIT's debugging features], which can display recipe and item paths.
49
+ - For schematics, use https://ficsit.app/mod/MAMTips[MAM Enhancer's debug mode], which displays schematic paths
50
+ - For arbitrary content (images used in machine UIs, particle systems, sounds), browse with xref:Development/ExtractGameFiles.adoc#FModel[FModel]
51
+ or https://ficsit.app/mod/ContentInspector[Content Inspector].
52
+ - The https://satisfactory.wiki.gg/[Satisfactory Wiki] has manually entered blueprint paths for some items.
43
53
44
54
.HUB Parts on the Satisfactory Wiki
45
55
image::ReuseContent/WikiHubPartsBox.png[HUB Parts on the Satisfactory Wiki]
@@ -53,7 +63,7 @@ so we should go to
53
63
`\FactoryGame\Resource\Parts\HUBParts`
54
64
in FModel to find the relevant files.
55
65
56
- .HUB Parts inside of the FModel Folders browser
66
+ .HUB Parts inside of the FModel " Folders" browser
57
67
image::ReuseContent/FModelFoundPath.png[HUB Parts inside of FModel]
58
68
59
69
Upon switching to the Packages tab we can see
@@ -69,6 +79,8 @@ Use the Commands button in the top left of the viewer to see navigation keybinds
69
79
.HUB Parts in the FModel 3D Viewer
70
80
image::ReuseContent/FModelHubParts.png[HUB Parts in the FModel 3D Viewer]
71
81
82
+ === Creating the Placeholders
83
+
72
84
Now that you've found the location of the asset in the base game,
73
85
you're ready to set up the placeholder for it. Within your editor,
74
86
you should go to the same path that you followed in FModel, creating
@@ -82,9 +94,9 @@ and a Texture called `IconDesc_HubParts_256` at the path
82
94
83
95
[TIP]
84
96
====
85
- Notice that the actual content you use for the content you are
97
+ Notice that the content of the asset you are
86
98
creating a placeholder for _does not matter at all_ - just that it
87
- has the correct name, path, and asset type as the content you want to reference.
99
+ has the same name, path, and asset type as the content you want to reference.
88
100
====
89
101
90
102
[TIP]
@@ -108,13 +120,16 @@ from the
108
120
xref:Development/BeginnersGuide/SimpleMod/recipe.adoc[Recipe/Schematic tutorial],
109
121
which you can copy in from the ExampleMod in your project or download it again from the above link.
110
122
111
- image:ReuseContent/PlaceholderMesh.png[Final Placeholder Mesh]
112
- image:ReuseContent/PlaceholderIcon.png[Final Placeholder Icon]
123
+ image:: ReuseContent/PlaceholderMesh.png[Final Placeholder Mesh]
124
+ image:: ReuseContent/PlaceholderIcon.png[Final Placeholder Icon]
113
125
114
- Note that these screenshots also contain placeholders
126
+ [NOTE]
127
+ ====
128
+ These screenshots also contain placeholders
115
129
of some other files related to the HUB Parts.
116
130
You do not need to have placeholders for everything,
117
131
just the content you want to reference.
132
+ ====
118
133
119
134
Once these placeholder assets are created,
120
135
you can refer to them from elsewhere in your mod project.
0 commit comments