Getting Started with Mapping (Killing Floor 2): Difference between revisions
Delta-ranger (talk | contribs) |
Delta-ranger (talk | contribs) |
||
Line 203: | Line 203: | ||
===Using the Content Browser=== | ===Using the Content Browser=== | ||
The Content Browser is where you will get all the meshes, textures/materials and any other assets needed to make your map. The general process of using the content browser is drag and drop or selecting and asset and right clicking in the scene to place or replace assets. | The Content Browser is where you will get all the meshes, textures/materials and any other assets needed to make your map. The general process of using the content browser is drag and drop or selecting and asset and right clicking in the scene to place or replace assets. | ||
The Content Browser can be located at ''"View > Browser Windows > Content Browser"'' | |||
[[File:Contentbrowserlabel.jpg|none|thumb|1000px|'''Figure 3.1:''' Default State of the Content Browser]] | [[File:Contentbrowserlabel.jpg|none|thumb|1000px|'''Figure 3.1:''' Default State of the Content Browser]] | ||
The Important Tabs to other Windows in the image above is important to remember, you can quickly navigate between important windows that will aid in understanding maps. | The Important Tabs to other Windows in the image above is important to remember, you can quickly navigate between important windows that will aid in understanding maps. | ||
{| class="wikitable" style="width:50%;" | {| class="wikitable" style="width:50%;" | ||
Line 226: | Line 227: | ||
|} | |} | ||
<br /> | <br /> | ||
Most of the assets you see are default user interface and cosmetic items that cannot really be used for mapping. Assets for mapping are located in the Package/File Directory in the "KFGame > BrewedPC > Packages > Environment" subfolders. | Most of the assets you see are default user interface and cosmetic items that cannot really be used for mapping. Assets for mapping are located in the Package/File Directory in the ''"KFGame > BrewedPC > Packages > Environment"'' subfolders. | ||
{{Note|1= Assets are not located in the "Maps" subfolder - with exception to Biolapse and Desolation assets which will be unusable for you project unless you migrate them into your map package}} | {{Note|1= Assets are not located in the "Maps" subfolder - with exception to Biolapse and Desolation assets which will be unusable for you project unless you migrate them into your map package}} | ||
<br /> | <br /> | ||
To load assets you wish to use in your project right click on the "ENV_" package and right click "Fully Load". This will take a second as the SDK loads in the assets into memory. If you want to use assets from maps simply locate the corresponding "ENV_" package and load it or alternatively open the map which will also load the assets and any other assets it uses not contained in its own ENV_ package. | To load assets you wish to use in your project right click on the ''"ENV_"'' package and right click ''"Fully Load"''. This will take a second as the SDK loads in the assets into memory. If you want to use assets from maps simply locate the corresponding "ENV_" package and load it or alternatively open the map which will also load the assets and any other assets it uses not contained in its own ENV_ package. To get started fully load the ''"ENV_Modular_StaticSet"'' package. | ||
{{Warning|It is usually not a good idea to fully load the entire "Environment" folder as it will often crash the Editor. }} | |||
To get started fully load the "ENV_Modular_StaticSet" package. | |||
{{ | |||
<br /> | |||
===Using the Modular Static Mesh Set=== | ===Using the Modular Static Mesh Set=== | ||
All maps in KF2 are | All maps in KF2 start from and are built from the Modular Static Mesh Set instead of BSP Brushes like in traditional Unreal Engine maps. The meshes are very carefully modelled and texture unwrapped to work with tiling textures without any seams. | ||
You can find resources on how to use the Modular kit here: | |||
'''Comprehensive Wiki Guide:''' [[Setting Up Modular Static Set (Killing Floor 2)]] | '''Comprehensive Wiki Guide:''' [[Setting Up Modular Static Set (Killing Floor 2)]] | ||
Line 249: | Line 243: | ||
'''Community Tutorial Playlist (by Kuebic):''' [https://www.youtube.com/watch?v=p7H4EpSs1tk&list=PLZUtrrFC8sOJ8m0_N5K0hGHcvehXg3Y23&index=1 Killing Floor 2 SDK Tutorials] | '''Community Tutorial Playlist (by Kuebic):''' [https://www.youtube.com/watch?v=p7H4EpSs1tk&list=PLZUtrrFC8sOJ8m0_N5K0hGHcvehXg3Y23&index=1 Killing Floor 2 SDK Tutorials] | ||
C:\SteamLibrary\steamapps\common\killingfloor2\KFGame\BrewedPC\Maps\SDK\Mod_Tools_Modular_Template | |||
C:\SteamLibrary\steamapps\common\killingfloor2\KFGame\BrewedPC\Maps\SDK\Mod_Tools_Demo_Map | |||
{{Important|'''Tips for working with the Modular Kit''' | |||
*'''ALWAYS''' use snapping when using the modular kit. If you do not, it will be impossible align meshes correctly. | *'''ALWAYS''' use snapping when using the modular kit. If you do not, it will be impossible align meshes correctly. | ||
*'''ALWAYS''' work in World Space. | *'''ALWAYS''' work in World Space. | ||
**You can toggle between World and Local space using ~ | **You can toggle between World and Local space using ~ | ||
*You '''DO NOT''' need to scale meshes for the modular kit, just add more segments | *You '''DO NOT''' need to scale meshes for the modular kit, just add more segments | ||
*'''NEVER EVER''' rotate in Local Space. Even if you have angle snapping on, Local space has inaccurate rounding and will always inaccurately rotate with snapped angles. | *'''NEVER EVER''' rotate in Local Space. Even if you have angle snapping on, Local space has inaccurate decimal rounding and will always inaccurately rotate with snapped angles. | ||
*You only need to rotate walls or stairs. You usually do not need to rotate floors or ceilings, there are segments for every scenario you might have to avoid rotating these pieces (check the Mod_Tools_Modular_Template map for example). | *You only need to rotate walls or stairs. You usually do not need to rotate floors or ceilings, there are segments for every scenario you might have to avoid rotating these pieces (check the Mod_Tools_Modular_Template map for example). | ||
**Stick to 90 degree snap rotations for walls, there are specific walls available for 45 degree angles. | **Stick to 90 degree snap rotations for walls, there are specific walls available for 45 degree angles.}} | ||
{{Important|'''Advice from an Experienced Mapper''' | |||
<br />When you first start using the modular kit, you may feel compelled to have corners perfectly aligned with the corresponding Corner-In and Corner-Out pieces. '''But this is a waste of time.''' It is good to understand how these pieces work together, but in practice you often do not need to worry about them. When we start to add pillars, set-dressings and other assets to make the map visually interesting you will find that corners often get hidden. The time spent meticulously getting corners set up correctly is often wasted or never noticed by players; it is better to spend time elsewhere. If the corner is bare or where players will spend a lot of time, then it would be appropriate to use them correctly. But otherwise do not worry about it too much until you start to polish the map.}} | |||
<br /> | |||
===Changing Materials (Textures)=== | |||
{{Col-begin}} | |||
{{Col-break|width=70%}} | |||
To change the look of the modular mesh pieces (or any mesh in the SDK), you apply a ''Material Instances'' onto them. A Material is a shader that combines the textures (diffuse, normal, specular, etc) so it can be applied onto a mesh within the editor. | |||
The SDK already has a large library of materials that you have access to: | |||
#Load up a Map or an ENV_ package, and find a ''Material Instance Constant (MIC)'' | |||
##You can also right click the prop and select ''Materials > Find Instance in Content Browser'' to locate it in the packages. | |||
#Drag and drop it onto the mesh you want it applied to. | |||
##Alternatively, select the MIC in the Content Browser and right click the prop within the scene and select ''Materials > Assign from Content Browser''. | |||
You can also create custom variations of the MICs specifically for your map! | |||
#Right click on the prop in the scene and select ''Materials > Create New Instance (Constant)'' | |||
#Give it a new name and a new window will pop up | |||
#Click the checkbox on the properties you want to change so it can be applied ('''See Figure 3.2'''). | |||
##Depending on the MIC you selected you may be given a number of options to change the look of the Material. These usually allow you to change the tint of the texture, the UV scaling and even replacing the textures completely to different ones in the SDK or even ones you imported yourself. | |||
#You should experiment to see what you can make! | |||
You may notice that some props have more than one slot for a material, just experiment to see which areas the materials affect. | |||
{{Note|1= If you create a new MIC, you will need to have it used in your Map/Scene somewhere. If you do not, it will not be saved when you load the map the next time. This is a quirk of the Editor to reduce file size by dropping unused assets. This applies to all assets, not just MICs}} | |||
{{Col-break|width=30%}} | |||
[[File:MICEditing.png|500 px|thumb|'''Figure 3.2:''' Left: Original MIC from Volter Manor. Right: New Custom MIC, note the highlighted ticked sections that change the MIC scale and color]] | |||
{{Col-end}} | |||
<br /> | |||
===Creating Interesting Levels with Props=== | |||
If you are just starting out, it is highly recommended that you go and spend some time looking at the official maps to see how they place props, materials and lighting around the level. You can mix and match and even copy+paste assets directly from those maps into yours. If you want a comprehensive guide on how to place props and change materials the video below does an amazing job: | |||
'''Community Tutorial (by Seanchaoz):''' [https://www.youtube.com/watch?v=QAKa0LFlovc KF2 SDK - Guide to making interesting room geometry] | |||
{{Note|1= When you copy objects in the Editor, it copies it as plaintext. You can paste this into notepad just in case the editor crashes when you load another level.}} | |||
<br /> | <br /> | ||
=== | ===Creating Landscapes=== | ||
{{Warning|Currently Landscapes are bugged and official Materials and MIC are not working for custom maps and a workaround is required. This is a intermediate/advanced workaround and knowledge of a 3D Modelling program is required. More details are available in the link below. }} | |||
If you are just starting out, I recommend making a map out of the modular kit first. The below guide will tell you everything about how to add one to your map if you wish to procede: | |||
'''Comprehensive Wiki Guide:''' [[Setting Up Landscapes (Killing Floor 2)]] | |||
<br /> | |||
==World Lighting== | ==World Lighting== |
Revision as of 20:20, 9 February 2022
Introduction
This page includes a comprehensive guide on getting started with the Killing Floor 2 SDK for creating Maps and uploading them to the Steam Workshop. This page will only cover the essentials, further elaboration will need to be done at your own discretion; it is recommended that any new Level Designer should begin by looking at Official Maps and seeing how they approach particular scenarios.
Installation and First Launch
Installation
To install the SDK:
- Open up Steam, hover over 'Library' and select the 'Tools' option.
- From here locate 'Killing Floor 2 - SDK' and install it as you would any game on Steam
- Once the download is complete, launch it as you would any other game.
Note: | If an opt-in Beta/preview is happening at the time, both the game and the SDK need to be on the same branch. Otherwise the SDK will crash on launch. i.e. If you are in the opt-in Beta for an update, the SDK also needs to be on the opt-in Beta. |
Interface Guide
Important: | The SDK Interface is very laggy on launch - using up a lot of resources on your computer. To prevent the UI lag, simply create an empty save file or open up an existing map e.g. KF-TempMapName |
First Launch and Glance
On first launch you may be prompted with a couple of dialogs. They are things that don't affect the editor or its performance so you can ignore and click past them. See Figures 1.1. Past all the error dialogs your Editor should look something like Figure 1.2 below.
|
SDK and Viewport Overview
Below is a breakdown of the core elements that you will be using in the SDK
There are 2 crossed out buttons on the side menu:
- The Terrain Tool - Obsolete, use the Landscape tool instead.
- Foliage Paint Tool - Not supported, will crash the Editor when you build Lighting.
Content Browser Overview
The Content Browser is large enough to break it down in its own image. The Content Browser is where you will be grabbing all Assets (Actors, Meshes, Materials, Sounds, Decals, etc). It also serves as a tool for managing and organising your map's own individual assets, and also organising assets into Layers.
Common Hotkeys
Hotkey | Function | Hotkey | Function |
---|---|---|---|
Left Click | Select actor | Spacebar | Toggle between Movement/Rotation/Scaling |
Right Click | Open Context Menu | ~ | Toggle between World and Local space transforms |
Ctrl + Left Click | Multiple select | N | Toggle Pathnodes |
Right Click + Scroll Wheel | Change movement speed around viewport | P | Toggle Paths |
Alt+Drag with Widget | Duplicate and move with widget | T | Toggle Lanscape/Terrain |
Ctrl+Z | Undo | O | Toggle Volumes |
Ctrl+Y | Redo | B | Toggle Builder Brush |
H | Hide selected actors | Alt+C | Toggle Collision Wireframes |
Shift + H | Hide all but selected actors | ] | Increase grid snap size |
Ctrl + H | Unhide all actors | [ | Descrease grid snap size |
G | Toggle Game View mode in viewport | Ctrl + number | Set a bookmark |
F4 | Open actor properties | number | Snap to bookmark |
There are a lot more hotkeys for the editor, these are the main ones people usually have issue with when first starting out. You can check for others here: https://sites.google.com/site/lessonsdarrenmckinsey/udk-hotkeys
Additional Preferences
These are some additional options you may or may not want to use based on your personal preferences:
- Preferences > Flight Camera Controls
- Default is 'Use WASD for Camera Controls' - Standard FPS controls
- 'Never use WASD for Camera Controls' - KF1 Editor Controls
- Preferences > Highlight Objects Under Mouse Cursor
- Preferences > Editor Language
- View > Change Autosave Options > Autosave Interval
Your First Map
Naming
Your first map can be named anything however a Killing Floor 2 map MUST be prefixed with 'KF-'. If it isn't, it cannot be played or recognized within the game.
Your map file name should also match your map's name.
If your map name has spaces, it is common naming convention to use UpperCamelCase. Avoid using underscores or dashes to represent spaces.You should also avoid publishing a map with numbers or 'versions' at the end, this can be a pain for server owners if they want to host your map on their server.
Map Name | Good File Name | Bad File Names |
---|---|---|
Burning Paris | KF-BurningParis.kfm | KF-Burning_Paris.kfm
KF-Burning-Paris.kfm KF-Paris.kfm |
Zed's Diner | KF-ZedsDiner.kfm | KF-Zeds_Diner.kfm
KF-Zeds-Diner.kfm KF-ZesDinner.kfm KF-ZedsDinerTestingV3.kfm |
File Save Location
You can save and load your map from any location. However the best recommended location is:
C:\Users\UserName\Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC
The main reason is, when you plan to upload your map to the workshop, the Workshop Front-End will look specifically in only this location for files to upload. Additionally if you plan to cook your map, it needs to be in this location for it to successfully cook.
I would avoid placing your working map file under the steam game directory as well (C:\Program Files (x86)\Steam\steamapps\common\killingfloor2\KFGame\BrewedPC\Maps
). This directory may confuse your editor if you plan to import, move, rename or edit assets within your map's own directory.
World Settings
World Settings can set important information for your map such as: Map Name, Map Author, Spawning Modifiers, Objectives and Collectibles, What game mode is played in the Editor, what in-game music the game uses and Optimization options.
To access it go to: View > World Properties.
For the moment, just leave most of the variables default, but you can:
- Input your map name and your user name in the appropriate areas under the 'World Info' section.
- Change the 'Default Game Type' and 'Game Type for PIE' to "KFGameInfo_Survival" under the 'Game Type' section.
Further information on World Info can be found here: Setting Up World Info (Killing Floor 2)
Important Tip Before Moving Forward
The SDK is stable for the most part, but it is not uncommon to encounter crashes at any point in its usage. In fact its something you need to be prepared for and goes without saying that:
Important: | YOU SHOULD SAVE AS FREQUENTLY AS POSSIBLE |
While the auto-save function is useful for beginners, most users that become familiar opt to turn it off as it can interrupt workflow, bloat your game directory and also on large maps, take a long time to save.
Here are some recommended times to save:
- After any minor, moderate to large changes done in any aspect to your map
- Every 10 minutes
- If you plan to step away from the computer for a bit (e.g. going to the toilet)
- Before every Build (Lighting, Pathing, etc.)
- Planning to use or work with BSP Brushes
- Before importing new Assets (textures, meshes, sounds, etc.)
- Before placing down any newly imported Mesh
- Before moving/copying/duplicating assets in your map's directory
- Before combining meshes and/or applying collisions from the Builder Brush
After losing significant progress once or twice, saving frequently will become second habit.
Placing Assets and Props
Using the Content Browser
The Content Browser is where you will get all the meshes, textures/materials and any other assets needed to make your map. The general process of using the content browser is drag and drop or selecting and asset and right clicking in the scene to place or replace assets.
The Content Browser can be located at "View > Browser Windows > Content Browser"
The Important Tabs to other Windows in the image above is important to remember, you can quickly navigate between important windows that will aid in understanding maps.
Tab | Description |
---|---|
Content Browser | What you currently see |
Actor Classes | All placeable classes, usually if you need a specific KFActor to place in your scene you can look for it here. |
Levels | Will show the currently loaded level and its sublevels on official maps |
Scene | Contains all the actors/assets in the scene. If you are looking for a specific actor and cant find it look here. |
Layers | Works just like in Photoshop, allows you to assign specific assets to layers to organize and hide. A lot of official maps have some layers turned off (such as Skylights in Burning Paris) by default when you load the map. Simply turn them on to make the assets visible in the scene. |
Most of the assets you see are default user interface and cosmetic items that cannot really be used for mapping. Assets for mapping are located in the Package/File Directory in the "KFGame > BrewedPC > Packages > Environment" subfolders.
Note: | Assets are not located in the "Maps" subfolder - with exception to Biolapse and Desolation assets which will be unusable for you project unless you migrate them into your map package |
To load assets you wish to use in your project right click on the "ENV_" package and right click "Fully Load". This will take a second as the SDK loads in the assets into memory. If you want to use assets from maps simply locate the corresponding "ENV_" package and load it or alternatively open the map which will also load the assets and any other assets it uses not contained in its own ENV_ package. To get started fully load the "ENV_Modular_StaticSet" package.
Warning: | It is usually not a good idea to fully load the entire "Environment" folder as it will often crash the Editor. |
Using the Modular Static Mesh Set
All maps in KF2 start from and are built from the Modular Static Mesh Set instead of BSP Brushes like in traditional Unreal Engine maps. The meshes are very carefully modelled and texture unwrapped to work with tiling textures without any seams.
You can find resources on how to use the Modular kit here:
Comprehensive Wiki Guide: Setting Up Modular Static Set (Killing Floor 2)
Community Tutorial Playlist (by Kuebic): Killing Floor 2 SDK Tutorials
C:\SteamLibrary\steamapps\common\killingfloor2\KFGame\BrewedPC\Maps\SDK\Mod_Tools_Modular_Template C:\SteamLibrary\steamapps\common\killingfloor2\KFGame\BrewedPC\Maps\SDK\Mod_Tools_Demo_Map
Important: | Tips for working with the Modular Kit
|
Important: | Advice from an Experienced Mapper
When you first start using the modular kit, you may feel compelled to have corners perfectly aligned with the corresponding Corner-In and Corner-Out pieces. But this is a waste of time. It is good to understand how these pieces work together, but in practice you often do not need to worry about them. When we start to add pillars, set-dressings and other assets to make the map visually interesting you will find that corners often get hidden. The time spent meticulously getting corners set up correctly is often wasted or never noticed by players; it is better to spend time elsewhere. If the corner is bare or where players will spend a lot of time, then it would be appropriate to use them correctly. But otherwise do not worry about it too much until you start to polish the map. |
Changing Materials (Textures)
To change the look of the modular mesh pieces (or any mesh in the SDK), you apply a Material Instances onto them. A Material is a shader that combines the textures (diffuse, normal, specular, etc) so it can be applied onto a mesh within the editor. The SDK already has a large library of materials that you have access to:
You can also create custom variations of the MICs specifically for your map!
You may notice that some props have more than one slot for a material, just experiment to see which areas the materials affect.
|
Creating Interesting Levels with Props
If you are just starting out, it is highly recommended that you go and spend some time looking at the official maps to see how they place props, materials and lighting around the level. You can mix and match and even copy+paste assets directly from those maps into yours. If you want a comprehensive guide on how to place props and change materials the video below does an amazing job:
Community Tutorial (by Seanchaoz): KF2 SDK - Guide to making interesting room geometry
Note: | When you copy objects in the Editor, it copies it as plaintext. You can paste this into notepad just in case the editor crashes when you load another level. |
Creating Landscapes
Warning: | Currently Landscapes are bugged and official Materials and MIC are not working for custom maps and a workaround is required. This is a intermediate/advanced workaround and knowledge of a 3D Modelling program is required. More details are available in the link below. |
If you are just starting out, I recommend making a map out of the modular kit first. The below guide will tell you everything about how to add one to your map if you wish to procede:
Comprehensive Wiki Guide: Setting Up Landscapes (Killing Floor 2)
World Lighting
Creating a Lighting Volume
SkyLights
General Lighting
Building (Baking and Cooking)
Basic Building
Geometry
Lighting
Paths
Splattermaps
Common Errors
Baking VS Cooking
Using the Brushes and Volumes
BSP Modifiers
Binary Space Partitioning
CSG Modifiers
Constructive Solid Geometry
Important Volumes
KFPawnBlockingVolume
KFSpawnVolume
TriggerVolume
KFReverbVolume & KFDialogEnvironmentVolume
Important Tips
Setting up Spawns and Pathing
Spawn Volumes
Pathing
Portal Spawns
Testing Your Map
What you should be Testing for
Playing in Editor
Playing in Base Game VS on a Server
Map Optimization
Map Optimization is the arguably one of the most important steps when completing a map. Aside from having good playable spaces, the map needs to perform well on all machines; maintaining stable Frames per Second (FPS). The following guide is a comprehensive list of areas that should be addressed before publishing a map. EVERY step should be evaluated and addressed as they will all add to performance.
Comprehensive Wiki Guide: Map Optimization Guide (Killing Floor 2)
Publishing to the Workshop
KFWorkshopMapSummary.iniBy default, maps natively support Survival, Weekly, and Endless game modes; If you were to upload the map directly with the Workshop Upload Tool, your map would be playable in these game modes. Objective mode is set to false so the map will not show up in selection in Objective Gamemode. To enable this you have to create and bake an additional .ini file into the map during upload. Additionally if you had a map which didn't support a game mode (eg: Progression or Holdout not being supported in Endless) this .ini will allow you to remove map selection when that game mode is active. Create a KFWorkshopMapSummary.ini within the following location: C:\Users\UserName\Documents\My Games\KillingFloor2\KFGame\Config\Config
Copy and paste the following into the KFWorkshopMapSummary.ini [KF-MAPNAME KFMapSummary] MapName=KF-MAPNAME MapAssociation=0 ScreenshotPathName=UI_MapPreview_TEX.UI_MapPreview_Placeholder bPlayableInSurvival=True bPlayableInWeekly=True bPlayableInVsSurvival=True bPlayableInEndless=True bPlayableInObjective=False
Custom Map PreviewIf you want a custom map preview you will need to include a map preview image in the map:
Uploading using the Workshop Upload ToolTo access the Upload Tool, open up your Steam Library Tools and right click on the Killing Floor SDK and select 'Workshop Upload Tool'. The upload steps are pretty straight forward:
Figure 11.2 shows what the Upload tool looks like with the provided .INI and MapPreview package. |
Miscellaneous
|