Fusion/README.md

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# Fusion
## an a more unreal fuel then diesel
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## Collection of scripts to help port payday2 diesel maps to unreal engine
## Overview
### Needed software
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[PAYDAY 2 Model Tool](https://github.com/kythyria/payday2-model-tool/releases)
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[PAYDAY-2-Hashlist](https://github.com/Luffyyy/PAYDAY-2-Hashlist)
[DieselBundleViewer](https://github.com/Luffyyy/DieselBundleViewer)
[BeardLib-Editor](https://github.com/Luffyyy/BeardLib-Editor)
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[Blender](https://www.blender.org/)
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[Python]
### pdworld2json.py
Converts world.continent files to the json format and fixes location rotation to work with unreal.
### ConvertExportedToUnreal.blend
Fixes Model files exported by the PD2ModelParser, like removing unneeded objects rotating models propely and setting the origin corectly.
### ExportModels.bat
Makes it easier to export models by just letting it run via a bat in the background
### ModelCopyForBlender.bat
Makes it easier to set up a work folder for blender
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## Get started
### Download the project files.
Download files by using Download ZIP
![](/assets/images/DWL1.png)
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Extract the contents, make sure you have enough space for the game assets later. The extracted game assets are quite large.
### Export Level data
Install [DieselBundleViewer](https://github.com/Luffyyy/DieselBundleViewer) and open payday2s bundle_db.blb
Open DieselBundleViewer
![](/assets/images/DBV1.png)
Open bundle_db.blb
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![](/assets/images/DBV2.png)
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Navigate to /levels/narratives and chose a map to port in my case First World Bank
Navigate to /levels/narratives/classics/red2
![](/assets/images/DBV3.png)
Then go in the world folder
![](/assets/images/DBV4.png)
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Press Convert and Save as
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![](/assets/images/DBV5.png)
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Then save it on the /WorldFiles/DieselWorldCONTINENT
![](/assets/images/DBV6.png)
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### Get started with pdworld2json.py
Install python
Open a Powershell Terminal and write python3
![](/assets/images/IP31.png)
It should open the windows store, hit install and let it finish installing python
![](/assets/images/IP32.png)
After the install make sure if it is installed
![](/assets/images/IP33.png)
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You can also just install it a different way this is just the easiest.
Next install the requirements using requirements.txt
Open a Powershell Terminal in the Folder you extracted the project files.
Then use the command
```
pip install -r requirements.txt
```
![](/assets/images/PDWJ1.png)
Next run this command to convert the world.continent to a json
```
python .\pdworld2json.py
```
![](/assets/images/PDWJ2.png)
You should have a world.json like this
![](/assets/images/PDWJ3.png)
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**It should also have printed out what files you will need to export u will need to remember that**
![](/assets/images/PDWJ4.png)
### Export the needed assets from the game
Go back to Diesel Bundle Viewer and navigate to /units
![](/assets/images/EXPF1.png)
Export the needed files Printed out by pdworld2json.py (In my case it is pd2_dlc_red, pd2_dlc_drive, pd2_dlc1, payday2, pd2_dlc_arena, pd2_dlc_eng, units, pd2_dlc2, vehicles, pd2_dlc_casino, lights, world, equipment, dev_tools, pd2_mcmansion)
Mark them Right Click and Press save as and save them in your project folder in a folder called "units"
![](/assets/images/EXPF2.png)
### Convert .model files in the unit folder and make them ready for blender
Make sure to download [PAYDAY 2 Model Tool](https://github.com/kythyria/payday2-model-tool/releases) [PAYDAY-2-Hashlist](https://github.com/Luffyyy/PAYDAY-2-Hashlist)
Extract PD2ModelParser.exe like this
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![](/assets/images/TMF1.png)
Next extract the hashlist in the root of the PD2ModelParser.exe this is very important or else the rest will not work
![](/assets/images/TMF2.png)
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If all done right just open ExportModels.bat and it should export the models. It will take a bit for it to finish so sit back and relax.
You can also use this, it is faster, but i found if it encounters an error it will crash, and not export the rest, using the .bat makes if it encounters an error it will just continue.
```
.\PD2ModelParser.exe --batch-export=VALUE
```
After it finished, we need to sort the data for the next step, so open ModelCopyForBlender.bat
It should have created 2 more folders output and textures, and copied the data needed for blender.
### Fixing the models using blender and a script
Now we should have a bunch of models with the .gltf inside output with the proper folder structure but they are not really usable in unreal.
So download [Blender](https://www.blender.org/) if you haven't already and open ConvertExportedToUnreal.blend.
If for some reason you cant open the .blend file anymore, you can just make a new project and load the blender_script.py.
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![](/assets/images/B1.png)
If up to this point you have done everything correct you should be able to hit the run script button, and wait for it to finish. It will take a while depending of the amount of files you have.
![](/assets/images/B2.png)
When done it should have created a folder called "done" there you will find the models fixed and if you had the textures that where needed in the "texture" folder they should have applied the textures.
(Sometimes Overkill uses textures outside dlc folder so there will be missing textures i will have to fix that)
### Importing models into unreal
### Importing map data
### Profit???