There's Poop In My Soup

There's Poop In My Soup

64 oy
Modding Guide: There's Poop In My Soup
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Tools you will need
There are two things you will need to get started.

1. A free copy of Unity 3D[unity3d.com]

2. Your mod files and mod uploader
Located within your game folder “Steam/SteamApps/common/There’s Poop In My Soup”

Getting Started
STEP 1:
Download and install Unity 3D on your computer.

STEP 2:
Extract your ModFiles.zip folder

STEP 3:
Provided you have unity installed browse to your newly extracted folder Assets/Scenes and open up ModScene. This should open up in Unity3D and load all your necessary files.

Now you are all set and ready to create your Character.
Editing Textures
Inside the projects tab in Unity you will find the Assets folder. In Assets -> Materials you will find CharacterTexture.psd This is the photoshop file of the character texture, simply open it up, edit and save over it.



What if I don’t have photoshop?

If you do not have photoshop there is a .jpg texture you can work with in another program such as gimp. Just make sure that you assign it to both the face and body materials when you are done. By clicking on the material in the project tab, clicking on the little circle next to “Albedo” inside the inspector you will open up a popup which allows you to choose the .jpg texture you have created Like so:

Adding props
Props can be simply dragged and dropped into the project from the desktop, these can be almost any files exported from a 3D program, .obj, .fbx, .ma, etc.

You would just need to ensure that after your object is dragged into the scene that it is assigned to it’s proper parent. For example, a hat would be a child object of the head. Hence it would be placed under Hero_JNT_Head:



If for instance you have an object you would like the character to hold in his hand, that would be would be placed as the child object of the wrist, you get the point.
Editing animation/completely changing the character
If you are an animator you may replace the .fbx file with whatever you like, whether it’s a completely new character or an edited version of the .fbx file provided, it’s up to you, just ensure that your animation keys are baked and that they are the same as the ones in the current .fbx. You can make them different but you will have to edit the animation keyframes inside unity to match up with what you have created.
Changing scripts
If you are savvy with unity and coding you can edit and write additional code to pooperScript.cs

The script contains some simple calls to the animator but you can customize this to your hearts content, add controls or make the character perform actions not initially included in the game, just be sure to explain to the players how to use your new functions.
Exporting your mod
I am done with my masterpiece, what now?

Once you are done editing your character there are two things you have to ensure are in order.

  • That all your items and scripts are attached to or are children of the “Pooper” prefab in the Hierarchy.

Like So:




That you have selected the “Pooper” prefab in the Hierarchy and pressed Apply. That will ensure that all your changes are applied to the prefab in the Assets folder.


Like So:


Exporting your file:

The next step would be to export your file into a .unity3d format for the game to read.
Select the pooper prefab in your projects tab like so:


Then navigate to -> Assets -> Build AssetBundle from selection - No Dependency Tracking

And save your .unity3d file out to “HeroBundle.unity3d”
(**The file must be called this or the game will not register it**)
Uploading your Mod
We have provided an uploader created by @nihilocrat, inside it you will find an example mod so that you may compare it to yours should you run into any problems.


Ensure that there are no sub folders in your content folder and that your newly created “HeroBundle.unity3d” file is inside and that your "yourmod.workshop.json" file that is generated by the uploader looks something like this: with your unique ID and content folder of course.



Hit submit, give it 5 minutes and it will show up as a new workshop item that you can then edit.

*The uploader has a known issue that sometimes gives an “invalid item” error when trying to upload for no apparent reason, if this happens, try creating your mod from scratch and it will work the second time around.

HAPPY MODDING!
21 Yorum
skibidi scabies 3 Nis 2022 @ 11:23 
no :FlyingFlat:
maximus 2 Tem 2020 @ 23:39 
noice :steamsalty:
Human 23 Şub 2019 @ 20:34 
Only problem is Unity uses .unitypackage instead of .unity3D now...:steamfacepalm:
Mink 25 Nis 2017 @ 17:40 
can somebody fix the exporter


tanis80 1 Mar 2017 @ 17:18 
too complicated
Bacon 4 Oca 2017 @ 15:58 
I can't figure it out as I'm no programmer but this has the updated stuff on it. https://docs.unity3d.com/500/Documentation/Manual/BuildingAssetBundles5x.html
Bacon 4 Oca 2017 @ 15:54 
"Assets/Editor/ExportAssetBundle.cs(27,18): error CS0619: `UnityEditor.BuildPipeline.BuildAssetBundle(UnityEngine.Object, UnityEngine.Object[], string)' is obsolete: `BuildAssetBundle has been made obsolete. Please use the new AssetBundle build system introduced in 5.0 and check BuildAssetBundles documentation for details."

Line 17 and 27
Bacon 4 Oca 2017 @ 15:51 
Okay I now know why, the script itself needs to be fixed to work with the newer Unity
Bacon 4 Oca 2017 @ 15:38 
Assets -> Build AssetBundle I can't find :\
Bacon 1 Oca 2017 @ 14:03 
Cool with give this a go sometime :D: