===== Tutorial: Modifying a 3D Model's Geometry; Step 6. ===== [[.:step5|<- Previous Step]] | [[.:|Tutorial Summary]] ---- ==== Create a New .pak File From the Newly Packaged .uasset Files ==== I'm going to create a new folder next to my **MiriamHeadUnreal (Unreal Engine Project)** folder, and my **ModelEdits (UE Viewer export)** folder called "FinalPackaging". This is where I'll set up the file structure to generate the new **.pak** file that will serve as the final file that is distributed to everyone as the mod. {{ :modding:modelling:tutorial_create_pak_make_package_folder.png?nolink&400 |}} Inside of this "FinalPackaging" folder, create a folder called "BloodstainedRotN". Then open it. {{ :modding:modelling:tutorial_create_pak_make_bloodstained_rotn_folder.png?nolink&400 |}} Now in a separate Windows Explorer window, locate the "Cooked" folder you created in the previous step. Navigate to:\\ "Cooked -> WindowsNoEditor -> **//NAME OF UNREAL ENGINE PROJECT FOLDER//**". In my case, I named the Unreal Engine project folder "MiriamHeadUnreal", so my path is:\\ "Cooked -> WindowsNoEditor -> MiriamHeadUnreal" Copy the "Content" folder into the "BloodstainedRotN" folder (inside "FinalPackaging"). {{ :modding:modelling:tutorial_create_pak_copy_content_folder_over.png?nolink&800 |}} Now, inside the copy of the content folder, delete all **.uasset** and **.uexp** files //except// for the **.uasset** and **.uexp** files that contain our modified 3D model. We only needed to set up the skeleton, physics, and materials so the engine can reference them; those files should **not** go into the final package as they are not set up properly to override the originals. I'll repeat: **delete all .uasset and .uexp files containing materials, skeleton, or physics asset**. In this case, your "FinalPackaging" folder structure will look like this: FinalPackaging BloodstainedRotN Content Core Character P0000 Mesh SK_PI01_MiriamHead.uasset SK_PI01_MiriamHead.uexp Now download {{ :modding:tool_unrealpak.zip |UnrealPak}} if you haven't already, and extract it in the folder above the "FinalPackaging" folder. {{ :modding:modelling:tutorial_mesh:tutorial_create_pak_extract_unrealpak.png?nolink&400 |}} Click and hold the left mouse button down on top of the "Final Packaging" folder, and drag it on top of "UnrealPak-Without-Compression.bat". Release the left mouse button. {{ :modding:modelling:tutorial_mesh:tutorial_create_pak_unrealpak_drop_folder.png?nolink&600 |}} UnrealPak will output something like the following and generate a new file called "FinalPacking.pak" in the same folder. {{ :modding:modelling:tutorial_mesh:tutorial_create_pak_unrealpak_output.png?nolink&600 |}} {{ :modding:modelling:tutorial_mesh:tutorial_create_pak_unrealpak_generated_file.png?nolink&400 |}} **Congratulations!** FinalPacking.pak is your mod. Before you add your mod to Bloodstained's Pak folder, you should give it a filename that assures it will load **after** the main game files load. Bloodstained will load all **.pak** files in alphabetical order, so it would be best if you name it something that comes after "pakchunk" in the alphabet. Another way to get around this is to create a folder called "~mods" inside of the "Paks" folder, then place your *.pak file inside of that. The tilde ~ character is loaded alphabetically after all other letters by Unreal Engine. In my case, I'll rename "FinalPacking.pak" to "~MiriamHeadMod.pak", and then copy "~MiriamHeadMod.pak" into Bloodstained's //BloodstainedRotN\Content\Paks// folder. {{ :modding:modelling:tutorial_mesh:tutorial_create_pak_final_pak_in_paks_folder.png?nolink&600 |}} Now start the game and enjoy your long nose. {{ :modding:modelling:tutorial_mesh:tutorial_complete_miriam_head.png?nolink |}} ---- [[.:step5|<- Previous Step]] | [[.:|Tutorial Summary]]