Dino Armor

So this was an original idea I had come up with and because I’m a 3d artist it wasn’t really a problem to start creating my ideas. I am however running into issues as to trying to get this to work in the game. I’ve started really basic as to hoping to get the flow down before I progress and move on to the more complicating meshes. So I started with the helmet and I’m currently trying to get that to work.

I wasn’t going to say anything to anybody about me making this but I’m almost to the point of giving up seeing how I’ve spend hours in the UE trying to get this to somewhat work.

Its not much but its a start for just a few days of work. They are already ready to go just needs textures. I’m currently trying to figure out how to get it working correctly in game. Attaching it to meshes and stuff is proving to be more complicating then I would like. I’m posting now because I was just told that Ark was planning on making Dino armor so I just figured what the hell might as well make a post. :smiley:

This is looking really cool! Where is the problem exactly? I would like to help you getting this to work.

lol my problem is my lack of knowledge with this new engine. I’ve modded for other games but they were all poorly made compared to this engine. Anyways my issue is I’m not sure how to attach this piece to the mesh of the saddle for instance. So I have my basic static mesh in UE now i’m not sure what I need. I have a blueprint and saddle_Rig for the saber. I have completely no idea how to get this into action.

I’ll stream it, maybe it will be easier to check it out. forgive the quality if you do. http://www.twitch.tv/keyboardwarrior31

Think i missed you streaming but here are some thoughts on how you can make this work depending on what you want:

  1. Like a skin
  2. New saddle
  3. Unlock item slots on the dino and make it separate from the saddle

You can add all kind of components with the PrimalItemArmor class, for example:

Dino glasses skin:

  • adds static mesh at GlassesSocket

Para launch skin:

  • replaces the original saddle rig with the new launch saddle rig

The easiest way would be to attach your static meshes to an existing socket on the dino skeleton like the glasses. If you want to make changes to the saddle itself you need to export the original saddle rig, edit it in your 3D software and then import it back to the adk.

You could also unlock the armor slots in the inventory component of the dinos and make different armor pieces for the dinos but i think that’s currently not possible without making a total conversion or remapping all the dinos.

Take all of this with a grain of salt since im not very experienced, i just had a lot of spare time to dwelve through the adk the last few week :smiley:

Okay well I’ve done something similar. I’ve replaced the glasses with the helmet and referenced everything to the correct area but don’t know how to test to see if my mesh will work in game. Everything seems to look okay but I don’t know how to test now.

You need to set “Primal Game Data Override” in the World Settings(tab on the right side if you have the map loaded) of the TestMap to you Mods PrimalGameData.
If you have an engram entry for your item it should then appear in the engram list and be learnable and craftable if you have set that up.
You can also spawn in items directly with the console command: giveitem “Blueprint’/Game/Mods/YOURMODFOLER/PrimalItemArmor_Test.PrimalItemArmor_Test’” 1 1 false
Replace “PrimalItemArmor_Test.PrimalItemArmor_Test” with your item name.

Edit:
Here is the tutorial video on how to setup the basic files for your mod if you haven’t done that yet: https://www.youtube.com/watch?v=H2xKkDmfyyY

okay yeah, I’ve done that exactly as he did in the video. Nothing appears to be showing up in game though.

I’ll narrow down exactly what I’m asking. When I’m in the test map, how do I call the item that I want to view? Is it a command or what? I belive the helmet at the moment is attached to glasses for the saber but How do I actually view it in the test map. Thanks for the help.

Hey you can give the item to yourself with a console command:

giveitem “Blueprint’/Game/Mods/YOURMOD/YOURITEMNAME.YOURITEMNAME’” 1 1 false

Replace YOURMOD and YOURITEMNAME, for example:
giveitem “Blueprint’/Game/Mods/XPBuffMod/PrimalItemConsumable_XPBuffMod.PrimalItemConsumable_XPBuffMod’” 1 1 false

If you are testing in a serversetting you have to add “cheat” before the command.

Okay I will try this. So if this works in the UE4 testing arena than that means it will work in game? Also, I tried what you listed above while following along with the youtube video and still nothing happens or shows up in the editor. SoooOOOo I dunno.

Hey you really need to get this to work :smiley:
I suggest coming to the IRC channel, i am usually in there and so are a lot of other willing to help:

Think it would be easier to deal with the problems one by one there.