Designer Level Mods: Difference between revisions

From Automation Game Wiki
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##Set up a mod.
##Set up a mod.
##Create and fill out a <code>Designer Level</code> file.
##Create and fill out a <code>Designer Level</code> file.
##Create your aesthetic level (or reuse a [[Photoscenes|Photoscene Mod Level]]).
##Create your level (or reuse a [[Photoscenes|Photoscene Mod Level]]).
##Create your car and engine locator level
##Create your car and engine locator level (optional).
##Assign variables in Designer Level to your newly created levels
##Fill out the Designer Level file.
#In the Automation Workshop Publishing Tool:
#In the Automation Workshop Publishing Tool:
##Set up a workshop item.
##Set up a workshop item.
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*'''Name''' - This is text displayed on the preview of of the environment that shows in game.
*'''Name''' - This is text displayed on the preview of of the environment that shows in game.
*'''Year''' - This is the year the level is set in, and appears next to the name in the level select screen.
*'''Year''' - This is the actual paint itself. The material instance defines how the paint looks, what parameters are available, and how it looks when exported.
*'''Designer Types''' - An array containing the possible uses of this designer level. It should either contain Car & Engine Designer and/or Engine Designer
*'''Designer Types''' - An array containing the possible uses of this designer level. It should either contain Car & Engine Designer and/or Engine Designer
*'''Description''' - Additional text shown when mousing over a preview of a designer level in game.  
*'''Description''' - Additional text shown when mousing over a preview of a designer level in game.  
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*'''Family GUID''' - Not used. Click generate for a unique Family GUID anyway.  
*'''Family GUID''' - Not used. Click generate for a unique Family GUID anyway.  


===Create An Aesthetic Level from scratch (No Photoscene Mod Level)===
===Create A Designer Level from scratch (No Photoscene Mod Level)===
If you do not have an existing [[Photoscenes|Photoscene Mod Level]]: Right-click the content browser again, and create a new <code>Level.</code> This is the actual environment the player will see in game.  
If you do not have an existing [[Photoscenes|Photoscene Mod Level]]: Right-click the content browser again, and create a new <code>Level.</code> This is the actual environment the player will see in game.  


[[File:Make Level.jpg|frameless]]
[[File:Make Level.jpg|frameless]]


Rename the level to the name of your mod, and end it with something like _aesthetic to help you differentiate it from the locator level.  
Rename the level to the name of your mod, and end it with something like <code>_aesthetic</code> to help you differentiate it from the [[Designer Level Mods:Create A Locator Level|locator level]].  


Double click the level to open and edit it. Follow tutorials to learn how to use the level editor, such as the [https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelEditor/ Unreal Documentation]. Keep in mind the more demanding and complex the scene, the lower FPS players will get when they use your Designer Level in game.  
Double click the level to open and edit it. Follow tutorials to learn how to use the level editor, such as the [https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelEditor/ Unreal Documentation]. Keep in mind the more demanding and complex the scene, the lower FPS players will get when they use your Designer Level in game.  


=== Create An Aesthetic Level from an existing No Photoscene Mod Level) ===
=== Create A Designer Level Alongside A Photoscene Mod Level) ===


* If you want to use an existing [[Photoscenes|Photoscene Mod Level]] you need to create the designer level assets within the same mod as the photoscene level.  
* If you want to make your [[Photoscenes|Photoscene Mod Level]] into a designer level too, you need to create the designer level assets within the same mod as the photoscene level. You cannot separate the design room into its own mod.


=== Create A Locator Level ===
=== Design Room requirements ===


* Copy ExampleDL_Locator from the ExampleDesignerLevel plugin to your mod, and rename it appropriately. For some reason you have to use Ctrl + C to copy the level from the content browser, and Ctrl + V to paste it in your mod, as there is no right-click menu copy.
* Copy <code>ExampleDL_Locator</code> from the <code>ExampleDesignerLevel</code> plugin to your mod, and rename it appropriately. For some reason you have to use Ctrl + C to copy the level from the content browser, and Ctrl + V to paste it in your mod, as there is no right-click menu copy.
* Move the <code>Engine Builder</code> and <code>Engine Designer Character</code> to where you want your engine designer to be.
* Move the <code>Car Builder</code>, <code>Car Designer Character</code>, and <code>Car Hoist Jack Lift</code> to where you want your car designer to be.

Revision as of 16:10, 24 September 2025

From update 4.3 onwards, Automation supports the creation mod levels that change the environment around the car or engine being designed by a player.

Overview

A Designer Level is a collection of Unreal Levels with a name, description, preview thumbnails and a year.

Players have the option to select a different Designer Level to show when they enter the car & engine designer, or the engine designer.

Usually, Designer Levels combine Photoscene Mod Levels with an additional level containing locators to position the cars and engines that are spawned by the car & engine designers.

Workflow

  1. In UE4:
    1. Set up a mod.
    2. Create and fill out a Designer Level file.
    3. Create your level (or reuse a Photoscene Mod Level).
    4. Create your car and engine locator level (optional).
    5. Fill out the Designer Level file.
  2. In the Automation Workshop Publishing Tool:
    1. Set up a workshop item.
    2. Share your mod.

Create your Designer Level Mod

Create A New Mod

After setting up the modding SDK from Here, create a new blank mod:

Create A Custom Designer Level

In your mod content folder, right-click and add a new Designer Level file. This is the file the game uses to load the levels.

Creating A Designer Level.png

Rename and Open the Designer Level file. It has a few parameters:

  • Name - This is text displayed on the preview of of the environment that shows in game.
  • Year - This is the actual paint itself. The material instance defines how the paint looks, what parameters are available, and how it looks when exported.
  • Designer Types - An array containing the possible uses of this designer level. It should either contain Car & Engine Designer and/or Engine Designer
  • Description - Additional text shown when mousing over a preview of a designer level in game.
  • Levels - An array of UE4 Levels, usually comprising of 1 Photoscene Mod Level and 1 level with several blueprints within in it.
  • Preview Images - Images shown as thumbnails when the player is selecting a level. They should show off what the player should expect to see from the environment around the car and engines.
  • GUID - The unique identifier of this level. This must be regenerated for every new designer level.
  • Family GUID - Not used. Click generate for a unique Family GUID anyway.

Create A Designer Level from scratch (No Photoscene Mod Level)

If you do not have an existing Photoscene Mod Level: Right-click the content browser again, and create a new Level. This is the actual environment the player will see in game.

Make Level.jpg

Rename the level to the name of your mod, and end it with something like _aesthetic to help you differentiate it from the locator level.

Double click the level to open and edit it. Follow tutorials to learn how to use the level editor, such as the Unreal Documentation. Keep in mind the more demanding and complex the scene, the lower FPS players will get when they use your Designer Level in game.

Create A Designer Level Alongside A Photoscene Mod Level)

  • If you want to make your Photoscene Mod Level into a designer level too, you need to create the designer level assets within the same mod as the photoscene level. You cannot separate the design room into its own mod.

Design Room requirements

  • Copy ExampleDL_Locator from the ExampleDesignerLevel plugin to your mod, and rename it appropriately. For some reason you have to use Ctrl + C to copy the level from the content browser, and Ctrl + V to paste it in your mod, as there is no right-click menu copy.
  • Move the Engine Builder and Engine Designer Character to where you want your engine designer to be.
  • Move the Car Builder, Car Designer Character, and Car Hoist Jack Lift to where you want your car designer to be.