Primal Carnage: Extinction

Primal Carnage: Extinction

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Primal Carnage SDK Screenshot Tutorial and Tips
By Maxsentia
A guide that focuses on the photography aspects of the Primal Carnage: Extinction SDK, and how to do screenshots properly in it. Including a tutorial on how to set up Icons, applying Mutations to a Dinosaur, creating a Spray, uploading to the Steam Workshop, and more.
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Introduction
This guide will go through tips, tutorials, and more for people using the Primal Carnage SDK. These tips are great for new people using the SDK, as well as for people who have been using the SDK for some time and would like some extra tips on how to do things in the SDK that you may not have known about before.

Some things in this guide that it will be going over are the following:

- Adding Depth of Field to your world.
- How to change SDK Maps to be used in FreeRoam for screenshots.
- Slightly editing scenes, and adding decals such as blood.
- How to go in game and take a screenshot.
- Screenshot framing tips.
- How to playtest a model.
- How to create a spray.
- Creating a skin icon.
- Saving Files as a .UPK

How to Open a Map in the SDK
When you load into the SDK, the first thing you'll want to do is go to a map. You can do this by selecting open in the Top Left corner of the SDK, then in the file browser that opens, go to C: or D: Drive that you installed the Primal Carnage Level Editor onto. After this, go to your SteamLibrary Folder > Steamapps > Common > Primal Carnage Level Edtior > PrimalCarnageGame > Content > Maps > The Map you would like to open.

You can find the maps Docks, Forest Chasm, Forest Chasm Snow, and Marsh under the TDM Folder. You can find the maps GTTC Docks and GTTC Ruthless in the GTTC Folder. You can find the AI WhiteForest and AI Renaissance Map under the AI Folder. And you can find the Main Menu Maps under the Menus Folder.
Recommended Maps for Screenshots
One of the important things about when you take a screenshot of the skin or mutation you're showcasing, is making sure the map you're using has good lighting. The best Maps for this in my opinion are the following.

• Docks
• Forest Chasm
• Forest Chasm Snow
• Marsh
• UtilityBase
• TheFalls
• GTTC Docks
• GTTC Ruthless
• AI WhiteForest
• AI Renaissance
• The Main Menu Maps


On GTTC, Survival, or Main Menu Maps, you will have to edit the World Properties and set the Game Mode to Freeroam. You can do this by loading into the map. Then in the top left of your SDK, go to View and click it, then select World Properties. Once the pop box appears, in the "Type Here To Search" Bar, type in "GameType". Then Click the areas that read "PCMainMenuGameInfo / PCSurvivalGame / PCGetToTheChopperGame" so a drop down bar appears showing several Game Mode types. Then select from the drop bar "PCFreeRoamGame". Until all game type modes there are filled to be "PCFreeRoamGame."

The Drop bar will appear and you'll want to select "PCFreeRoamGame" here.

Do this until all game type modes there are filled to be "PCFreeRoamGame."

After you do this, you can then playtest the level with it starting on the FreeRoam Game Mode to allow you take screenshots on it.

You can also add Depth of Field to the Main Menu, Get to the Chopper, or Survival Maps by doing the same method of turning on DoF described in the Depth of Field section of this guide.
Depth Of Field
One of the best tools for screenshotting in the SDK is the use Depth of Field, also known as "DoF" in maps. You can find that by going to "View" in the top left corner of your SDK. Then selecting "World Properties" Then in the "Type here to search" in the box that appears. Type "DoF" and make sure these boxes are checked, and then are adjusted to these settings. You're able to adjust them however you like, but these are my preferred stats to have.



No Depth of Field

With Depth of Field

The game will make the Depth of Field slightly less drastic when you screenshot, but it does depend on how you take the screenshot. The Higher you set the TiledShot, the less the Depth of Field will appear. For example, I use TiledShot 2, I think that works the best for pictures. Do note though, the higher your TiledShot is, the more space the image will take on your computer and the longer the SDK will pause to take the picture. I don't recommend going any higher than TiledShot 4, as the TiledShot 4 takes a screenshot image at a resolution of 4K.

This is taking a screenshot in the SDK with TiledShot 2.

This is taking a screenshot in the SDK with TiledShot 4.
Importing and Applying your MI
Whenever you finish creating your skin in whichever program you've used such as Substance Painter, 3DCoat, etc. You will want to export the skin file as a .TGA file.

Always Export your Skin File as a .TGA and never a .PNG

If your Dinosaur uses two MIs, such as Rex, Carno, and Spinosaurus, you will need to create a Copy of both the Head MI and the Body MI.

If you are creating a Feathered Raptor, or Oviraptor skin, you will need to create a Copy of both the Body MI and Feathers MI.

Once you've exported your file, open up the SDK and and find the Material Instance ( Called MI in the SDK ) Package of the Character / Dinosaur you made a skin for. Right Click an MI out of the M Package, preferrably a more recently made MI at the botom of the MI list. And then right click an MI and select "Create a Copy."

For the Tutorial today, I will be showing how to create an MI for a Dinosaur that uses two Material Instances, the Carnotaurus. Do this step for the both the Head MI and the Body MI.


After you do this, a box will pop us asking you where you'd like to Move this Copy to. Since you are making a new Package you will want to type where the Package Slot is what you'd liek the name of your Package to be. For example, if you're making just a skin, you'll want to name your Package NameOfSkin_DinosaurName" or if it's a Mutation Package, you'll want to name it "NameHereDinosaurNameMutation"

You Want Your Package to be the Same Name as the Workshop Name you're submitting to avoid confusion on Developers trying to find your Workshop Item Package.


After you created the copy, your Content Browser will then open a New Package in the SDK for where your MI is. Since we're making a package with a creature that uses 2 Material Instances. We will want to go back to the Carno_MI Package and create another MI Copy. This time of the Body. Simply do the same step, you did when you copied the Head MI. But just add a "Body" at the end of the New Name area. So for example: "NewCarnoSkinName_Body" it will then create a copy of the body MI into your New Package.

Now it is time to import your skin's Texture. While in your New Skin's Package, select Import and then open your .TGA file for your skin. You will be given a prompt to what you want your Texture to be called. I usually just called my "SkinNameHere_Tex1" and the Body MI "SkinNameHere_Tex2"

If done correctly, should look like this:
It is now time to apply the your New Skin Texture to the MI. You can do this by Double Clicking the MI to open up it's properties. If it is a 2 MI Material like Spino, Ovi, Feathered Raptors, Rex, or Carno, select the head MI. Then in the "Type Here to Search" Bar. Type in "Diffuse" and then select the Texture in the Content Browser. Select the head Texture of your skin then select the Green Arrow where it says DiffuseOverlayColorTexture to apply the Texture to your MI.

Repeat the same process for the Body MI if your Dinosaur uses 2 Material Instances.


Now that you've created your MI, it's time to apply it to the Dinosaur. Simply drag and drop the MI onto the Mesh in your World to apply. However, with certain Dinosaurs like listed above, they have 2 Material Instance Slots. So if you drag and drop a single MI onto a 2 Material Dinosaur. It will look like this.

You will want to Left Click the Material for the Body in the Content Browser. Then Right Click the Mesh and find "Materials" then select the bottom Material Slot and then select Assign From Content Browser to apply the body MI to the Carnotaurus.

Done! It is now time to pose your Dinosaur.

Posing your Dinosaur
Now that you've loaded into a map it's to set up your character. Simply find the character you'd like for the skin or mutation you've created and place the mesh onto the map.

In the bottom right of your SDK, you'll see tick boxes that lock movement / rotation onto a grid, you'll want to un-tick those as it gives you fluid movement across the map and non snappy movement. Very useful, there's also auto-saving that you can turn off so the Maps don't auto-save every 15 minutes as it can be a bit time consuming when you're just trying to check something in engine. However if you'd like to turn off that feature or not is up to you.

Now that you have your Character Mesh on the map and you found a good spot to place it, it's time to get it posed for a screenshot. Double click the mesh you put onto the map to open up it's SkeletalMeshActor Properties. In the top bar where it says "Type here to Search" you want to look up "Anim" and then scroll down all the way to the bottom. Find the line where it says "Anim Sets" and click the green plus sign, then click once to highlight yellow the Anim Set in the Content Browser for the Character you wish for it to use. In this photo example, Acro is the Anim Set being used. Then after selecting the Anim Set, press the Green Arrow to set that Anim Set onto the SkeletalMeshActor.

It is now time to find a pose for your Dinosaur that you'd like to use. You can open up the Dinosaur's Animation Set to view all the animations and SDK-Exclusive Poses by simply Double Clicking the Anim Set Square in the Content Browser. A new window will appear that shows all the available animations and poses to use.

The Anim Set viewer will first open in the Mesh Tab, this is where you can go to apply any mesh you'd like to the Anim viewer. Be it your own mutation you imported or any other mutation in the current SDK. You can set up a mutation in the Anim viewer to see and check for issues during animations by clicking the Skeletal Mesh drop down bar, a list of all meshes in the SDK viewer will appear. Depending on what mesh you have open, simply swap to the mutation model you'd like to preview your AnimSet on. If you'd like to keep said mutation on at all times. Simply swap to said mutation then close then Anim viewer. Right click the AnimSet in the Content Browser, then select Save. Then every time you open the SDK and go to the Anim Viewer it will keep said mutation on your AnimSet.

You'll need to go to the Anim Tab to view the animations and poses available. You can do this by navigating to the top left and selecting the Anim Tab.

Hold RMB and move your mouse to zoom in and out in the AnimViewer, and hold LMB and move your mouse to rotate the Camera. To adjust the lighting in the AnimViewer to view your mesh better, hold the L key and then Click and Hold LMB and Drag the mouse around until you find the lighting you'd prefer to use when viewing the AnimViewer.

You will then have a view of every animation and some Community made Poses for the AnimSet you opened. Simply scroll down the list of poses and animations until you find the one you would like to use.

For Community made Poses, these are simply that, poses and are not animations. Meaning that you do not have to skim through it's animation to find an exact point in the animation you'd like to use. These are cinematic singular framed poses to directly apply to your creature's Sequence.

If you are looking to apply a pose from an Animation, you can use the blue Pentagon at the bottom right of the Anim Viewer to scroll through any animations until you find a moment of the animation you'd like to use. For this tutorial's example, I have found an animation pose I like from the Animation NettedWalkF. Note in the bottom left you'll see a stat called "Time" This is the exact moment in the animation where the pose you like is found and is applied to your Sequence to pose the Mesh.

It is now time to apply your pose to your Mesh.

Right Click the Name of the Animation or Pose you'd like to use in the AnimViewer and select "Copy Sequence to ClipBoard."
You then want to Double Click your mesh, and then in the "Type Here to Search" Bar, look up "Sequence" and then in the Anim Node Sequence Area, find the lines "Anim Sequence Name" you want to then Ctrl + V the name of the copied Sequence to the Clipboard to apply the Animation to your Mesh. If you selected a pose, this is all you would need to do. However, if it is an animation with a time, you will want to find as an area called "Current Time" You then want to type in the "Time" Area in the animation viewer. If done correctly, your Mesh will now have the pose shown in the Anim Viewer and in game.
If Your Mesh needs Quills or Feathers
Sometimes, certain Dinosaurs will need that extra flare, like Feathers or Quill attachments. This is pretty easy to set up onto your dinosaur.

There are several classes that use feathers or quill attachments. Those being Flyers, Spitters, and Predators.

- You can find Raptor quills in the CM_Predator_Mesh Package.
- You can find Novaraptor Feathers in CH_Raptor_Mesh Package.


- You can find Spitter quills in the CM_Spitter_Mesh Package.

- You can find Flyer Pycnofibers in the CM_Flyer_Mesh Package.

- Novaraptor uses the classic Feather Mesh, and Falcon Feather Mesh.
- Oviraptor uses the Quill mesh.
- Flyers can use the Fibers Mesh.

For Novaraptors, there's a classic feathered mesh you can find in the CH_Raptor_Mesh which is very convenient for skins using those types of feathers. However, if your skins is using Quills or Falcon Feathers. You're going to need to do a different method to apply them.

To do this, you'll need to Drag a Novaraptor Mesh into the world, it can be default or a mutation, up to you. Then select the Novaraptor Mesh and apply the Novaraptor Animation Set to it. After this is done, select the mesh to highlight it blue then do CTRL C and then CTRL V to Copy and Paste the mesh. Then Double Click the Mesh or press F4 while highlighted blue to open up the SkeletalMeshActor Properties. In the "type Here to Search" bar. Type in "SK"

Then, go into the CM_Predator_Mesh Package and select the Quill Set you need. If Falcon feathers are needed, go to the CH_Raptor_Mesh Package and select the Falcon Feathers. Then select the Green Arrow to apply the mesh of the Quills or Feathers that you need onto your skin.
The mesh will spawn in a bit taller sometimes. Just simply press space bar until you see the movement arrows to drag your mesh straight down. And now you can see your skin with quills on it!

For posing a Dinosaur with Quills or Feathers, if you set the AnimSet on your Mesh before Copy and Pasting it like earlier stated, you can hold the CTRL key and select both the Quills/Feathers Mesh and the base Dinosaur Model. After this, select CTRL G to group them together. You can now freely move the Dinosaur and Quills/Feathers together without having to constantly trying moving them separate.

After you've done this, you can now pose the model by Double Clicking or pressing F4 while the model is highlighted blue. Then in the "Type Here to Search" bar. Type in "Sequence" and apply your animation pose. Your Quills and Dinosaur Model will now be posed at the same time!

Now you can go on to Applying your MI to your Mesh and Quills.
Putting a Mutation on a Dinosaur
Putting a Mutation onto a Dinosaur is rather simple. You can do this by opening up the content browser and going to the Mesh of the Dinosaur you're looking for. Then simply dragging and dropping that Dinosaur into the game world if you know what you are looking for.

If you would like to cycle through different mutations on a model, you can do this by dragging a mesh of a Dinosaur into the world. Then double clicking the mesh to open up it's SkeletalMeshActorProperties. Then in the "Type here to Search" you want to look up "SK" in the Skeletal Mesh Compenent area, find the Skeletal Mesh line that ha sa green arrow. Simply click the Mutation you'd like to switch to in the Content Browser and select the Green Arrow to swap models.

Before

After!

You can do this with Play Testing Model Pawns as well.
Adding, Deleting, or Moving Meshes

Alongside bringing your Dinosaur Mesh into the world, there's also several other tricks you can do to make your scene even more appealing for your screenshot scene. Did you find a great spot, but there's a mesh throwing off your shot? You can simply click, and drag it or away, or click and then press the DEL key on your keyboard to delete the mesh.

If you'd like to add more bushes to your scene, you can click a foliage mesh in the world and do CTRL + C and then CTRL + V to duplicate the mesh. You can also bring in other meshes from the content browser.

The best packages I recommend for scene meshes are the following packages:

• ENV_DinosaurProps_MESH
- Contains Dinosaur Bones, Cages, the Monster Mound, and Nests with and without Eggs inside them.
• ENV_VehicleAir_MESH
- Contains Helicopter, Plane Meshes, and broken Plane Parts.
• ENV_VehicleGeneral_MESH
- Contains Trucks, Motorcycles, and Jeeps.
• ENV_DinoCorpse_MESH
- Contains various Dinosaur Corpses.
• ENV_Fences_MESH
- Contains various styles of Intact, Broken, and Smashed Dinosaur Fences, as well as Gates.
• ENV_Beach_MESH
- Contains Aquatic and Beach Foliage, Coral, Clams, and Dead Fish.
• GM_CaptureEgg_MESH
- Contains Singular Egg Models to be manually placed into a scene.
• FX_Gore_MESH
- Contains a single Giblet Gore Mesh, can be scaled up and placed together to make bigger meaty scenes.

Something to know, you'll want to Fully Load the package to load all of the content in these packages, as some are hidden by default. You can do this by right clicking the name of the package and selecting "Fully Load" Option on the menu.

You can simply drag and drop these meshes you find into the world. And then place them where you see fit to enhance your scene. Keep in mind though if it is a foliage mesh, with poor lighting, this is because you'll need to properly build lighting for it to appear normally in the world, but I find this situational at times whether the lighting breaks on the foliage bush.

Adding Blood and Splatter Decals
Adding Blood Decals to the game is rather simple to do. Open your Content Browser in the SDK, and search for either of the following packages, as both have blood splatter decals. "Dec_SplatterMI" or "Gore_MI".

At first there won't be very many to see, you'll need to fully load the package to see all the ones there are. If you right click the "Dec_SplatterMI" or "Gore_MI" package and select fully load, it will then load the rest of the decals.



After selecting Fully Load, the rest of the Decals will load. It will now look like this after fully loading the package if you fully loaded "Dec_SplatterMI" for example.

After that, find a decal you like an then select in the content browser, it will have a yellow square around it once selected. Go to Actor Classes in the Content Browser. Then in the Search Bar search "Decal". Select the DecalActorMoveable, and drag it into the world like you would a Mesh. If it is not visible at first, simply just press space to go into Rotation Mode and slightly rotate the Decal Actor until the Splatter appear.

You can also move the decal actor farther away, raise it up to have the decal have a lower opacity. And have the eges of the Decal fade.
Screenshotting
Now that you've got your scene set up and you're ready to take your screenshot, click the Green Triangle in the top of your SDK on your right. This will initiate a playtest where a small play window will appear for the map you were on that includes the scene you've created. When in the SDK, all TDM Maps will start up as FreeRoam. Once the map you began to playtest starts, select the spectator team when it asks you to choose a team between Humans, Spectator, or Dinosaur. If your Camera is ever locked upon playtesting, simply open the console with F7 and type "Quit" and relaunch the playtest, your camera should then work for the rest of the time you're in the SDK.

When it comes to taking a screenshot in the SDK. Always use F7 to open the console to take the picture, and never ~ to open the console and take the screenshot. Or else your screen will be obstructed by many large black bars going across the screen when you do take the picture. If you ever see "Lighting Needs to be rebuilt" or "Paths need to be rebuilt" when in the playtest to take a picture, you do not need to worry about this, as the TiledShot doesn't display this on screen text after you take the screenshot.

Field of View is a big factor as well to how your photo ends up appearing when it comes to taking a picture in the SDK. When it comes to FoV, I usually average my screenshots to be FoV 40, but when it comes to certain sizes of the subjects such as a Tyrant where it's whole body wouldn't fit in FoV 40, I can do it larger such as FoV 50, 55, or 60. For reference, the default FoV is 85. But I sometimes do FoV 30 or FoV 20 for a Workshop Thumbnail photo. FoV 20 being the maximum you can zoom in your FoV during a playtest. Whenever you're done taking your photo, simply open the console with F7 and type "Quit".

When you would like to view your screenshots you've taken. You can navigate to the folder by goint to The C: or D: Drive you Installed the SDK onto, SteamLibrary Folder > Steamapps > Common > Primal Carnage Level Edtior > PrimalCarnageGame > Screenshots > Win64.

Default Camera. FoV 85

FoV 55.

FoV 40.

FoV 35.

Something to note. If you have a lot of screenshots in your folder and ever decide to remove some, take note of the count. By default, when you've taken a tiledshot it will continue counting on from the first available number. Say you're on screenshot _30, then the next one will be _31 and so on. However, if you've deleted a few, say _30 to _35 while still having more past that, and the editor starts adding them back in as you take screenshots, if it reaches a number again that is already there, the screenshot you now took will be lost because it doesn't overwrite it.
One tell for it is that you don't have that small lag when entering the command for the screenshot, as none gets rendered.
Screenshotting Photography Tips
A good tip is to make sure your subject in the photo isn't having it's silhouette obstructed or broken up by nearby objects in the background, and if it is being obstructed, the Depth of Field is blurring it out.

You would want your screenshot to be looking more like this.

And not this.

Making sure your subject is well lit is a perfect way to showcase the item you're taking a picture for, so for example. You'll (Preferrably) always want a screenshot to be well lit, and only maybe 1 or so screenshots on your workshop page that is in the shadows.

The shadows muddle out the color and make the pattern hard to see.

A well lit image that showcases the body well.

Another good screenshot tip would be to make sure to angle your subject well, trying messing with camera angles, different rotations of a pose, or different FoV's preferably you want to avoid having the subject's two eyes in the photo. If you are to have a photo where the subject's 2 eyes are in the photo, try to angle your picture to where your angle and Camera Position compliments the photo you're taking.

So you don't want to have a photo like this:

And moreso something maybe like this: 2/3 poses always are most Ideal I found, just to the point where the other eye isn't able to be seen anymore.
SDK Tips, Tricks, and Hotkeys
A nice thing the SDK has is that while in the SDK if you hold Right Mouse Button, and then press and hold C, you can zoom in while you're in the SDK's non playtest, so it gives you and idea for what you'd like your FoV to be. It won't tell you what FoV you're at while you zoom, so you'll have to experiment to try replicate what you had the best you can, keep holding RMB while you're zooming and let go of C at anytime to hold that FoV in place. You can also inverse this trick by Pressing V to bring the FoV outwards and farther away.

Default Camera

Increased Zoom by Holding C

Even More Increased Zoom by Holding C

Extremely Increased Zoom by Holding C

And if you continue holding LMB after you let go of C, you can even use WASD to move the camera around still too!


This is also really handy when it comes to quality checking skins or mutations while you're in the SDK too, it helps see those little details in the off case there's a painting blemish, seam, or seeing a gap in your model, etc.

Hotkeys

If you click a mesh or property in the SDK, you can press the F4 key on your keyboard as a shortcut to open the properties of a selected object quickly.

A useful shortcut to use at times can be the ToggleFog Shortcut, used by pressing F when in the SDK. This will visually disable Fog, pressing F again will turn it back on. This shortcut is useful for trying to get a good look at your scene without any view obstructive Fog in the way.

Another great thing to utilize when in the SDK is the GameView Shortcut, used by pressing G when in the SDK. This will visually disable all SDK effects such as collision boxes, AI Paths, and other such things and give you a raw view of the game like how it would look if you were in a play test.
PlayTesting as a Dinosaur
If you're making a Mutation, PlayTesting your Dinosaur mutation is essential to make sure there are no issues with it. Or if you're simply looking to run around the map with your newly made skin, knowing how to Play Test in the Primal SDK is good knowledge to know!

Do note: Quickly playtesting with a dinosaur that has quills or Falcon Feather Attachments is not possible to my knowledge.

You technically could play test a skin with extra meshes, however you'd have to merge the base or mutation model with the attachment in blender, and then export it so it'd basically just one item. Then replacing a mesh in SDK would let you play as it. However this is more work than it's probably worth though.

You can PlayTest By going to your Content Browser and then all the way at the top go to the Actor Classes Tab. Then inside the Actor Classes tab Search up the mesh you would like to use, for example, I will use the Ceratosaurus for showcase on how to playtest. Look up "Ceratosaurus" in the Search Box and at the bottom you will find the CeratosaurusPlayerPawn. Which you will then click, drag, and drop into the world like you would with a Mesh you use to pose or screenshot.


You can also apply MIs to your Pawn in the same method as you would a Standard Mesh. By simply dragging and dropping a skin MI onto your Pawn. If it is a pawn that requires 2 MIs such as Carno, Spino, and Rex. You can assign them like how it was explained in applying an MI to your mesh.

You can also apply Mutations to the model. You can do this by double clicking the mesh to open up it's SkeletalMeshActorProperties. Then in the "Type here to Search" you want to look up "SK" in the Skeletal Mesh Compenent area, find the Skeletal Mesh line that has a green arrow. Simply click the Mutation you'd like to switch to in the Content Browser and select the Green Arrow to swap models.


Make sure your Pawn is above the ground, it's best to put a couple inches above the ground, as your Pawn falling through the world can cause the SDK to crash.

Once you're ready, press F8 to start the Map. Select Team Dinosaur when given the prompt to choose a team to avoid having blue outlines on your Play Test Pawn while running around as it. Then spawn in as any Dinosaur you'd like and open the Console using F7 to enter the Possess Avatar Command. Each Dinosaur has it's own unique Command to use.



These are the Following Commands:

• Avatar PCAcroPlayerPawn
• Avatar PCTyrannosaurusPlayerPawn
• Avatar PCSpinosaurusPlayerPawn
• Avatar PCCarnotaurusPlayerPawn
• Avatar PCCeratosaurusPlayerPawn
• Avatar PCPachycephalosaurusPlayerPawn
• Avatar PCNovaRaptorPlayerPawn
• Avatar PCOviraptorPlayerPawn
• Avatar PCDilophosaurusPlayerPawn
• Avatar PCCryolophosaurusPlayerPawn
• Avatar PCTupandactylusPlayerPawn
• Avatar PCPteradonPlayerPawn
• Avatar PCCompyPlayerPawn

• Avatar PCTrapperPlayerPawn
• Avatar PCCommandoPlayerPawn
• Avatar PCPathfinderPlayerPawn
• Avatar PCPyroPlayerPawn
• AvatarPCScientistPlayerPawn


Done!
Creating a Spray
Creating a Spray in the Primal Carnage SDK is a rather simple process to do, but there isn't many tutorials out there for instructions on how to create them. This section of the guide is dedicating to helping you create your very own.

Firstly, make sure the image you want to use as your spray is a 256 X 256 PNG Image. You'll want to make sure the background of the image you're using to be a spray is transparent, so on Import to the SDK, it is not a white square for the background. You can use editing programs such as BeFunky which is an online free photo resizing and simple Photo Editing tool or any other Photo Editing Software such as Krita, or Photoshop.

After you have your image resized and ready to be made a spray, open up the SDK and open the Content Browser. You'll want to type in the Search Bar to find the package called "Sprays_MI." This process is very similar to creating a package for a Dinosaur Skin.

After you find the Sprays_MI Package, click on it to browse the sprays to create a copy for the Human Team version of the Spray. I reccomend using the Chibi Acro Sticker Spray for the best Image Quality the Human Team version of the Spray. Right Click the Chibi Acro Sticker Decal in that package and then Select "Create a Copy". A pop up box prompt will appear telling you to specify the name of the package you'd like to make a Copy of the Chibi Acro Sticker will be, and the new name for the Spray itself. For the Package, simply type "SprayNameSpray." Then for the name you're copying, name that "SprayName_Human" It will then create a new package for your Spray with name you labelled it to be.



Now it is time to create the Dinosaur Team version of the Spray. Go back to the Content Browser and in the Package Browser find the package called "Sprays_MI" again. After you find the Sprays_MI Package, click on it to browse the sprays to create a copy for the Dinosaur Team version of the Spray. I recommend using the PrimalProblem Spray for the best Image Quality for the Dinosaur version of the Spray. Right Click the PrimalProblem in that package and then Select "Create a Copy". A pop up box prompt will appear telling you to specify the name of the package you'd like to make a Copy of the PrimalProblem Sticker will be, and the new name for the Spray itself. For the Package, simply type the package name you Copied your Chibi Acro to. (SprayNameSpray) Then for the name you're copying, name that "SprayName_Dinosaur". It will then create a copy to the Spray's Package you've created.



Now it's time import your image you've created that you'd like to be a spray. Go to the new spray package you've created and open it. On the bottom you'll see a button called "Import". Press that and then select the image you wanted to be the spray to import that image into the package.




After you've done this, you'll need to take the image you just imported and create a spray out of it, you can do this by double clicking the Chibi Acro you've made a copy of to open it's properties. In the top you'll see a bar that says "Type here to search". Type in "Spray" and there will be a Diffuse there to add your spray image to, just click the PNG of your spray image and then click the green arrow there to apply it to the Acro Sticker MI. You've now made a Human Team Spray!


To make a Dinosaur Team Spray, do the exact same process but instead with the Pyro Spray you've made a copy of.


Congratualations, you've now made a Spray! If you'd like to see how it looks in game. You can use the method you used to apply a Splatter to the ground and scale up to a wall.

Creating a Rendered Skin Icon and .UPK
To Create a Skin Icon, you'll need to go to the map PC-GreenScreen-Icons. You can find this map by SteamLibrary Folder > Steamapps > Common > Primal Carnage Level Edtior > PrimalCarnageGame > Content > Maps > Developer > Renders > PC-GreenScreen-Icons.

You will then load into a map with giant Green Screen Walls lined with Meshes of different types, be it a Human Model, Weapon Model, or Dinosaur Model, this map holds all the base game Meshes. Locate the Mesh of which you made a skin for and apply the MI to the mesh by simply dragging and dropping the MI onto the Mesh you desire. It is is now time to take your Icon Image.

Do Keep in mind Skin Icons Must be on the default creature Model, and not a mutation. Do also keep in mind that Taunts and Mutations do not need Icons.

• Find the camera which is pointed at the object.
• Right click the camera and select SceneCaptureActor2D Properties.
• In the Properties window of the camera, you will see Texture Target.
• Click the magnifying glass next to the Texture Target name.
• You will be taken to the RT texture in the content browser.
• Right click the render target and select Create New Static Texture.
• Name your your Icon Texture what you would like, then press OK.
• You now need to refresh the package by exiting it. Click on a different package in the Content Browser.
•Then go back to the Icons package you were just in, the icon you Created a New Static Texture of will now be there.
• Right click your New Static Texture Icon next to the original and then click Export to File.
• I reccomend exporting as a .BMP so most editing programs such as Krita can edit them.


If you would like a Video Example of this Process, that can be found here:
https://www.youtube.com/watch?v=SLguMPOr_O8

After exporting your texture, you're all done with getting the Icon Ready! Now it is time to create your UPK. You can do this by right clicking your Package you've made in the content browser and select Save As, and then saving it as a .UPK File. After doing this, your SDK will lose a lot of it's lighting quality due to you saving a New Texture, so you want to make sure this is the last thing you do in the SDK as you'll need to restart it to get rid of this effect.

Now it is time to edit your icon you made earlier! Take this into an editing program such Krita or Photoshop and open the .BMP of the Icon you made. Select the Green-Screened areas on the icon with the magic wand tool and delete the Green-Screened areas all throughout the Icon. After you've done this, go to Save As in the top Left Corner of your editing Program and save this Icon as a .PNG.
Resizing Images and Uploading to the Workshop
Now that you've done all of the above, it's time to finalize your screenshots to be resized so your item can be uploaded to the workshop. Your Thumbnail banner image can only be an image that's a .PNG that has the dimensions of 555 x 312. Images uploaded to your Steam Workshop pages can only be under 2 MB, so you'll need to do some resizing of the images.

You can do this by going to any free image editing website, such as BeFunky and resizing your item to be under 2 MB in size. I reccomend for the Workshop Page screenshots to be 1255 x 706 JPG Images, but any PNG or JPG works as long as it is under 2MB in file size. For the banner, it will need to be a 555 X 312 image.

Now it is time to upload! You an do this by going to your Steam Library and finding the PCE Workshop Tool. You'll want to install the Software but DO NOT launch it. Instead, you have to right click the PCE Workshop Tool and select Installed Files and go to the Browse option. Then find the PCWorkshopTool Application ( It is 41 KB in Size if you're having trouble finding it. ) and open it by double clicking it. Then follow the instructions on screen as prompted.

Some notable things, when you upload your icon and Thumbnail Banner, it will appear a bit strangely while in the Workshop Application. You'll see a quick flash of an icon then it'll disappear after uploading the Skin Icon, and the Banner will be extremely zoomed in. However do not worry as upon upload your Icon and Banner will appear as normal.

If a submission is only a model without a skin, or if you're uploading a taunt, it won't need an icon. You can just put in a blank image.

After you've typed in all the information you need about your item, select Upload and you will then be sent to your new item in browser. Finalize your revenue share for yourself our between other users if the item is a Collaboration Project.

You can add Images to workshop page now! You can do this by going to the right side of your workshop item and selecting "Add/edit images & videos". And then uploading your Screenshots that you resized earlier.
Editing Your Workshop Item Page
Sometimes an Update to your Item may need to happen, instead of completely reposting your item, you can simply edit the existing item. Open the PC:E Workshop Tool and launch the application. In the very Top Left, you'll see "Edit Existing..." Click that and select the item you'd like to update from the Drop Down bar.


However keep in mind, there is a limit on how far back you can Edit an Item, it only goes back about 60 PC:E Workshop submissions or so. So if you're a frequent Primal Carnage SDK Content Creator, you may have to re-upload the item in need of an edit / update is not available to you through the Edit Existing tab.

After Choosing the item in the Drop Down Bar to edit, you will need to upload a 555 x 312 Banner again, the Skin Icon, and new .UPK. Keep in mind the Description will stay the same, however if it's a bit long it will cut off if you don't copy & paste the longer description you have on your item's workshop page into the PC:E Workshop Tool on Editing for re-upload. However if your Item Description is short, do not worry about this.

Useful Links
Below you can find some useful YouTube Links and Steam Guides regarding Primal Carnage: Extinction Content Creation.

• Senoba's PC:E Skin Creation Tutorial. Also has a video example of setting up and posing a Dinosaur in the SDK.
https://youtu.be/RMDvE8dKaBM

• SillyEwe's Painting a Dinosaur Skin TUtorial in Blender.
https://youtu.be/BA2zFqusF_A

• Serris's Blender 2.9 Skin Tutorial.
https://www.youtube.com/watch?v=r_p0mUh4RXg

• Webwing's Skin Glowmap Tutorial.
https://www.youtube.com/watch?v=tf57C9XK3mA

• Michelle's Two Part Mesh SDK Tutorial.
https://youtu.be/CY4StQK-s4g

• Apoc's Basic Map Set Up Tutorial.
https://www.youtube.com/watch?v=sglmPfaoYvk

• Apoc's Brushes and Basic Lighting Tutorial.
https://www.youtube.com/watch?v=GhufEkhD_qo

• Apoc's GTTC Kismet Logic Tutorial.
https://www.youtube.com/watch?v=EsHuinv8knw

• GVFL's Primal Carnage Extinction SDK Tutorial.
https://www.youtube.com/watch?v=Ixrihh5SO2A

• GVFL's Primal Carnage Extinction Substance Painter Tutorial + Timelapse
https://www.youtube.com/watch?v=ItWelMKg2dY

Steam Guides

• Spinoraptyrex's Mutation Guide, on how to create your own PC:E Mutation. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2263759090

• Bordo Rujlu's basic PC:E Skinning Guide.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=645449098

• Cobalt Netherwing Drake's Weight Painting Mutations Guide
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2994524060

• BBQ and Shuffleplay's Skinning Guide for Subtance and PaintToolSai.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=788783707

Google Doc Archive of LineArt, Videos, Gifs, Models, and more.

https://docs.google.com/spreadsheets/d/1RSQ8QbgK92gSdgzNGM3uMhchuJYD0lc1DFlcKkB4AK8/edit#gid=0

Discord Links

• Link to the Official Primal Carnage Discord. Where you can find the channel #ExtinctionEditor where you can discuss, ask questions, or showcase your newest Primal Carnage SDK work and creations.
https://discord.gg/primalcarnage

• Link to the Primal Carnage SDK Discord, a Discord used for Archived Information, questions, and discussion of the SDK.
https://discord.gg/u5asUYG

• Link to my Discord, the Absentia Community, home of the Absentia TDM & GTTC server.
https://discord.gg/absentia
Conclusion

I hope that you've enjoyed my guide, to old and new SDK Primal Carnage Content Creators alike, I hope you learned something new for the next time you're in the SDK setting up your next game ready asset. Please leave any critique on the guide or extra tips you know that may not be written here on the guide in the comments down below!

5 Comments
ShamroknRoll 31 Jul, 2023 @ 3:15pm 
not reading allat
Don Cheadle 29 Jul, 2023 @ 11:55pm 
long didn't read too
Astabolt 29 Jul, 2023 @ 11:35am 
Read didn't long too
Shrew 27 Jul, 2023 @ 7:48pm 
Too read didn't long
NiTr0z 27 Jul, 2023 @ 7:37pm 
Too long didn't read