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ZenRowe

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  1. The ATLAS Devkit is now available on the Epic Launcher! It will no longer be necessary to redownload the entire devkit when we release updates! To install the ATLAS Devkit: Install the Epic Games Launcher. Go to the "Store" section and at the top select the "Mods" tab (or scroll all the way to the bottom of the store page). Locate the ATLAS Mod Kit. If you wish to install the Ocean Map Sublevels, on the installation setup click "Options". Under "Optional Content Packages" ensure that "Ocean Map Content" has a checkmark. If you have an existing installation, follow the steps above but then to the following: After installation/download reaches 1%, shut down the Epic Games Launcher (from the system tray as well). Migrate your existing devkit files into the directory that the Launcher is installing to. Start The Epic Games Launcher. The Launcher should start reading your existing devkit files and only worry about items that are missing or outdated.
  2. A new ATLAS Devkit update is available! You can download the update from here: (The ATLAS Mod Kit can now be installed from the Epic Launcher) The optional Ocean map sublevels can be downloaded from here: (The Ocean Map Sublevels can now be selected as an optional package when installing from the Epic Launcher) This is a full devkit download, so it is recommended that you back up your mod content before migration. This update includes the Blackwood map as an example of how to create standalone maps similar to the ARK experience. This should be much easier to manage for mod developers. You can review the files in the devkit to see how it works. (example: Blackwood map as a mod ) Make sure to read up on how to setup ATLAS shoreline data so that water and waves work properly with your maps: https://devkit.playatlas.com/en/latest/Guides/Shorelines.html We've also added some more pages to the documentation site, so make sure to check those out.
  3. The new ATLAS Devkit update, including all of the latest content from Mega-Update 2 is now available! You can download the update from here: (The ATLAS Mod Kit can now be installed from the Epic Launcher) The optional Ocean map sublevels can be downloaded from here: ( The Ocean Map Sublevels can be selected as an optional package when installing from the Epic Launcher) This is a full devkit download, so it is recommended that you back up your mod content before migration. With this update also comes a few mod community request fulfillments: Added JSON object library. Added blueprint interface for anonymous communication between mods. Added helper functions for: Searching for creatures by ID. Retrieving filtered class lists. * Please note that a server version of at least v207.6 is required to make use of these new functions. The JSON support, coupled with the added blueprint interface, holds a lot of potential for anonymous communication between mods and I will be covering it more in depth soon. We hope that everyone enjoys the new additions!
  4. We have added some guides on the creation of armor and skins. you can find them at the link below, as well as a guide on colorization on the site. All the source art you need should be available from the source art download. And the Clothing Wizard can be found in the AtlasDevkitContent tool repo on the grapeshot github. (links are on the devkit site) If anyone finds there is something missing that they need, let me know. https://devkit.playatlas.com/en/latest/Guides/Armor.html
  5. Hello everyone. I've gotten some questions about overriding creature spawns on islands, so we've added a guide to the devkit site (Though the devkit is not explicitly required) You can find it here: http://devkit.playatlas.com/en/latest/Guides/OverridingSpawns.html
  6. We’re excited to announce, at long last, the ATLAS Devkit is ready to download! The ATLAS Devkit is a highly edited and simplified version of the Unreal Engine 4 Editor specifically compiled to streamline the process of creating mods, maps, and more for ATLAS, and to upload them directly to Steam Workshop for other users to download and play. In addition to the Steam Workshop, we have our own section of the forums dedicated to all things modding,. Feel free to use Navigator’s Tools category for general discussion, tutorials, and even showcase your mods! The Devkit will be launching with a lot of additional functionality including the ability to host servers without using the seamless grid system, but rather traditional "single server" specifically using Steam Workshop maps. Here are some more details: For Most things Dev Kit... You can find a guide on getting started with the devkit right here: https://devkit.playatlas.com/en/latest/Guides/GettingStarted.html As well as a growing collection of technical documents and guides on more advanced operation and unique systems. Something you’ll notice is that we didn't strip the majority of ARK content from the kit, and that’s because it can be used as a basis for building new content in ATLAS, especially for those of you familiar with the ARK DevKit, and some of you may find it helpful when trying to port over your existing ARK Mods. As for the question regarding can ARK content be used in ATLAS and vice versa? The overall answer is that we’re fine with it, however, the only thing that would not be allowed and will cause your mod to be removed from the Steam Workshop is using any Wildcard specific maps. This means that you are not allowed to port over The Island, Scorched Earth, Aberration, Extinction, or Ragnarok. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
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