readme
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README.md
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README.md
@ -19,11 +19,11 @@ Lost_Edge/ \
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# Building your own project copy
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# Building your own project copy
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Building a copy of the game requires only [UnrealProject/LostEdge/](UnrealProject/Lost_Edge) directory. \
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Building a copy of the game requires only [UnrealProject/LostEdge/](UnrealProject/Lost_Edge) directory. \
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For that purposes you can download the directory as archive or do a sparse checkout via commands below.
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For that purposes you can download the directory as archive or do a sparse checkout via commands below.
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- git clone --no-checkout https://pixelyfier.com/git/Pixelyfier/Lost_Edge.git
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- `git clone --no-checkout https://pixelyfier.com/git/Pixelyfier/Lost_Edge.git`
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- cd Lost_Edge/
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- `cd Lost_Edge/`
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- git sparse-checkout init
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- `git sparse-checkout init`
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- git sparse-checkout set UnrealProject/Lost_Edge
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- `git sparse-checkout set UnrealProject/Lost_Edge`
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- git checkout master
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- `git checkout master`
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# Git lfs common issues
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# Git lfs common issues
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The download can be sometimes too long which makes git lfs drop the connection with error \
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The download can be sometimes too long which makes git lfs drop the connection with error \
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@ -1,5 +1,7 @@
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# How to compile
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# How to compile
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It's recommended to work in Unreal Engine 5.4 and to install Visual Studio with the necessary packages as it described in the [official documentation](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine) (recommended settings aren't needed). \
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It's recommended to work in Unreal Engine 5.5 and to install Visual Studio with the necessary packages as it described in the [official documentation](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine) (recommended settings aren't needed). \
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After repo cloning, the Visual Studio project files needs to be generated. It can be done in the explorer RMB context menu of file "UnrealProject/Lost_Edge/Lost_Edge.uproject". Or by typing "%UE5PATH%\Engine\Build\BatchFiles\GenerateProjectFiles.bat" "%REPOPATH%\UnrealProject\Lost_Edge\Lost_Edge.uproject". \
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After repo cloning, the Visual Studio project files needs to be generated. It can be done in the explorer RMB context menu of file `UnrealProject/Lost_Edge/Lost_Edge.uproject` - option `Generate project files`. Or by running `%UE5_PATH%\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe -game "%REPO_PATH%\Lost_Edge\UnrealProject\Lost_Edge\Lost_Edge.uproject" -VSCode`. \
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After generating, "Lost_Edge.sln" can be opened and project can start building for the first time, which will fail. This is because of using OpenCV plugin that together with UnrealEngine implement their own "check()" function. This error can be used to determine that in the file "%UE5PATH%\Engine\Plugins\Runtime\OpenCV\Source\ThirdParty\OpenCV\include\opencv2\core\utility.hpp" it is necessary to comment out the warning macro on lines 52-54 and rename the function itself on line 957 to, for example, "checkcv()".
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After generating, appears the `Lost_Edge.sln`. Opent it and start building for the first time, which will fail. This is because of using OpenCV plugin that together with UnrealEngine implement their own `check()` function. The error can be used to determine that in the file `%UE5_PATH%\Engine\Plugins\Runtime\OpenCV\Source\ThirdParty\OpenCV\include\opencv2\core\utility.hpp` it is necessary to:
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After this modification, the build should run fine and it is possible to open the project in UnrealEngine.
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- comment out the warning macro on lines 52-54,
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- and rename the function itself on line 957 to, for example, `checkcv()`.
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After opencv library modification, the build should run fine and it is possible to open the `Lost_Edge.uproject` in UnrealEngine.
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@ -8,8 +8,8 @@ Edit voice name in `GenerateDialogue.py` script.
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# System requirements
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# System requirements
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OS: Windows 10 or 11 \
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OS: Windows 10 or 11 \
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GPU: NVIDIA \
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Storage: ~15GB \
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Storage: ~15GB
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It's preffered to have NVIDIA CUDA GPU. (Render times: 1070ti - 3min, i7700k - 18min )
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# Install.ps1
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# Install.ps1
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By executing the PowerShell script `Install.ps1` the following packages are installed:
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By executing the PowerShell script `Install.ps1` the following packages are installed:
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@ -19,7 +19,7 @@ By executing the PowerShell script `Install.ps1` the following packages are inst
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- [CUDA Toolkit](https://developer.nvidia.com/cuda-downloads) 12.4.1
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- [CUDA Toolkit](https://developer.nvidia.com/cuda-downloads) 12.4.1
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- [PyTorch CUDA](https://pytorch.org/get-started/locally/) 12.4
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- [PyTorch CUDA](https://pytorch.org/get-started/locally/) 12.4
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- [Coqui TTS](https://github.com/idiap/coqui-ai-TTS) 0.25.1
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- [Coqui TTS](https://github.com/idiap/coqui-ai-TTS) 0.25.1
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- [Suno-ai/bark](https://github.com/suno-ai/bark)
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- [Suno-ai/bark](https://github.com/suno-ai/bark) \
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It's recommended to run installation script as administrator and restart machine after install completion.
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It's recommended to run installation script as administrator and restart machine after install completion.
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# Uninstall.ps1
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# Uninstall.ps1
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@ -28,5 +28,5 @@ The following packages/data aren't removed:
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- Python
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- Python
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- Visual Studio Installer
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- Visual Studio Installer
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- voices/
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- voices/
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- _Something will of course left_
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- _Something will of course left_ \
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It's recommended to run uninstallat script as administrator and restart machine after uninstall completion.
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It's recommended to run uninstallat script as administrator and restart machine after uninstall completion.
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