xyth Posted February 6, 2020 Share Posted February 6, 2020 (edited) A20 - Consolidated Guide to Modding 7D2D with Unity First off, a disclaimer. I started modding and using Unity a few years ago when A16 was the current build, so I am not a Unity Pro. I have no formal training in using it, so the way I do things may well seem ugly to some folks more versed than I, but I can claim that the things I make in Unity work well. Hopefully after these tutorials yours will too, and eventually you can teach others a better way of doing things. What you need to get started 1. Install the Version of Unity that matches the version of the game you want to mod. For A20, you need Unity 2020.3.xx or , for A19 you needed 2019.2. How do you know which version to download? The game creates log files (Player.log and Output_Log that has a line near the top like this: Initialize engine version: 2019.1.0f2 (292b93d75a2c). That was A18.4, and you see it was built with Unity 2019.1 You can find all the versions of unity for the current and all previous alphas at https://unity3d.com/get-unity/download/archive 2. Download the A20 Tutorial Unity project from my repo at https://drive.google.com/file/d/1DsFR0e1V-f0bNiZDAuVd0kb7_iYtyNqL/view?usp=sharing For A20 the current template is called: A20TutorialProject.zip Terms of Use You are allowed to use the A20 Tutorial Project, including its custom Unity character Controller without any kind of direct modifications. However, all modifications and/or use of A20 Unity character Controller contained in the A20 Tutorial Project and controller is restricted to private use only unless those modifications are done for use in other mods that have a dependency on the unaltered NPCCore mod (XNPCCore) being loaded with that other mod.. The controller contains purchased animations, so any derivative use of the models or controller is also contingent on purchasing those assets first. Start up your copy of Unity 2020.3.x and load that tutorial project into it. It is preconfigured for success, including the TagManager used by TFP, the MultiPlatformExport script, and templates for vehiles, characters, flags, guns and more. Visual learner? Watch some of these videos to help get you started. https://www.youtube.com/channel/UCUAR3Bc_Z97lyT4zeI3-dcg/playlists If you have questions, feel free to ask. We do expect that you watch all the relevant videos and understand the basics shown in them before asking questions. The best way to learn is to try to do it yourself first, then if your stuck we are here to help. If anyone makes other Unity videos relevant to this game, please let me know so I can link it here. Here are a few sample videos. You can find more at the link above. Weapon Positioning in Unity Simple video showing how to align weapons so they sit in players hand properly Mecanim Animation How to make doors and other things move in game Edited January 11, 2022 by xyth (see edit history) 6 Link to comment Share on other sites More sharing options...
bigstep70 Posted February 6, 2020 Share Posted February 6, 2020 Nice. Thanks for this xyth. I'm a rookie when it comes to unity but been messing with 3d creation since the Unreal Tournament days. I will defiantly be taking a look at these. Link to comment Share on other sites More sharing options...
Guppycur Posted February 6, 2020 Share Posted February 6, 2020 Bueno. Link to comment Share on other sites More sharing options...
-Holo- Posted September 30, 2020 Share Posted September 30, 2020 Would this work to open up old (A15.2 and maybe A8(I think)) assets for exporting? (I have never even looked at Unity for models or assets) I want to bring out some sounds from A15.2 (eventually zombieskins too(missing the old classic versions)) Aswell as grab the titlemusic from A8 Or is there better tools for that? UABE seemed to not handle assets from what I could understand Link to comment Share on other sites More sharing options...
xyth Posted September 30, 2020 Author Share Posted September 30, 2020 I ripped the A8-A15 stuff using UTiny Ripper. 1 Link to comment Share on other sites More sharing options...
-Holo- Posted October 1, 2020 Share Posted October 1, 2020 Oh. New tool I haven't seen mentioned before, will take a look at that, thanks! Link to comment Share on other sites More sharing options...
xyth Posted January 11, 2022 Author Share Posted January 11, 2022 Updated for A20. Link to comment Share on other sites More sharing options...
SavageSaffron Posted February 2, 2022 Share Posted February 2, 2022 (edited) Hoping someone can help with a Unity problem I'm having. Been messing around trying to learn, downloaded @xyth's A20 Tutorial package, which I have no problem using the premade items and importing them properly into my test mod. I was experimenting with a free melee weapon file I found online (just a generic mace) which I wanted to see about making similar to the baseball bat weapon. The file I imported was a .fbx model, I added some textures to it, aligned it with the same orientation and rough size as the template wooden club. The prefab parent object is set to all defaults. The XML file for the weapon I created works perfectly with the template club (no code changes, just the meshfile). However when I use the mace prefab and equip it, the character view in game is all janky. It's basically rotated like 160 degrees, and at a slight angle (I see the characters arms, gripping the mace on the handle properly, but just all jacked up). The view on equipping is both arms, looking at the character like you're standing in front of him, but just floating arms. Any idea what my problem could be? UPDATE: Apparently the .fbx file was the problem. The model I got also had a .obj file, which I imported to Unity, aligned with the club, and viola...the character in game is holding it properly. I still have absolutely no idea why the file type imported would have an effect on the exported unity3d file, so if anyone can provide some insight, I'd love to know. Edited February 2, 2022 by SavageSaffron (see edit history) 1 Link to comment Share on other sites More sharing options...
Ananais Posted February 2, 2022 Share Posted February 2, 2022 6 hours ago, SavageSaffron said: UPDATE: Apparently the .fbx file was the problem. The model I got also had a .obj file, which I imported to Unity, aligned with the club, and viola...the character in game is holding it properly. I still have absolutely no idea why the file type imported would have an effect on the exported unity3d file, so if anyone can provide some insight, I'd love to know. I am also very new to this, so this may be completely off base; I did however have a similar experience when I first imported a model though. In my case I had left a camera in the items scene (Which I had added myself while messing about), that was all kinds of messed up when the item was equipped! Could potentially have been one added during the import or some such? Link to comment Share on other sites More sharing options...
SavageSaffron Posted February 2, 2022 Share Posted February 2, 2022 3 hours ago, Ananais said: I am also very new to this, so this may be completely off base; I did however have a similar experience when I first imported a model though. In my case I had left a camera in the items scene (Which I had added myself while messing about), that was all kinds of messed up when the item was equipped! Could potentially have been one added during the import or some such? I hadn't considered a camera being a problem. The .fbx did have a "Render Camera" at the bottom of the list and I didn't give it any thought. I'll try removing that from the prefab and see if that could have been the problem with that model. The .obj model did not have any cameras or lighting effects loaded in it. Link to comment Share on other sites More sharing options...
DrProfessorNoah Posted March 18, 2022 Share Posted March 18, 2022 I'm currently having an issue where any object I create is unable to be interacted with(i.e. can't hit it with a melee weapon to break it). I've narrowed it down to something in the creation of the unity asset bundle, but I'm at a loss for what I'm missing. I have exported the TutorialCube from the example unity project using the provided asset bundling script as my test object. However, if I take an already compiled asset bundle for the model of the item in-game, it is fully interactable. Any ideas? Link to comment Share on other sites More sharing options...
xyth Posted April 2, 2022 Author Share Posted April 2, 2022 Missing collider, missing T_Mesh_B tag, or failure to use the tagmanager asset provided in the tutorial project. 1 Link to comment Share on other sites More sharing options...
Tosai_Khan Posted April 5, 2022 Share Posted April 5, 2022 I am missing either the tutorial or instructions to export the models. Can I get pointed in the right direction? 1 Link to comment Share on other sites More sharing options...
MerlinSBC Posted April 8, 2022 Share Posted April 8, 2022 hi some one said that there was a Xyth tutorial for adding/creating new posters images but I can't seem to find it could some one send me a link please if at all possible. Link to comment Share on other sites More sharing options...
Wolves Hero Posted October 19, 2022 Share Posted October 19, 2022 Look bit harder than map maker is easy for me. Wish mod more sexy women on blocks & painting but hard to do. Link to comment Share on other sites More sharing options...
Wolves Hero Posted October 19, 2022 Share Posted October 19, 2022 I done installed Unity but not free keep asked 'please activate your license' that paid Unity not free. KingGen map generator is free 🤷♂️ Link to comment Share on other sites More sharing options...
Echang Posted December 30, 2022 Share Posted December 30, 2022 Any ideas on how to replace or edit model that are already ingame? Link to comment Share on other sites More sharing options...
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