n2n1 Posted December 30, 2021 Share Posted December 30, 2021 Thank You so much for summing up our research! I would advise you to duplicate this in the first post of your topic with the appropriate title. People who need it can more easily find this information there. 1 Link to comment Share on other sites More sharing options...
Khelldon Posted June 28, 2023 Share Posted June 28, 2023 (edited) Is the info in the original post up-to-date for a20? Still unity version 2019.2.21? edit: Nevermind, I got it. Sorry. Edited June 28, 2023 by Khelldon (see edit history) Link to comment Share on other sites More sharing options...
Fatal Posted October 23, 2023 Share Posted October 23, 2023 Has any of this been updated for A21? Link to comment Share on other sites More sharing options...
xyth Posted January 25 Author Share Posted January 25 On 10/23/2023 at 4:00 PM, Fatal said: Has any of this been updated for A21? Updated the links for A21. 1 Link to comment Share on other sites More sharing options...
Arez Posted March 23 Share Posted March 23 (edited) Hey @xyth! I followed your tutorials and made about 6 zombie models. I put one through Unity after a Mixamo rigging. It animates fine in Unity but it only t-poses in game. It senses me and spins around if I bump into it, and if I run into one of its hands it damages me, but it doesn't move on its own. The only thing I know I didn't add in Unity was LOD 0. Besides that, would you have any idea what I might be missing? Let me know if there's anything I need to provide. EDIT: Here's everything I can think that might show something Entity classes XML <configs> <append xpath="/entity_classes"> <entity_class name="Male_Nurse_GG_Zombie" extends="zombieTemplateMale"> <property name="UserSpawnType" value="Menu"/> <property name="Tags" value="entity,zombie,normal"/> <property name="Mesh" value="#@modfolder:Resources/Male_Nurse_GG_Zombie.unity3d?Male_Nurse_GG_Zombie"/> <property name="AvatarController" value="AvatarZombieController"/> <property name="PhysicsBody" value="mixamoBasicRig"/> <property name="WalkType" value="7"/> <property name="RootMotion" value="true"/> <property name="HandItem" value="meleeHandZombie01"/> <property name="HandItemCrawler" value="meleeHandZombie01"/> <property name="RightHandJointName" value="RightHand"/> <property name="LootDropProb" value="0.05"/> <property name="DeadBodyHitPoints" value="1000"/> <effect_group name="Base Effects"> <passive_effect name="DistractionResistance" operation="base_set" value="0,0"/> <passive_effect name="HealthMax" operation="base_set" value="150"/> <passive_effect name="HealthMax" operation="perc_set" value="1"/> <passive_effect name="StaminaMax" operation="base_set" value="100"/> <passive_effect name="PhysicalDamageResist" operation="base_set" value="0"/> </effect_group> <property name="Mass" value="120"/> <property name="Weight" value="200"/> <property name="SizeScale" value="1.1"/> </entity_class> </append> </configs> Physics bodies XML <configs> <append xpath="/bodies"> <body name="mixamoBasicRig"> <collider> <property name="tag" value="E_BP_Body"/> <property name="path" value="Hips"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="0.75 0.39 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 -0.08"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_LLeg"/> <property name="path" value="Hips/LeftUpLeg"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_LLowerLeg"/> <property name="path" value="Hips/LeftUpLeg/LeftLeg"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_RLeg"/> <property name="path" value="Hips/RightUpLeg"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_RLowerLeg"/> <property name="path" value="Hips/RightUpLeg/RightLeg"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_Body"/> <property name="path" value="Hips/Spine/Spine1/"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 0.36 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0.05 -0.08"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_LArm"/> <property name="path" value="Hips/Spine/Spine1/Spine2/LeftShoulder/LeftArm"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_LLowerArm"/> <property name="path" value="Hips/Spine/Spine1/Spine2/LeftShoulder/LeftArm/LeftForeArm"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_RArm"/> <property name="path" value="Hips/Spine/Spine1/Spine2/RightShoulder/RightArm"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_RLowerArm"/> <property name="path" value="Hips/Spine/Spine1/Spine2/RightShoulder/RightArm/RightForeArm"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_Head"/> <property name="path" value="Hips/Spine/Spine1/Spine2/Neck/Head"/> <property name="collisionLayer" value="0"/> <property name="ragdollLayer" value="0"/> <property name="collisionScale" value="1 1 1"/> <property name="ragdollScale" value="0.8 0.88 1"/> <property name="collisionOffset" value="0 0 0"/> <property name="ragdollOffset" value="0 0.02 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> </body> </append> </configs> Unity folder hierarchy What it looks like in game And the error message I get from the log "NullReferenceException: Object reference not set to an instance of an object at (wrapper dynamic-method) EModelBase.DMD<EModelBase::LookAtUpdate>(EModelBase) at EModelBase.LateUpdate () [0x0001e] in <a58aca9c8ed54d639b41f6dc2ac2f31b>:0 " I can post the complete log if needed, though there doesn't seem to be anything different (besides this error) when comparing it logs without the zombie mod. Edited March 24 by Arez (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted March 25 Share Posted March 25 Did you remember to change the fbx to humanoid? The XML error is likely unrelated, probably needs the lookat property set up zero. Link to comment Share on other sites More sharing options...
Arez Posted March 25 Share Posted March 25 2 hours ago, Guppycur said: Did you remember to change the fbx to humanoid? The XML error is likely unrelated, probably needs the lookat property set up zero. I'm pretty sure it's set to humanoid. I don't know how to check now that it's a prefab though. And I also tried to make a different zombie. This time I followed the tutorial based on the scripts. It's name shows up in the spawn menu, but it won't spawn. I click on it, hear the spawn sound and nothing shows up. I even tried to spawn it in the air, thinking that maybe it's spawning under the ground, but no. Link to comment Share on other sites More sharing options...
Guppycur Posted April 7 Share Posted April 7 What's the log say? (Not the console, I mean the actual log) Link to comment Share on other sites More sharing options...
Arez Posted April 7 Share Posted April 7 The log says "Lyndsey loves Mike" with a heart drawn around it. You figured this out weeks ago on Discord. Remember? Rename the FBX. Link to comment Share on other sites More sharing options...
guccimarsh Posted April 10 Share Posted April 10 Does it still have to be Unity 021.3.19f1 Link to comment Share on other sites More sharing options...
iDoser Posted August 3 Share Posted August 3 (edited) Hello. Is the tutorial here still valid for 1.0? Latest Unity version is "2022.3.40f1". Tried to open project from github, but: "To open your project, install Editor version 2021.3.19f1 or select a different version below. Please note: using a different Editor version than the one your project was created with may introduce risks." So, we still need to downgrade to 2021.3, even for game version 1.0? All i need is about Textures. To export textures>edit the ones i need>import back as mod>use in-game. Everywhere i look, tutorials are super outdated, from years ago. I'm using https://github.com/zhangjiequan/AssetStudio , an/or UABE, but again nowhere a single guide about extracting/importing/creating even a simple texture mod, plus UABE always throw errors. AssetRipper also same. So, anyone can provide please a fully updated tutorial (with tools we need, etc ) for game version 1.0? Thanks in advance. Edited August 3 by iDoser (see edit history) Link to comment Share on other sites More sharing options...
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