n2n1 Posted June 2, 2018 Share Posted June 2, 2018 (edited) Yes, I sure did. Then gronk told me about the gimp plugin. Lol. ...what is the plugin? ----delete---- I'll try the blender then... Edited June 2, 2018 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
n2n1 Posted June 5, 2018 Share Posted June 5, 2018 (edited) Hi again! I'm trying to transfer a textured model from the Blender to Unity. When rendering in blender - everything looks good, but when i load it to Unity - it is without textures (only the material has the assigned color)... I use format ".fbx" because ".blend" not working in this versions. Which version of Blender do you recommend use (to best compatible with Unity_5.3.8p2) ? In what format should i save the textured model that would be suitable for Unity_5.3.8.2 ? (I have to use the format .fbx and then re-assign textures directly in Unity?) (i use blender 2.79b and Unity_5.3.8p2 for now) I figured it out sorry about panic! Edited June 7, 2018 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted June 6, 2018 Share Posted June 6, 2018 Sorry, I've only added textures in unity. Link to comment Share on other sites More sharing options...
aaronfors11 Posted July 8, 2018 Share Posted July 8, 2018 (edited) Hey gang! Lurker, but relatively comfortable modder here. Man I love you guys. And a grateful shoutout to xyth for the tutorial videos. So far, my xml are pretty night and day different from the vanilla game. Highly expanded progression and skill trees, etc. I recently made a couple of katanas in different colors with a Hamon pattern and level of detail I’m pretty happy with in game. Using hold type 17. Works a charm. I also put together a bunch of new items using repurposed meshes and custom icons etc. for meeting the requirements to make the katana, making tamahagane, collecting rayskin for the handle from “A better life’s” lovely Stingrays etc. I’ll throw up some screenshots if desired. One victory I am highly satisfied with is putting together some rare super bosses like the “Busty Behemoth”, (Thanks to the Zombie Transmogrifier of course), basically superpowered stripper zombies that range from 3-10x the size of normal zombies and drop busty behemoth blood which is required for crafting a crimson handled katana, because I am a nerd I am still having a lot of trouble managing to get custom items ported into the game however. It seems to be a crap shoot most of the time. I am using the right version of unity, I believe, 5.3.8p2 I am using the most current SDX. The two katanas I ported in were done using copies of the katana sample with the names of the mesh changed from “michonnekatana” to “aaronkatana” and “hannahkatana” and in the xml: “#aaronkatana?katana” and “#hannahkatana?katana” and they work swell. I have little idea what are the important aspects however. Repositioning items in unity seems to have no effect. They simply enter the game the same way no matter what I do thus far. What I name the mesh or the empty game object I place it in seems unimportant. Only that I tell the xml to look for what I name the final result. Likewise, scaling the item once it’s been placed seems completely ineffective, only changing the “import scale” before I put it into a scene. Many, many items when imported simply show up as *leather*? Or some similar texture being held in the player’s hands and swung around like a jackass. While I’m of course capable of making simple mistakes. I am highly meticulous, and have tried and retried a few hundred times with various items. So I’m leaning more towards ignorance than syntax errors. I would be tremendously grateful for a better understanding of what may be at play here, or some more rigorous tutorials. Thoughts? Edited July 8, 2018 by aaronfors11 (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted July 9, 2018 Share Posted July 9, 2018 Leave the parent at 0,0,0 and reposition the child. Link to comment Share on other sites More sharing options...
xyth Posted July 9, 2018 Author Share Posted July 9, 2018 (edited) Lots of different issues here. You might want to join the modding discord as it's much easier to troubleshoot in a chat than in a static forum. Every issue you mentioned is very solvable, as we all ran into these issues when starting out. The naming convention seems to be you main issue. It's #mysavefilename?thetopmostparentobjectname Edited July 9, 2018 by xyth (see edit history) Link to comment Share on other sites More sharing options...
n2n1 Posted October 3, 2018 Share Posted October 3, 2018 Hi xith ! Can tell me what i need to create a block (a form, as a standard block) to which then i can assign textures from the .xml. I suspect that some tags are needed here. Or perhaps each side should be a separate mesh? Then what are the rules when creating this? names? The game really lacks a simple form - a quarter of circle. The "round" does not fit, it is not completely round. With her help, i want to create round columns four blocks thick. And more, i would like to create an ordinary door (with open/close). I have not found information on the Internet that would relate specifically to 7dtd. Are there topics about it? Link to comment Share on other sites More sharing options...
xyth Posted October 3, 2018 Author Share Posted October 3, 2018 Here is a video I made a while ago for making and animating doors: Unless you need to interact with blocks, like open them as a container, or to pick them up, you do not need to tag new blocks. If you want to interact with the new block, add the tag T_Mesh_B to the child object that has the collider you want to interact with. The block can be a single mesh, as long as the UV is set correctly, and you have a texture that will wrap the block. You would make that shape in blender and set the UV, but I'm not a blender expert, so others can explain that better. Link to comment Share on other sites More sharing options...
n2n1 Posted October 3, 2018 Share Posted October 3, 2018 (edited) Here is a video I made a while ago for making and animating doors: . Thank You, i saw this video a long time ago, but I forgot it was Yours! Thank You for these lessons, learned a lot from there! Now i will try to make a door. -------UPD-------- The animation is working fine, is there any suggestion what is the reason for this message in the console ? Was there a problem with the inscription ("press E to open") that only appeared in the range of one block been solved? ("MultiBlockDim" does not solve the problem) The block can be a single mesh, as long as the UV is set correctly, and you have a texture that will wrap the block. You would make that shape in blender and set the UV, but I'm not a blender expert, so others can explain that better. Hmm....no .... ....texture selection(and painting) does not work with the <property name="Shape" value="ModelEntity"/>. during the <property name="Shape" value="New"/> do not connect to external models... Inside game resources all shapes are divided into separate meshes for each different sides... I thought it would require special tags...on each of the 6 sides, but they have names like: N,S,N_A,B_A,B_P,S_A,S_F,W,W_F and so on. PS: For what purposes is the tag called "T_Block"? (which was mentioned in your lessons) Have You tried creating a tree with the built-in "three creator" ? (I have a problem with per-pixel lighting and creating a LOD) Edited October 5, 2018 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted October 5, 2018 Author Share Posted October 5, 2018 (edited) I may have misunderstood your question about texturing. The in-game painting tool only works on certain game models, and I have not spent time figuring out how to use it on custom (ModelEntity) models. The seperate meshes you mentioned are for the "New" shapes, and those models are built using code in game. T_Block is what we used in A15, as that video is very old now. Use T_Mesh_B, and make sure its in the correct tag order: I think you can still use T_Block, but the layer selected must be the terrain layer. You can try both. I messed with the tree generator a little, but it was limited, so I'd recommend using speedtree for a month subscription if you need to make a lot of good trees quickly. Edited October 5, 2018 by xyth (see edit history) Link to comment Share on other sites More sharing options...
n2n1 Posted October 9, 2018 Share Posted October 9, 2018 (edited) But still, what about the yellow errors in the console ? In what area should i look for a reason? It seems there are mods doors which do not have this error... Edited October 9, 2018 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted October 9, 2018 Author Share Posted October 9, 2018 I have not seen that error on anything I've made, including doors, so I would need to see your unitypackage to diagnose that error. Might be how you setup your state machine. Link to comment Share on other sites More sharing options...
n2n1 Posted October 9, 2018 Share Posted October 9, 2018 (edited) I have not seen that error on anything I've made, including doors, so I would need to see your unitypackage to diagnose that error. Might be how you setup your state machine. This error does not open the console. Hmmm... i saw the same error in the console when i decided to check the door from another mod ... so i've decided that it's in the way of its creation... Thanks for the replies! /deleted - not needed anymore/ Edited October 24, 2018 by n2n1 del links (see edit history) Link to comment Share on other sites More sharing options...
n2n1 Posted October 24, 2018 Share Posted October 24, 2018 (edited) Think i figured out the yellow error in the console, perhaps it was caused by the fact that I moved the clips to other folders, during the creation of the animation. But i'm still looking for a way to avoid the one block limit when the message "press E to open" appears. Edited October 24, 2018 by n2n1 (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted October 24, 2018 Author Share Posted October 24, 2018 But i'm still looking for a way to avoid the one block limit when the message "press E to open" appears. Are you putting the tag "T_Mesh_B on the child object that has the multidim collider? Link to comment Share on other sites More sharing options...
n2n1 Posted October 25, 2018 Share Posted October 25, 2018 Are you putting the tag "T_Mesh_B on the child object that has the multidim collider? Yes, i experimented with placing сollider and tags in different places. I saw that in the door-models of other mods, this problem is not Link to comment Share on other sites More sharing options...
FastBurst Posted October 29, 2018 Share Posted October 29, 2018 @xyth - Thanks for all the tutorials brotha, I do have a question. Is it better to have all your prefabs in 1 unity3d file or multiple. I wasn't sure I do notice the loading menu takes an extremely long time if there A LOT of unity3d files. So for performance sake - would it be best to place as many as we can in a single file? or does that even matter? I have a little over 200 prefabs I am working on and have individual unity3d files for however, I want to make sure my team when we play doesn't get too impacted on performance just loading the game. I haven't seen anyone address this anywhere or if it even matters or not. Figured you would be the man answer all this. 2nd question, With the newest versions of Unity, does the export script only work with the 5.3.8p2 update only still or can we move onto the newer version now? Wasn't sure if that was updated yet as well or if we are still stuck with the 5.3.8p2 version. Thanks in advance - FastBurst Link to comment Share on other sites More sharing options...
xyth Posted October 29, 2018 Author Share Posted October 29, 2018 @xyth - Thanks for all the tutorials brotha, I do have a question. Is it better to have all your prefabs in 1 unity3d file or multiple. I wasn't sure I do notice the loading menu takes an extremely long time if there A LOT of unity3d files. So for performance sake - would it be best to place as many as we can in a single file? or does that even matter? I have a little over 200 prefabs I am working on and have individual unity3d files for however, I want to make sure my team when we play doesn't get too impacted on performance just loading the game. I haven't seen anyone address this anywhere or if it even matters or not. Figured you would be the man answer all this. 2nd question, With the newest versions of Unity, does the export script only work with the 5.3.8p2 update only still or can we move onto the newer version now? Wasn't sure if that was updated yet as well or if we are still stuck with the 5.3.8p2 version. Thanks in advance - FastBurst I have found that packing several objects that share meshes or textures creates smaller .unity3d files, often dramatically smaller, so it is generally a good idea to place those things into one file. I have not tested loading times but I'd expect that a few files will load faster than many. There will be an updated script for Unity 2018.2, but the export process will be the same. You will need to re-export all your assets, but other than perhaps evaluating the shader choices you made (The game will likely change how old models look using some shaders) , you wont need to do much in the way of changing your models. Link to comment Share on other sites More sharing options...
FastBurst Posted October 29, 2018 Share Posted October 29, 2018 Thanks xyth, I am going to try packing as many as I can together to see if that helps. I am really looking forward to the update. I don't know how much the update will help or if it will make a difference or not lol but would be nice to be able to use the newer platforms. Link to comment Share on other sites More sharing options...
MacAttack_UK Posted November 28, 2018 Share Posted November 28, 2018 There will be an updated script for Unity 2018.2, but the export process will be the same. You will need to re-export all your assets, but other than perhaps evaluating the shader choices you made (The game will likely change how old models look using some shaders) , you wont need to do much in the way of changing your models. First let me thank you for sharing your knowledge and work allowing people such as my self get their toes wet in modding 7 Days. May I ask if there is any update on the script yet? Kind regards, Mac Link to comment Share on other sites More sharing options...
xyth Posted November 28, 2018 Author Share Posted November 28, 2018 First let me thank you for sharing your knowledge and work allowing people such as my self get their toes wet in modding 7 Days. May I ask if there is any update on the script yet? Kind regards, Mac The A17 / Unity 2018.2.x version of the ExportAssetBundles.cs is now available on my github Repo. Thanks to Sphereii for updating it. https://github.com/7D2D/Templates-and-Utilities Link to comment Share on other sites More sharing options...
MacAttack_UK Posted November 28, 2018 Share Posted November 28, 2018 The A17 / Unity 2018.2.x version of the ExportAssetBundles.cs is now available on my github Repo. Thanks to Sphereii for updating it. https://github.com/7D2D/Templates-and-Utilities You are the best, thanks for your fast reply. Time to fire up Unity Link to comment Share on other sites More sharing options...
xyth Posted November 29, 2018 Author Share Posted November 29, 2018 Converting legacy animation to mecanim animation New tutorial is available on converting legacy animated entities to the new mecanim animation system. Check it out here: Sorry in advance for the bloopers.... Link to comment Share on other sites More sharing options...
Fluix Posted December 25, 2018 Share Posted December 25, 2018 Hello Xyth, thank you for your tutorials, and i hope you or someone else can help me. Are the steps the same for Item modelling, like new melee weapons? I tried your tutorial with a free asset from the unity asset store (Kukri) but i can´t figure out how too export this asset into an unity.3d file? Thank you Link to comment Share on other sites More sharing options...
Guppycur Posted December 25, 2018 Share Posted December 25, 2018 Go through the tutorial step by step, not missing any steps; one of them talks about an export script and then right clicking the prefab to export your objects. Link to comment Share on other sites More sharing options...
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