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Creating and Exporting Models from Unity for use in 7D2D


xyth
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51 minutes ago, rickyralph said:

Modded weapons are falling through the terrain. I created a mod for some weapons from the asset store in unity. The mod is complete and I am able to find them in the creative menu, I am able to hold them and fight with them. Everything looks good, except when i drop them they just fall through the terrain. My first guess was something wrong with the box collider, but have made changes with no changes in the game. My next guess is I am using the wrong tag "T_Mesh_B". I am honestly clueless about the tags though so I have no guess what to change it to. Any help would be appreciated.

If I may suggest a quick temporary fix:

 

In items.xml, try to put this line

<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>

below your Meshfile property inside the weapon code.

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41 minutes ago, xyth said:

I uploaded a new A19 Project template to my repo:  https://github.com/7D2D/Templates-and-Utilities/blob/master/A19TemplateProject.zip

 

I also updated the first post for A19.

Thanks for updating this. You're always teasing us, making us want to create something new, but most of what I would love to create is beyond my abilities. :(

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1 hour ago, rickyralph said:

I figured it out thanks to xyth on the 7dtd discord channel. Items don't use tags or colliders and I think that was causing the weapons to ghost through the world when dropped. Thanks again xyth. But that's is good to know if I am having similar issues. Thanks mr.devolver.

No problem. Now that you figured it out, you should make some video tutorials for the rest of us to learn from. :p

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I can try to make a video, no promises. It's all dependent on time. I am also not good at it. more of just looking at how the xml files are configured and changing them to what I want. The unity videos xyth did a few years ago are still very relevant to now also. But I can try to put a video together of how to make a weapon from a unity asset and adding it into the game.

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14 hours ago, rickyralph said:

I can try to make a video, no promises. It's all dependent on time. I am also not good at it. more of just looking at how the xml files are configured and changing them to what I want. The unity videos xyth did a few years ago are still very relevant to now also. But I can try to put a video together of how to make a weapon from a unity asset and adding it into the game.

Cool! The more stuff we can learn from, the better, so I'm looking forward to your tutorial! :) By doing so, you will kill two birds with one stone. You will test your own skills, possibly learn, figure out something new in the process and you will also help others to learn something they didn't know. Maybe in your tutorial, you will give people the last piece of information they need to create a new awesome mod everyone always wanted to make and play, but couldn't create because they didn't know how! ;)

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I have a modular weapon and tool mod that uses item modifiers to swap out parts like heads, blades, grips, etc. I found that I have to add a box collider to the base item around where the blade will be for hits to register, and make sure that the item modifiers do not have colliders. Ymmv, but I have tested this extensively. 

Just picture an axe handle with no head but a box collider around the end. The various axeheads are cosmetic and add dmg in the xml.

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That's interesting.  It wasn't needed before but perhaps its needed now for the dynamic melee system to determine glancing blows.  The issue before was if a large weapon had a collider and it was in hand and you tried to climb up a ladder, you often got blocked from climbing.

Edited by xyth (see edit history)
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  • 10 months later...

hi xyth im trying making a mod but, wanna ask, how to fix this ?

 

spacer.png

 

im try to follow your video. but in your video i dont see that (yellow square). how to fix that ? thanks for your answer. 

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  • 2 months later...

Hello, I'm very confused on how to create custom zombies and import them into 7d2d. I'm very familiar with importing assets and such from unity and have all of that set up already. I tried importing a zombie, the same one used in xyths' tutorial, into 7d2d with a walk animation... i ended up referring to the zombie male master and thought it would pull the animations that were needed from that, but when i spawned the zombie i got the classic "Object reference not set to an instance of an object" and nothing more. This is where i have been for quite a few hours. If you know of a good tutorial that goes through the steps of importing and setting up a zombie for 7d2d, that would be much appriciated. Thank you

 

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I did end up seeing this, however i dont think that it applies to the newest version of 7d2d. I followed step by step and everything went smooth. However when it came to testing in game, if i hit the zombie with melee attacks, it would stutter the animation and not transition to the next one. This would make the zombie un-damageable  and i would have to do killall. I found an irregularity with the zombie controller, where there is a tab in the newest version for forced animations when the zombie is hit. The older one doesn't have this. If you know a work around, or more likely if im doing something wrong, Please advise. Thank you!

 

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Well, the tutorial was done a while ago, so for A19 you need to use the A19 version of Unity and the A19 version of the controller.   The process remains the same, though little things change every alpha.  I will release an updated tutorial project and controller for A20, the A19 stuff is already available.  I suggest joining Guppys modding Discord if you have specific questions and for links to where new versions are.

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  • 1 month later...

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