`g_*` and `v_*` MUST contain one bone. The animations can't be included. It isn't like `h_*`.
-The required animations are `fire`, `fire2`, `idle` and `reload`.
+Required animations:
+- `fire`
+- `fire2`
+- `idle`
+- `reload`
+
+Please note that before exporting, about textures and materials, you have to assign the same as the script like this example shader file (`crylink.shader` file):
+```
+crylink_new // your material/texture name
+{
+ dpreflectcube cubemaps/default/sky
+ {
+ map textures/crylink_new.tga // your attached texture from Blender
+ rgbgen lightingDiffuse
+ }
+}
+```
+Note: `crylink_new` must appear in the material and texture.
+<br/><br/>Material:<br/>
+<img src="uploads/abef98eaddd7c61bec7eb467efe4c3fe/crylinkblendermaterialsample.jpg" alt="crylinkblendermaterialsample" width=500 />
+<br/><br/>Texture:<br/>
+<img src="uploads/ca88b1a8cbab9b9c5b81ef43bb9809f3/crylinkblendertexturesample.jpg" alt="crylinkblendertexturesample" width=500 />
+<br/>
# New methodology
Save those compiled model files into `models/weapons/` folder where they belong.
-**Conclusion**: Sometimes, renaming formats can be useful to save effort. Note: it's a kind of weird way to do stuff, the issue of model resources was found here: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2629#note_686988936
+**Conclusion**: Sometimes, renaming formats can be useful to save effort. Note: it's a kind of weird way to do stuff, file formats are hardcoded in the gamecode rather than dynamically obtained. The issue of model resources was found here: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2629#note_686988936
If you received spamming errors like that:<br/>
<img src="uploads/1f769ede89975be78d88eaad1b062a3d/spammingerrorstagweapon.jpg" alt="spammingerrorstagweapon" width=450 /><br/>