From: LegendaryGuard Date: Tue, 19 Apr 2022 20:51:25 +0000 (+0000) Subject: Add table of contents X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=6465527b36d57bc5b4e61074dea28dd2dffaf29a;p=xonotic%2Fxonotic.wiki.git Add table of contents --- diff --git a/Exporting-a-weapon-for-Xonotic.md b/Exporting-a-weapon-for-Xonotic.md index 77547d1..4d47860 100644 --- a/Exporting-a-weapon-for-Xonotic.md +++ b/Exporting-a-weapon-for-Xonotic.md @@ -1,9 +1,24 @@ _This article looks complete, [old methodology](#old-methodology) isn't a very complete section due to the obsolescence._ +## _Table of Contents_ +> 1. [Modeling requirements](#modeling-requirements) +> 2. [Introduction to export a weapon](#introduction-to-export-a-weapon) +> 3. [Textures and UV map](#textures-and-uv-map) +> 4. [Starting to export](#starting-to-export) +> > 4.1. [Modifiers](#modifiers)
+> > 4.2. [Bones and animations](#bones-and-animations)
+> > 4.3. [Textures and materials](#textures-and-materials) +> 5. [New methodology](#new-methodology) +> > 5.1. [SMD (includes IQM converter and dpmodel guide)](#smd-includes-iqm-converter-and-dpmodel-guide) +> 6. [Export troubleshooting](#export-troubleshooting) +> 7. [Old methodology](#old-methodology) +> > 7.1. [MD3](#md3)
+> > 7.2. [IQM](#iqm) + # Modeling requirements ### To follow this, you need knowledge about modeling using Blender -Blender version recommended: 2.79b or later +Blender version recommended: [**2.79b**](https://download.blender.org/release/Blender2.79/) or [**later**](https://www.blender.org/) You need [dpmodel](https://icculus.org/twilight/darkplaces/files/) to convert SMD files: - [dpmodel tool](https://icculus.org/twilight/darkplaces/files/dpmodel20091008beta1.zip) @@ -134,18 +149,18 @@ 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, 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 -## Export troubleshooting +# Export troubleshooting -- Spamming CSQC errors:
+- _**Spamming CSQC errors:**_
If you received spamming errors like that:
spammingerrorstagweapon
It's because you didn't do correctly the steps after exporting the models. Remember, `g_*` and `v_*` MUST contain one bone. -- Broken shadow artifacts (enabled with `r_shadows 2` and disabled `r_shadow_shadowmapping 0`):
+- _**Broken shadow artifacts (enabled with `r_shadows 2` and disabled `r_shadow_shadowmapping 0`):**_
To solve this, the possible way is exporting to IQM from Blender, selecting bone and mesh (both highlighted). Usually, this issue happens in `g_*` and `v_*` ones.
Reference: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2667 -- When exporting to IQM, get duplicated names in the texture:
+- _**When exporting to IQM, get duplicated names in the texture:**_
duplicatedtexturenameloadingerror
Take a closer look what is telling here:
_The "Materials" option controls how material names are generated. "material+image-ext" combines the name of the material and the name of the UV-map image (without its extension or directory) to generate the material name, "material" uses only the name of the material, and "image" just uses the name of the UV-map image (without its directory)._

@@ -169,6 +184,8 @@ Before to export, you need to select all objects in the scene. (Pressing A, seei exporttutorialMD3 +And export the model to MD3. _Attention: You can't export a model over than 8192 triangles/polys._ + ## IQM Before to export, you need to select all objects and bones in the scene. (Pressing A, seeing all objects highlighting orange or red)