From: LegendaryGuard Date: Tue, 19 Apr 2022 15:51:47 +0000 (+0000) Subject: Add other trouble solution in troubleshooting section X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=ff28945ee82a9e64ae1bc98719e7bff0c8e0f60c;p=xonotic%2Fxonotic.wiki.git Add other trouble solution in troubleshooting section --- diff --git a/Exporting-a-weapon-for-Xonotic.md b/Exporting-a-weapon-for-Xonotic.md index c3ee69d..4b86fb1 100644 --- a/Exporting-a-weapon-for-Xonotic.md +++ b/Exporting-a-weapon-for-Xonotic.md @@ -58,10 +58,14 @@ If you didn't this, the model will be invisible and it won't be able to interact # Starting to export +## Modifiers + Keep in mind, you need to set these modifiers for the mesh/model object: blendermodifiersiqmandmd3 +## Bones and animations + MUST contain `tag_handle`, `tag_shell` and `tag_shot` bone names attached. These tag_names MUST be attached, if not the model will cause errors. `tag_Somename` is another one, you can add if you need some optional animation in this bone. (Not useful for [old methodology](#old-methodology)) @@ -76,6 +80,8 @@ Required animations: - `idle` - `reload` +## Textures and materials + 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 @@ -139,8 +145,18 @@ It's because you didn't do correctly the steps after exporting the models. Remem 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:
+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)._

+When you export to IQM, you need to watch out that detail after selected File > Export > Inter-Quake Model (.iqm, .iqe).
+Pay attention to this [section](##textures-and-materials) when you need to export correctly, the material/texture(image) should be one thing, in Export IQM > Materials: > select `material` or `image` instead `material+image-ext`.
+exportiqmiqeblenderdetails
+ # Old methodology +*Note: this section is obsolete.* + **IMPORTANT**: In this methodology, you can't make cool animations with separated objects, because `h_*.iqm` here is a plane mesh with bones. Note: the model should be rotated as YXZ, instead being XYZ. Because the tip of the weapon is Y, horizontally is X.