From 94b3ff3870f72e0fc427605956787d020d78daa1 Mon Sep 17 00:00:00 2001 From: LegendaryGuard Date: Fri, 9 Dec 2022 00:56:46 +0000 Subject: [PATCH] Apply old methodology link to go in the section from introduction info --- Exporting-a-weapon-for-Xonotic.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Exporting-a-weapon-for-Xonotic.md b/Exporting-a-weapon-for-Xonotic.md index 26654ae..f83817d 100644 --- a/Exporting-a-weapon-for-Xonotic.md +++ b/Exporting-a-weapon-for-Xonotic.md @@ -38,7 +38,7 @@ Optional: - `g_*.md3`: model mesh for item pickup spawn and third person. - `h_*.iqm`: for first person animations (if this step used [old methodology](#old-methodology) is a glue of `v_*`); the skeleton and the bones (the rigging and animation part). Keep in mind, you would need `*.iqm.framegroups` (more info: [Framegroups](framegroups), you can look `*.iqm.framegroups` opening a notepad to see what animations contain and the keyframes where these are set) -- `v_*.md3`: model mesh for third person; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position (usually happens in the old methodology). +- `v_*.md3`: model mesh for third person; if `h_*.iqm` doesn't match with the animations needed of `v_*.md3`, it will generate spamming errors and bad pivot position (usually happens in the [old methodology](#old-methodology)). More info: [Weapon modeling system](Weaponsystem) -- 2.39.2