Difference between revisions of "Specific mods"

From Edge Of Eternity - Eternal Forge Modkit Wiki
Jump to: navigation, search
(Model swap)
(Model swap)
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
==Model swap==
 
==Model swap==
 
This tutorial will use Blender for modifying the models, get it here: https://www.blender.org/
 
This tutorial will use Blender for modifying the models, get it here: https://www.blender.org/
 +
 
[[Converting xps to fbx]]
 
[[Converting xps to fbx]]
 +
  
 
1. Before importing your model, you need to add a bone to make sure wielded items shows correctly.
 
1. Before importing your model, you need to add a bone to make sure wielded items shows correctly.
Line 12: Line 14:
  
 
Shift Right-click on your armature (the mesh should already be selected), Ctrl+P and choose with automatic weight.
 
Shift Right-click on your armature (the mesh should already be selected), Ctrl+P and choose with automatic weight.
 
2. Now you just have to click on File> Export>FBX. Choose your location and it’s done. Your model is now ready to be imported on your unity project!
 
  
 
Re-select your hand mesh->vertex group and now delete everything that appear under your last locked group EXCEPT for you new R_Object_Hand.
 
Re-select your hand mesh->vertex group and now delete everything that appear under your last locked group EXCEPT for you new R_Object_Hand.
  
3. Import your rigged FBX model in your Unity Project.
+
2. Import your rigged FBX model in your Unity Project.
  
4. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid
+
3. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid
  
5. Drag and drop the model on the scene
+
4. Drag and drop the model on the scene
  
6. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference
+
5. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference
  
7. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the  
+
6. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the  
  
 
avatar slot of the SetCustomAnimationAvatar component
 
avatar slot of the SetCustomAnimationAvatar component
  
8. Choose an unique name for your GameObject and create a prefab in the project from it
+
7. Choose an unique name for your GameObject and create a prefab in the project from it
  
9. Open the Asset Override Manager located in the "EOE Mods Toolkit -> Asset Override Manager" menu
+
8. Open the Asset Override Manager located in the "EOE Mods Toolkit -> Asset Override Manager" menu
  
10. Add a new entry and choose the entity that you want to override in the source entry "builtin" dropdown
+
9. Add a new entry and choose the entity that you want to override in the source entry "builtin" dropdown
  
11. In the replacement path enter the unique name of your GameObject that you prefabed  
+
10. In the replacement path enter the unique name of your GameObject that you prefabed  
  
 
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose  
 
(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose  
Line 41: Line 41:
 
"Asset Bundles Mod Kit" and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window
 
"Asset Bundles Mod Kit" and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window
  
12. You are now ready to build and test your mod using the procedure described in the "Build Mod Locally" section of the guide
+
11. You are now ready to build and test your mod using the procedure described in the "Build Mod Locally" section of the guide
  
 
==Spell==
 
==Spell==

Latest revision as of 21:59, 20 December 2018

Model swap[edit]

This tutorial will use Blender for modifying the models, get it here: https://www.blender.org/

Converting xps to fbx


1. Before importing your model, you need to add a bone to make sure wielded items shows correctly.

On the bottom of the screen, switch from object mode to edit mode, with the mousse hovering the model hit Shift+A to create a new bone, name it R_Object_Hand (the windows for naming appear on the left by default).

Resize the bone and place it as close as possible of the right wrist bone. Select your newly created bone by right click on it, then shift+rclick on the wrist bone and hit Ctrl+P, choose connect.

Go back to object mode, right click on your hand mesh. Go to the vertex group and lock the group on it.

Shift Right-click on your armature (the mesh should already be selected), Ctrl+P and choose with automatic weight.

Re-select your hand mesh->vertex group and now delete everything that appear under your last locked group EXCEPT for you new R_Object_Hand.

2. Import your rigged FBX model in your Unity Project.

3. Set the rig type to humanoid and ensure that the T-Pose is correctly matched with the humanoid

4. Drag and drop the model on the scene

5. Scale it correctly using the reference model provided (neutral model) that is the scale of Daryon for reference

6. Remove the Animator component, add the component SetCustomAnimationAvatar and put the animation avatar of your character in the

avatar slot of the SetCustomAnimationAvatar component

7. Choose an unique name for your GameObject and create a prefab in the project from it

8. Open the Asset Override Manager located in the "EOE Mods Toolkit -> Asset Override Manager" menu

9. Add a new entry and choose the entity that you want to override in the source entry "builtin" dropdown

10. In the replacement path enter the unique name of your GameObject that you prefabed

(without the path, just the name of the Prefab), then in the Asset Load Method for the replacement choose

"Asset Bundles Mod Kit" and finally in the DLC or Mod ID enter the unique mod ID that you put in the Mod Settings Window

11. You are now ready to build and test your mod using the procedure described in the "Build Mod Locally" section of the guide

Spell[edit]

Playable character[edit]

Items[edit]

Quests and NPCs[edit]

Dungeons[edit]

Standalone adventure[edit]

Dynamic events[edit]

Auras[edit]

Nodes for nodal tool[edit]