Editing Blender To Zero-K
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− | + | = Make or Edit the model in Blender = | |
− | + | == Setting up Blender for use in Zero-K == | |
− | + | == Importing a model (optional) == | |
+ | == Importing textures == | ||
+ | == Modelling for Zero-K == | ||
+ | == Texturing for Zero-K, and Spring texture oddities == | ||
− | + | = Export the model to .dae format = | |
+ | == A note on animation == | ||
− | + | = Set up texture associations and .dae.lua metadata = | |
− | + | = Set up Zero-K mod that contains and uses your files = | |
+ | = Run Zero-K and point at your mod = | ||
− | == | + | = Fix whatever isn't right = |
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− | + | = The other bits = | |
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Ever heard about software development that first you need to complete 90% of the project, and then you need to complete the other 90% of the project? The same sometimes applies to modding. | Ever heard about software development that first you need to complete 90% of the project, and then you need to complete the other 90% of the project? The same sometimes applies to modding. | ||
− | Even though by this point you should have your unit or building in game and working, there are other things to do | + | Even though by this point you should have your unit or building in game and working, there are other things to do! |
− | + | == groundplane decal and ao bake == | |
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If your unit is a building, you will need to create a ground plane to go underneath it - at the very least an ambient occlusion baked shadow, usually referred to as an aoplane. This is simply a texture which is sized appropriately for your model and is placed underneath it by the engine. This adds a little soft shadowing around the edge of the building which helps immensely to integrate it with the map. | If your unit is a building, you will need to create a ground plane to go underneath it - at the very least an ambient occlusion baked shadow, usually referred to as an aoplane. This is simply a texture which is sized appropriately for your model and is placed underneath it by the engine. This adds a little soft shadowing around the edge of the building which helps immensely to integrate it with the map. | ||
There are a few ways to make these, but the easiest if following this tutorial is probably just to bake your own in Blender. | There are a few ways to make these, but the easiest if following this tutorial is probably just to bake your own in Blender. | ||
− | + | == unitpic == | |
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