Author Topic: [Tutorial]Making Add-Ons With Blender(Not Modeling)  (Read 155125 times)

Do textures need to be 256x256 and 512x512? I thought they could be any size. and yes, that is what I meant.

Yes they need to be 16x16,32x32,64x64,128x128 and so on to work in-game.
Actually they might not for some cases, I don't really remember.

:o...:0....:O.....:D......IT WORKS! Thanks again!

AGH, I messed stuff up with my model, how do you clear animations on an armature/bone?

Select the bone and press the X in the action editor.

How would I make a hand animation?

Import the hand model, parent it to a bone and then animate the bone? Then in the script just remove the default hands.

Import the hand model, parent it to a bone and then animate the bone? Then in the script just remove the default hands.
Some pic's?

Import the hand model, parent it to a bone and then animate the bone? Then in the script just remove the default hands.
Sorry for double post but how would I play a hand animating and a magazine moving?

It is the exact same as animating normally except this time you're animating a hand along with it.


Hey, how would I have a mount point "mount0" for a playertype's hand, and another named "mount0" so the player could drive the playertype? Would I have a different named mount and change it in the script?


EDIT: Also, i textured my playertype with the "blank" texture and I parented a bone named "mount2" to my model then I parented Detail32 to "mount2". This should make it so whatever your avatar's body color is, the playertype's model is, right? I made a simplified version of the explanation below. I doesn't work though.

Model>"mount2">Detail32(and of course I have "Shape" after that)
« Last Edit: August 30, 2010, 06:57:39 PM by Reinforcements »

Hey, how would I have a mount point "mount0" for a playertype's hand, and another named "mount0" so the player could drive the playertype? Would I have a different named mount and change it in the script?
You would have to re-assign it in the script, otherwise it'll just use mount0 for both.

EDIT: Also, i textured my playertype with the "blank" texture and I parented a bone named "mount2" to my model then I parented Detail32 to "mount2". This should make it so whatever your avatar's body color is, the playertype's model is, right? I made a simplified version of the explanation below. I doesn't work though.

Model>"mount2">Detail32(and of course I have "Shape" after that)

er no I don't think that's how it works.

Hi Darktar, this is really helpful!!

I'm wanting to know how to take a picture of a model in blender without using prt scr.

By the way I'm CheeseDragon, I just can't be bothered to change my name on the forums :cookie:

EDIT: I still want to know how but heres a prt scr pic of my Colt .45 I'm working on. It may look crap to you because this is my fist model :D
« Last Edit: August 31, 2010, 06:15:41 AM by custardpot10 »

Press Render and render screenshot.

Or just press f12.

You would have to re-assign it in the script, otherwise it'll just use mount0 for both.

er no I don't think that's how it works.
k, thx

Also, THIS IS SO ANNOYING. MY BONES KEEP MOVING AROUND. After I parent a bone to Detail32. It moves to detail32(like it literally move to it), I drag it back to the correct spot where it should go. I export, and test in-game. Then my bone along with the mesh is where Detail32 is....like in blender after I parented it...

Why does this keep happening?!?!

Also, any reason my walking animation only plays once when I walk forward, then I just slide without the animation?