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Creating and Exporting Models from Unity for use in 7D2D

Updating for A21

Here are the links you will need to get started modding A21 using Unity. You must use Unity 2021.3 to create new assets for A21.  

Things you will need to follow along with the videos (note that the video talks about old version of unity but it is the same process).  

Step 1:  Download the Unity Hub and Unity 2021.3.19f1:  https://unity3d.com/get-unity/download/archive

then Install it.

Step 2:  Download my Unity 2021.3 template projecthttps://drive.google.com/file/d/1yPQ2yOj1Oe7pOml3ytfZcNggWWTAD4gq/view?usp=sharing then unpack it, saving it to a location you will remember.  

Step 3:  Open unity Hub, and click the ADD button, locate my project template, and select that folder. 

You now have a properly configured modding platform.  The project includes the TFP tagmanager, Linear lighting configuration, and the export script needed to export your new things as .unity3d bundles.  

Step 4:  Go watch the tutorial videos.

https://www.youtube.com/user/xythq/playlists?shelf_id=0&view=1&sort=dd

Step 5:   Make something cool, and have fun doing it! 

 
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Replying to an old thread... I know...

thank you very much,!! I can see it now if I just have a problem with the gun sight
View attachment 23788

And my config

View attachment 23789 View attachment 23790
I have noticed the same problem... Seems that the vanilla guns have some kind of script which turns the model off (like when you attach a flashlight to a new gun you turn the object off in Unity - the game turns it on) otherwise they would, as far as my newbie understanding of Unity,act the same way your model does...

have been searching for a solution to no avail :( so, I would like to know this too...

 
Hello!

My plan is to export the model (using UABE) to correct the mesh and import back.

But I have a question.

With the help of which i can change the mesh? (move the vertex and delete some). Is Unity itself capable of this, or do i need to use third-party utilities ?

 
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I want to try to get a blue barrel from the chemistry station.

I would like to pull the mesh and erase all around the barrels. Then export the mesh in place the other object (which I don't need).

To be honest, i've already done something like that, but the textures are still wrong...

I did it with the Blender, it was tedious because it was unfamiliar to me utility...

...For some reason i decided that i can edit the mesh directly in Unity...

I am interested in, what tools used for create models for SDX-mods ?

 
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Hi !

I can't figure out what Unity3d is....can i use Unity3d to proper texturing the mesh?

How to adjust texture (size, offset)? Can i work with each polygon?

Or should i use a blender for full texturing?

 
.unity3d is like a zip file, but for unity. You might get lucky and uabe can open it, so you can then manipulate the object files in unity.

 
.unity3d is like a zip file, but for unity. You might get lucky and uabe can open it, so you can then manipulate the object files in unity.
Oh, no - i didn't mean the extension but Unity itself :)

By the way, i can open a ready made .unity3d file in Unity?

or it could be only available for UABE.... or other utils ?

UPD:

Apparently, i haven't found any video tutorials - Unity is not used for texturing objects...all make in a blender...

UPD2: by the way, you figured out with the coordinates in ta_opaque ?

(i about https://7daystodie.com/forums/showthread.php?74084-Developer-Diary-Alpha-17&p=817042&viewfull=1#post817042)

...i can tell you some numbers (the price of the pixel division, the coordinates of the beginning of the Atlas... )

 
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Yes, I sure did. Then gronk told me about the gimp plugin. Lol.

Yeh I use unity to stretch and combine objects, but the early versions do not allow you to edit meshes. I'm told 2018 does though.

- - - Updated - - -

But yes, you can re texture in unity, with offset and size, on each face. I think it requires a Seperate mesh renderer for each face though, I have never tried.

 
Yes, I sure did. Then gronk told me about the gimp plugin. Lol.
...what is the plugin?

----delete----

I'll try the blender then...

 
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Hi again!

I'm trying to transfer a textured model from the Blender to Unity.

When rendering in blender - everything looks good, but when i load it to Unity - it is without textures (only the material has the assigned color)...

I use format ".fbx" because ".blend" not working in this versions.

Which version of Blender do you recommend use (to best compatible with Unity_5.3.8p2) ?

In what format should i save the textured model that would be suitable for Unity_5.3.8.2 ?

(I have to use the format .fbx and then re-assign textures directly in Unity?)

(i use blender 2.79b and Unity_5.3.8p2 for now)
I figured it out :) sorry about panic!

 
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Hey gang!

Lurker, but relatively comfortable modder here.

Man I love you guys. And a grateful shoutout to xyth for the tutorial videos.

So far, my xml are pretty night and day different from the vanilla game.

Highly expanded progression and skill trees, etc.

I recently made a couple of katanas in different colors with a Hamon pattern and level of detail I’m pretty happy with in game. Using hold type 17. Works a charm. I also put together a bunch of new items using repurposed meshes and custom icons etc. for meeting the requirements to make the katana, making tamahagane, collecting rayskin for the handle from “A better life’s” lovely Stingrays etc.

I’ll throw up some screenshots if desired.

One victory I am highly satisfied with is putting together some rare super bosses like the “Busty Behemoth”, (Thanks to the Zombie Transmogrifier of course), basically superpowered stripper zombies that range from 3-10x the size of normal zombies and drop busty behemoth blood which is required for crafting a crimson handled katana, because I am a nerd

I am still having a lot of trouble managing to get custom items ported into the game however. It seems to be a crap shoot most of the time.

I am using the right version of unity, I believe, 5.3.8p2

I am using the most current SDX.

The two katanas I ported in were done using copies of the katana sample with the names of the mesh changed from “michonnekatana” to “aaronkatana” and “hannahkatana” and in the xml: “#aaronkatana?katana” and “#hannahkatana?katana” and they work swell.

I have little idea what are the important aspects however.

Repositioning items in unity seems to have no effect. They simply enter the game the same way no matter what I do thus far. What I name the mesh or the empty game object I place it in seems unimportant. Only that I tell the xml to look for what I name the final result.

Likewise, scaling the item once it’s been placed seems completely ineffective, only changing the “import scale” before I put it into a scene.

Many, many items when imported simply show up as *leather*? Or some similar texture being held in the player’s hands and swung around like a jackass.

While I’m of course capable of making simple mistakes. I am highly meticulous, and have tried and retried a few hundred times with various items. So I’m leaning more towards ignorance than syntax errors.

I would be tremendously grateful for a better understanding of what may be at play here, or some more rigorous tutorials.

Thoughts?

 
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Lots of different issues here. You might want to join the modding discord as it's much easier to troubleshoot in a chat than in a static forum. Every issue you mentioned is very solvable, as we all ran into these issues when starting out. The naming convention seems to be you main issue. It's #mysavefilename?thetopmostparentobjectname

 
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Hi xith !

Can tell me what i need to create a block (a form, as a standard block) to which then i can assign textures from the .xml.

I suspect that some tags are needed here. Or perhaps each side should be a separate mesh? Then what are the rules when creating this? names?

The game really lacks a simple form - a quarter of circle.

The "round" does not fit, it is not completely round. With her help, i want to create round columns four blocks thick.

And more, i would like to create an ordinary door (with open/close). I have not found information on the Internet that would relate specifically to 7dtd. Are there topics about it?

 
Here is a video I made a while ago for making and animating doors:

Unless you need to interact with blocks, like open them as a container, or to pick them up, you do not need to tag new blocks. If you want to interact with the new block, add the tag T_Mesh_B to the child object that has the collider you want to interact with.

The block can be a single mesh, as long as the UV is set correctly, and you have a texture that will wrap the block. You would make that shape in blender and set the UV, but I'm not a blender expert, so others can explain that better.

 
Here is a video I made a while ago for making and animating doors:
Hmm....no ....

....texture selection(and painting) does not work with the <property name="Shape" value="ModelEntity"/>.

during the <property name="Shape" value="New"/> do not connect to external models...

Inside game resources all shapes are divided into separate meshes for each different sides...

I thought it would require special tags...on each of the 6 sides, but they have names like:

N,S,N_A,B_A,B_P,S_A,S_F,W,W_F and so on.

PS:

For what purposes is the tag called "T_Block"? (which was mentioned in your lessons)

Have You tried creating a tree with the built-in "three creator" ?

(I have a problem with per-pixel lighting and creating a LOD)

 
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I may have misunderstood your question about texturing. The in-game painting tool only works on certain game models, and I have not spent time figuring out how to use it on custom (ModelEntity) models. The seperate meshes you mentioned are for the "New" shapes, and those models are built using code in game. T_Block is what we used in A15, as that video is very old now. Use T_Mesh_B, and make sure its in the correct tag order: Tags.jpg

I think you can still use T_Block, but the layer selected must be the terrain layer. You can try both.

I messed with the tree generator a little, but it was limited, so I'd recommend using speedtree for a month subscription if you need to make a lot of good trees quickly.

 
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