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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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But still, what about the yellow errors in the console ?

In what area should i look for a reason? It seems there are mods doors which do not have this error...

 
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I have not seen that error on anything I've made, including doors, so I would need to see your unitypackage to diagnose that error. Might be how you setup your state machine.

 
I have not seen that error on anything I've made, including doors, so I would need to see your unitypackage to diagnose that error. Might be how you setup your state machine.
This error does not open the console.

Hmmm... i saw the same error in the console when i decided to check the door from another mod ... so i've decided that it's in the way of its creation...

Thanks for the replies!

/deleted - not needed anymore/

 
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Think i figured out the yellow error in the console, perhaps it was caused by the fact that I moved the clips to other folders, during the creation of the animation.

But i'm still looking for a way to avoid the one block limit when the message "press E to open" appears.

 
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But i'm still looking for a way to avoid the one block limit when the message "press E to open" appears.
Are you putting the tag "T_Mesh_B on the child object that has the multidim collider?

 
Are you putting the tag "T_Mesh_B on the child object that has the multidim collider?
Yes, i experimented with placing сollider and tags in different places.

I saw that in the door-models of other mods, this problem is not :(

 
@xyth - Thanks for all the tutorials brotha, I do have a question. Is it better to have all your prefabs in 1 unity3d file or multiple. I wasn't sure I do notice the loading menu takes an extremely long time if there A LOT of unity3d files. So for performance sake - would it be best to place as many as we can in a single file? or does that even matter? I have a little over 200 prefabs I am working on and have individual unity3d files for however, I want to make sure my team when we play doesn't get too impacted on performance just loading the game.

I haven't seen anyone address this anywhere or if it even matters or not. Figured you would be the man answer all this.

2nd question, With the newest versions of Unity, does the export script only work with the 5.3.8p2 update only still or can we move onto the newer version now? Wasn't sure if that was updated yet as well or if we are still stuck with the 5.3.8p2 version.

Thanks in advance

- FastBurst

 
@xyth - Thanks for all the tutorials brotha, I do have a question. Is it better to have all your prefabs in 1 unity3d file or multiple. I wasn't sure I do notice the loading menu takes an extremely long time if there A LOT of unity3d files. So for performance sake - would it be best to place as many as we can in a single file? or does that even matter? I have a little over 200 prefabs I am working on and have individual unity3d files for however, I want to make sure my team when we play doesn't get too impacted on performance just loading the game.
I haven't seen anyone address this anywhere or if it even matters or not. Figured you would be the man answer all this.

2nd question, With the newest versions of Unity, does the export script only work with the 5.3.8p2 update only still or can we move onto the newer version now? Wasn't sure if that was updated yet as well or if we are still stuck with the 5.3.8p2 version.

Thanks in advance

- FastBurst
I have found that packing several objects that share meshes or textures creates smaller .unity3d files, often dramatically smaller, so it is generally a good idea to place those things into one file. I have not tested loading times but I'd expect that a few files will load faster than many.

There will be an updated script for Unity 2018.2, but the export process will be the same. You will need to re-export all your assets, but other than perhaps evaluating the shader choices you made (The game will likely change how old models look using some shaders) , you wont need to do much in the way of changing your models.

 
Thanks xyth, I am going to try packing as many as I can together to see if that helps. I am really looking forward to the update. I don't know how much the update will help or if it will make a difference or not lol but would be nice to be able to use the newer platforms.

 
There will be an updated script for Unity 2018.2, but the export process will be the same. You will need to re-export all your assets, but other than perhaps evaluating the shader choices you made (The game will likely change how old models look using some shaders) , you wont need to do much in the way of changing your models.
First let me thank you for sharing your knowledge and work allowing people such as my self get their toes wet in modding 7 Days. May I ask if there is any update on the script yet?

Kind regards, Mac :)

 
Converting legacy animation to mecanim animation

New tutorial is available on converting legacy animated entities to the new mecanim animation system. Check it out here:

Sorry in advance for the bloopers....

 
Hello Xyth, thank you for your tutorials, and i hope you or someone else can help me.

Are the steps the same for Item modelling, like new melee weapons?

I tried your tutorial with a free asset from the unity asset store (Kukri) but i can´t figure out how too export this asset

into an unity.3d file?

Thank you

 
Go through the tutorial step by step, not missing any steps; one of them talks about an export script and then right clicking the prefab to export your objects.

 
In Unity, a block and an item is the same except for two things. First, you do not need to add a collider or a tag on an object that will be used as an item in game. The second difference is the positioning of the object. Blocks need to be at 000 (xyz coords) but items need to be aligned with a position dictated by the handhold position in xml. The best way to align an item is to extract an item's mesh from the games resource file, one that uses the handhold that you plan to use with the new item, and use that mesh as an alignment tool.

 
Thank you, i got the Kukri Model into the game but can´t get the handheld position right...

but items need to be aligned with a position dictated by the handhold position in xml. The best way to align an item is to extract an item's mesh from the games resource file, one that uses the handhold that you plan to use with the new item, and use that mesh as an alignment tool.

I did it like in your video about weapon positioning, but after the export its always the same in the game.

Some idea what i get wrong?

 
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Likely you are moving the top parent object rather than the child object. The top parent object must remain at 000.

 
Likely you are moving the top parent object rather than the child object. The top parent object must remain at 000.
Thanks for your input but I checked it again and the parent object (meleeKukriPrefab) has 000 and i aligned the child object too the melee iron barbed club (holdtype 2).

Maybe i have some troubles with my unity assets bundle extractor (cause the stable 2.2 version is not working for me (plugin is not working) so i use beta3 32 bit...

 
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