From b7d08748700688bbc3d044c9db5d301ea288b35e Mon Sep 17 00:00:00 2001 From: LegendaryGuard Date: Tue, 19 Apr 2022 14:52:13 +0000 Subject: [PATCH 1/1] Add troubleshooting section, distribute quotes --- Exporting-a-weapon-for-Xonotic.md | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/Exporting-a-weapon-for-Xonotic.md b/Exporting-a-weapon-for-Xonotic.md index cd4b921..635b4c4 100644 --- a/Exporting-a-weapon-for-Xonotic.md +++ b/Exporting-a-weapon-for-Xonotic.md @@ -128,10 +128,17 @@ Save those compiled model files into `models/weapons/` folder where they belong. **Conclusion**: Sometimes, renaming formats can be useful to save effort. Note: it's a kind of weird way to do stuff, file formats are hardcoded in the gamecode rather than dynamically obtained. The issue of model resources was found here: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2629#note_686988936 +## Export troubleshooting + +- Spamming CSQC errors:
If you received spamming errors like that:
spammingerrorstagweapon
It's because you didn't do correctly the steps after exporting the models. Remember, `g_*` and `v_*` MUST contain one bone. +- Broken shadow artifacts (enabled with `r_shadows 2` and disabled `r_shadow_shadowmapping 0`):
+To solve this, the possible way is exporting as IQM, selecting bone and mesh (both highlighted). Usually, this issue happens in `g_*` and `v_*` ones. +
Reference: https://gitlab.com/xonotic/xonotic-data.pk3dir/-/issues/2667 + # Old methodology **IMPORTANT**: In this methodology, you can't make cool animations with separated objects, because `h_*.iqm` here is a plane mesh with bones. -- 2.39.2