Ad placeholder

Modding:Creating and Exporting Meshes in Blender: Difference between revisions

Jump to navigation Jump to search
no edit summary
No edit summary
No edit summary
Line 79: Line 79:
==Testing in Game==
==Testing in Game==
It is recommended to test the mesh first by exporting it as a replacer for an existing mesh(even one from a mod you have unpacked) if you are new to modding, as there’s a lot of things that can cause an item to not show up in your code.
It is recommended to test the mesh first by exporting it as a replacer for an existing mesh(even one from a mod you have unpacked) if you are new to modding, as there’s a lot of things that can cause an item to not show up in your code.
For adding the item in game as a seperate item, see here- [[Modding:Coding An Item|Coding an Item]].


==Hotloading==
==Hotloading==
It is not only possible but very recommended to hotload meshes, it enables you to fix them in action. [[Modding:Hotloading|See here for how.]]
It is not only possible but very recommended to hotload meshes, it enables you to fix them in action. [[Modding:Hotloading|See here for how.]]
== Tutorials by Others ==
Be sure to watch [https://www.youtube.com/watch?v=IbivHL2lPrc&list=PLG6GyipNkD2ptAp16VXs8BiTNEaMlgKhO&index=1 this video series] by Druu of the plugin in action and follow along.

Navigation menu