Easy Red 2

Easy Red 2

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Time-Saving Modding Tips
By TheCalcMan
Some things not mentioned in Marco's tutorials that I trial-and-error'd while working on my mod, in the hopes that I can save other modders from the same fate. I also listed effects in case anyone has the same problems and can't figure out the cause. Will be updated as I learn more.


   
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Making Anything:
-Remember to ALWAYS re-subscribe to your workshop mod after compiling and uploading it from Unity, just in case Steam doesn't do it. This will avoid a lot of confusion.


- When attempting to reduce the polycount of pretty much any model in Blender (usually one taken from the internet), ONLY merge faces if said faces are perfectly flat with each other (as in you could draw a line over the top of them and it will perfectly ride along all faces you intend to merge, without bending). Your merged face will be invisible in Unity/Easy Red 2 otherwise, even if the face orientation is correct.

(For an insanely easy way to fix this, select the affected face in Blender, then right-click and select "triangulate faces")

Making Guns:
- Make sure your gun is aligned properly with the right hand while walking in third-person IN THE GAME, before animating your gun, as the rig testing hands are not the best reference for this. This is probably the biggest time-saver here and I encountered way too many problems because I didn't do this first.

-To resize a gun, DO NOT CHANGE THE SCALE OF THE GUN ITSELF. Instead, change the scale of the two empty objects containing the gun parts + the LOD parts + the firePosition, sightPosition, magPosition, etc (assuming you followed the tutorial). If you don't have these:
* make an empty object within your gun
* place all the gun parts in it
* select the emptyobject + all the other parts within "yourgunname (Clone)" (the firePosition, magPosition, etc)
* rescale them to whatever you wish
* place the parts back into "yourgunname (Clone)" and delete the empty object

- When making gun animations, try to use the forearm bones over the shoulder/arm bones. I've had the uniform clip through the first-person camera due to the latter.

-When making gun animations, ensure that ALL bones and the gun are assigned a keyframe at the beginning and end of your animation. The positions will get messed up if you don't.

-When making gun animations, you are allowed to animate the Center_Spine (as Marco says). However, make sure that the center spine is in its default position at the end of every animation (aka the same position it is in before you start animating). Otherwise, your gun will jolt forward when a squad leader gives orders (if the uniform clips through the gun when sprinting, move the right shoulder back instead and move the right forearm forward to compensate).

- Make sure your weapon animations are assigned to the same bundle, but DON'T assign your weapon sounds to the same bundle. It will break your gun completely.

-Do NOT use ANY of the generic animation sets for guns. It causes problems when switching from a generic animation gun to a modded gun with a custom animation.

-When animating a one-handed gun, you will still have to animate the left arm to be completely down at all times. The left arm will flip around in first-person if you don't (you can also just not animate the center spine, if you're willing to spend a little more time on the animation)

- When making a gun that has separate non-magazine parts for an animation (single bullet, stripper clip, ammo belt, etc), make sure to:
* Parent them to the gun, not the ammo box. Your part won't animate otherwise.
* Hide these objects within the gun (usually the stock) and not off-screen because said objects WILL FLOAT AROUND ANY SOLDIER HOLDING THE GUN if you do.


- When making a scope sprite in Photoshop or wherever, apply an extremely transparent (1% opacity) black layer over the entire scope. You will get white shapes filling your scope if you don't.





Making Vehicles:
- In Unity, make sure your vehicle is above the Unity ground and that the origin (the three-arrow point) of the vehicle is slightly above the Unity ground. Your vehicle will clip through the ground upon spawning in if you don't.


-Some ammo just doesn't work with vehicle cannons for some reason (the ammo will show up as "75 mm he ewdw" and you will not be able to fire the gun). Just go back into Unity and switch the cannon round to a different caliber of choice until it registers properly.


- To rescale a vehicle, simply rescale the parent at the very top of the prefab


- To assemble any turret without guessing and checking the pivot positions over and over:
* In BLENDER, make sure the origins of the turret and gun are correct/they rotate correctly
* In UNITY, right-click the turret ring part and turn it it into its own turret (I'll call this the Main Turret)
* Right-click the turret gun part and turn it into its own "turret"
* Drag the gun model into the XAxis folder
* Delete the XAxis object within the Main Turret
* Drag the XAxis object from the turret gun "turret" into the YAxis object in the Main Turret
* Click on the turret and reassign the XAxis, firePos, and scopePos

It'll feel slow at first, but you'll get used to it and it's way faster than constantly adjusting either part by sight.