Most of the things here can be left alone, but you may need to change the things highlighted in red.Auto Credit Based on Decembermin's Boeing B747SP Iran Air The Picture above is my aircraft prefab in the Inspector, yours should something like this. If you look at Joe the Pirate's Weapon Modding 101 tutorial, you can learn how to use the Mounted Weapon script in the Inspector. The location of the muzzles on your weapon is where a bullet (or other projectiles) will exit from a weapon. Well, now that you've done that, you can use those mounted weapons that you hopefully didn't delete. All the colliders are pretty simple to use so I won't be explaining how to use them. The ones you'll probably be using the most is the Box and Capsule colliders. You can use four different types of colliders: For my aircraft, I have to look in my Inspector and under Mesh Renderer, I change the materials number from 3 to 7 (The number of colors I used for this aircraft).Īfter you color your aircraft, you should get started setting up colliders for your aircraft. You can start applying the correct colors after you delet or keep the things listed above. Keep any or both of the propellers if you have a propeller aircraft, and keep the Disable on Death for any control surfaces, a custom throttle, and the wings so you can have the wings dissapear for the rigidbodies.įor this particular aircraft I'm using, it is one object, so I can delete everything bulleted in red. Keep the stick parent if you have a yolk for your aircraft. Keep the glass if you have a custom cockpit for the aircraft. You should keep the wing rigidbodies if you want the aircraft wings to break off after the aircraft explodes. You can delete or keep these objects in the prefab after you select your mesh: Once you find the mesh of your model, click on it. You should save your models in RavenfieldToolsPack>Assets>Models>Vehicles to keep them in one place. If you can't find it, then you may have saved it in the wrong location. It's located in the Inspector, here:Ĭlick on that little circle next to the text box in the mesh filter, and then proceed to look for your model's mesh. Then, you go to the mesh filter to change the mesh to yours. Once you have it out, you can click on "plane" in the scene and it will show in the Hierarchy, like this: If you didn't already, you basically just drag it in to view from Assets>Prefabs>Vehicles and look for the plane prefab. We start off with the vanilla Ravenfield attack plane. Also, you'll need the Tools Testing Project in order to use lock-on missiles for your aircraft (or any vehicle that uses lock-on weapons). If you don't have the latest modding tools, you can get it from Ravenfield's Official Website. Make sure you have Unity 5.6.3p1 before you get to setting your mod up. Now that your done with Blender, it's time to set it up in Unity. *You should rename your meshes in blender, it'll make it easier to find in Unity. Not gonna touch Animation because I don't know how to do that just yet. Doing this will allow it to load in Unity without it being flipped. Then go in edit mode and press R+X to rotate on X axis. Then, under Transform, set X axis rotation to 0. When you're done coloring and connecting, do this:Ĭlick on the Orange cube next to the globe. That will keep things from not moving correctly in Unity. Once you finish reconnecting the aircraft parts, You can start to recolor your aircraft (can be time consuming too). This makes sure that the blip faces correctly in Unity. Make sure the front of the aircraft is facing the top of the screen like this: But instead, have the camera facing exactly -180 degrees downward and have the Freestyle Borders at 4.0 thickness. If you want the aircraft to have it's own map blip, follow the directions on Joe the Pirate's "Weapon Modding 101" when making a UI icon. Now, you have to reconnect the aircraft parts, and remove the unnesseary parts.
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