安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






For my model, I used the 'Gradient' tool in the 'Weight Paint' mode, which paints all the vertices of the object. For Bip01_Pelvis, I painted full weight at the base of the tail and zero weight at the tip. For Bip01_Spine1, I did the reverse. That way I could be sure that all vertices had at least some weight.
And the gradient leads to a smoother bend during walking/running animations :)
https://theindiestone.com/forums/index.php?/topic/37647-the-one-stop-shop-for-3d-modeling-from-blender-to-zomboid/
- If it sort of looks inside-out in-game, check if face orientation is correct for all faces (mirroring in Blender also flips the normals).
- If it's flickering, maybe there's faces, one behind the other but too close together, and at different camera angles a different face would win the game of not-enough-floating-point-precision.
- Could also be an issue with the material settings: the tail-body probably somewhat cylindrical and mostly obtuse angles might deal better with shading than the tip (arrow or heart shaped?) with it's sharp corners and edges.
- A www, thank you! You're sweet. I'm no stranger to publishing mods (I'm a Rimworld modder lol) so I'll think about it if I ever get around to doing it <3
And of course you'll be credited, even if it's just for actually giving advice and guidance on what to do. I'll be taking a look at this mod's files once my dumb ADHD brain lets me open Blender again, and I'll see what I can cook up. :)
Additional note about scale: for some reason Indie Stone made their models SUPER small (one of the guide above even mentions this), which Blenders viewport really doesn't like. I usually scale the model up, edit it and then scale it back down (or even scale it during the export-process).
The reason I didn't suggest my mods (and why I also suggested looking at a mod for b41 only or b42 only) is that you'll find all the files duplicated (e.g.: ./media/ for b41 and ./common/media/ for b42) which might look confusing to someone new to modding.
You have permission to re-use my models/textures as you like (ofc. always give credit where and when credit is due ;), but being 'well-versed' in in Blender you can probably do a lot better than my inexpertly (even if lovingly) created models^^
- Yes like a tiger or lion <3
And I am very well-versed in Blender and 3D modelling so I guess I have a new project. xD Would it be okay to take a look at how you've made yours? It'd only be a personal mod so I can make myself some snow leopard ears/tail xD
But if you're interested in DIY, (depending on your 3D modelling experience) it doesn't actually take very much to create models for PZ.
Blender is free to download/use and can import/export .FBX files (PZ uses FBX for rigged models). For static models PZ uses the .X (DirectX) file format, for which online converters (FBX <--> X) are available.
Textures are just PNGs, so you could do with Windows Paint. More powerful free tools are Gimp or "Paint dot NET".
To understand the structure of PZ mods, simply find a very simple mod (preferably only for B41 or only for B42) that roughly does what you want your mod to do and then look at files in your steam folder under Steam/steamapps/workshop/content/108600/<mod-ID> (you can find the mod-ID in the URL in the address line of a mod page or at the bottom of the mod description).
Although with a mod as simple as this there shouldn't be any mod incompatibilities, I can't rule it out completely either.
Check your console.txt file (typically found under C:\users\<username>\Zomboid\) for potential relevant errors.
See "[B42] Fox Ears and Tail" (ok...but foxes are still dog-like), "[NPDM] PuppyGirl" or "[NPDM] Puppy Play" (though the tails of the last two are attached in somewhat...risque locations)
The clothes are just vanilla: Corset, Pants - Leather, Fingerless Gloves - Leather and a red Shemagh :)