2024-12-09 18:31:56|Myriagame |source:minecraft skins
This tutorial is set by the author to use the CC By-NC-ND protocol.
Foreword
VPB has been updated for almost half a year, but there is no specific detailed domestic VPB gun bag production process.Although the oil pipe has the production tutorial recorded by the author, most players cannot get in touch with some problems.Therefore, this series of tutorials is a "Chinese" of the author's tutorial video, and supplement some of my own understanding.
Because the format of the VPB gun bag is similar to the general Minecraft resource package format, you will feel that you are familiar and unfamiliar.
A M1911 that is being produced
This tutorial takes a gun as a tutorial, from model grouping to animation production to the final value.There will be a relatively complete tutorial introduction. If there is a problem, please leave a message below. I will answer your questions as much as possible when I see it.
Note that this tutorial will not introduce how to make accessories and bullets, but its process is not large from the production of firearms.
First of all, this is not a war or pulling. I did not make a negative evaluation of any MOD. It was an evaluation based on objective facts.This is the comparison I listed after testing, and maybe partial or inaccurate to ask questions.
TACZ Eternal Fleeor Workshop: zero VPBVIC's Point Blank Model File File Filetage is complicated and more complicated and simpler.
With a state machine, the latest version (1.7.5) can be played by the animation according to the number of bullets in different guns
Compatibility (first exclude OPT) and the light and shadow good atly 1.7.2 Start with all light and shadow. The sight of fish eyes, color deflection, filter and other effect gun bags can be set.The animation production of the gun bag is simple. If the shell -throwing animation does not require the hands K is more tedious, you need to hand k. Thank you, already K numbness like a shell animation 1. Status machine: The state machine is the abbreviation of a limited state automatic machine, is it, is the abbreviation of a limited state automatic machine, and it is the abbreviation.A mathematical model made of reality running rules.It can be briefly understood as different reactions to different states
Model
Preparation
The author recommends that the software used to make firearms models is Blockbench (hereinafter referred to as BB). Please click me on the software download address.After installing the software, open the main interface of BBBLOCKBENCH software
In the default main interface, open the file-> plug -in in turn, and in the subsequent menu, search Geckolib and click Installation.Gecklib animation plug -in
After the installation is successful, return the main interface, and find the GECKOLIB Animated Model option and create a new model during the newly built on the left.You can also find it in the file-> newly built.If not found, try to restart the software. After restarting, go to the plug -in page to check whether the installation is successful. If not, please repeat the above steps.Some areas may not be able to load the plug -in interface due to network problems, and I can help.After entering the file name and determining texture resolution, you can make the model production. The production methods and details are not described here. You can refer to the production guide in TACZWIKI.
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Model division
Consistent with TACZ, the model needs to be placed in the right group, so that the firearms can be displayed normally.The following is a group required for a gun in BB
The structure of the group is roughly like this
main#main class─ Scope#├ ├ ├ ├ ├ ├ ├
F ─ Muzzleflash#├ ├ ├ ├
M ─ leftarm#left hand
Ar ─ Rightarm#right hand
C ─ _CB_SCOPE#Main sight positioner
An ─ _CB_CANTED#├ ├ ├ ─ _CB_SUPPRESSOR#├ ├
R ─ _cb_grip#grip positioner
A ─ _CB_LAUNCHER#Hanging transmitter positioner
H ─ Launcher#├ ├ ├ ├ ├ ├ ├ must exist with the locator
1 ───— M1911#firearm model
_Camera_#The location of the first person camera
Except for the packets listed above, the lack of any item will cause the model to load abnormalities.For camera positioning, you can search for the Cameras plugin in the plug -in interface for search and installation. It provides a camera perspective, which can more conveniently locate the camera position when the first person and the aiming.
Related positioner: All positioner positions are located according to the pivot point of the current group. A small block can be added to the group for observation. This block will not be rendered in actual games.
Regarding the position of the arm: The suggestion given by the author is to download the default firearm pack he released, then open the model, and copy the Scope, Muzzleflash, Leftarm, and RightArm to their engineering documents.
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Display adjustment
Switch the mode in the upper right corner to the display adjustment, it will jump to the following interface
You can adjust the firearms here to become a drop -off and a third -person display.Regarding the first -person display, if you do not set up _camera_ grouping above, you need to adjust the display under the first perspective.It is strongly recommended to set up _Camera_ group here so that you will get a better view of an view!
Notice!: Do not zoom in the model of the first perspective! This will cause significant deviations in the weapon under the sight!
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Animation production
Switch the mode to the animation mode, you will see the following scene
Here is the place where you spend the second more time (the first is the model).Although a gun must have an animation, there will be no error that will not happen: at least one shift animation, switch animation, open fire animation, and view animation.The name of the animation is casual, as long as you can know it in the subsequent link.Please find information on the animation section. Don't introduce too much here.
Note: Except for switching (DRAW), inspection (inspect), and fire (FIRE) animation must be completely named according to the name, other animations can be named according to your preferences
About the addition of sound effects
The sound effect of VPB is also achieved during the animation process. Please click on the animation effect to add the relevant axis above the time shaft
On the adding shaft, select the sound to add keyframes, and add the sound from the local area.There is no need to set the sound effect on fire animation
Please note!The effect of the effect in the key frame on the left needs to be remembered, and the sound effect of the firearm will be required.
Keep in mind the name of the effect here!Intersection
After doing the animation, please remember to save. At this time, BB will pop up the preservation of the animation files. Please name a name that can facilitate and quickly identify it to save it to the position you can find.
Assembled gun
Export animation, model, icon file
Animation, models, and sound have been done, and now the export model and animation.Please select the two options of the red box marked in the figure below for export in the file -> export.The first Export Geckolib Model is to export the current firearm model and the GECKOLIB model format.The second Export GECKLIB Display Settings adjusts the adjustment data for the display of firearms.The above two files, please name a name that can facilitate and quickly identify it and save it to the location you can find.Drive models and display settings respectively
Cut back to the editing mode, please put a angle you think you can, and then hide all the groups except the firearm. Select the view-> screenshot model.The right icon is generally square. After saving the screenshot, you can edit the picture and modify the picture in the change software.
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Pocket composition
The following is a file composition of a VPB gun bag. If you are familiar with how to make the resource package, then the files below you will be familiar.
root directory-─── v VPB-Gunpack#Firers bag name, you can have a highly recognizable name
E ──ASSETS#Main resource folder, all resources are classified here
│ p──— PointBlank
│ a─── Animations#Storing firearm animation
│ │ └ ──ITEM
│ │ └ ─── AA12.Animation.json
│ g─── Geo#Storage model
│ │ └ ──ITEM
│ │ └ ─── AA12.geo.json
│ i──Te description files of wetems#firearms and bullets │ │ └ ── AA12.JSON
│ l──Lang#Language file
│ │ └ ──— zh_cn.json
│ m──Models#
│ │ └ ──ITEM
│ │ └ ─── AA12.JSON
│ s ──Sounds#Storing sound files must be in OGG format
│ t──Textures#Store storage
│ │ ├ ───— GUI#
│ │ └ ──ITEM
│ │ │ ├───Aa12.icon.png │ │ └ ── AA12.PNG
│ s────Sounds.json#Comparison table of the sound
│
───Sata#Store synthetic table
│ v ── _ vpb_gunpack#The space name of the current gun bag must be unique
│ ──Rcipes
│ a─── AA12.JSON#Formula
.─── EXT.JSON#├ ├ ├
│
K ─── Pack.mcmeta#└ └ └ └, similar format as the resource package
The above -mentioned file structure must be observed, otherwise it may cause problems such as unable to read
Find a suitable place and create a folder of the above -mentioned structure, and you can start building your own gun.
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Firearm description file -wetems folder
Create a JSON folder consistent with the name of your firearms and then open it.The content of the description file is listed below. If it is not understood, you can check the description file in the official example package. The standard values of some values can also refer to the following example package.
The following is a description file structure for general firearms (non -shotguns)
Weapon maximum bullet capacity IntmaxamoperReloaditeration number of bombs on a single bomb animation is generally used for pump -mounted 霰 shotability INTCOMPATIYAMMMO
The items used in the filling gun can be filled in the original item (you need to bring Minecraft :), you can use a variety of items text damage
The damage caused by single bullets INTRPM firemodes
Fire -on mode, existing: Single, Automatic (Multi -mode existence, I have not studied it for the time being), you can use multiple mode text Firesound
Turn on the fire sound, please remember the content of the filling here. In the future
Switch to the animation cooling delay to avoid repeatedly playing intaimingzoom
When aiming, the field of view is scaled into IntgunRecoilinitiaLaMplitude
At the beginning of the firear
Firers jittering amplitude of firearms due to recoil
Firers jitter amplitude of firearms due to recoil
Player screen amplitude of the player in the recoil IntinspectCoolDOWNDUTION
View the animation cooling time Intmuzzleflashscale
Earn fire size IntphaSedRoLoads
Related settings for the shift animation playback. Here you can customize each gun change animation listteffects.
This form may not list some new version of the existence. If there is any omissions, please point out in the comment area.
Create your animation effect
Here we focus on things in "PhasedReloads".This contains the shying range of the camera when you change the bomb, and the judgment conditions should be played.The following is an example:
"PhaseDReloads": [{{
"PHASE": "RELOADING",
"Condition": "RELOADITERATIONDEX == 0",#Judgment condition, the condition here is "before the bullet is changed, the number of bullets in the gun is 0"
"Duration": 2080,#Animation is often
"Animation": "Animation.model.reloadempty",#which group of animation
"Shakeeffects": [#The setting of the camera, generally the camera trembling
{{
"Start": 280,#jitter start time, the time here corresponds to the timeline selected above, the same
"Duration": 400,#"" "
"InitiaLaMplitude": 0.3,#"" "RateofamplitudEcay": 0.8#jitter attenuation amplitude amplitude amplitude amplitude
},
{{
"START": 760,
"Duration": 400,
"InitiaLaMplitude": 0.35,
"RateoFamplitudEcay": 0.7
},
{{
"Start": 1400,
"Duration": 400,
"InitiaLamplitude": 0.2,
"RateoFamplitudEcay": 0.6
},
{{
"Start": 1760,
"Duration": 350,
"InitiaLamplitude": 0.2,
"RateoFamplitudEcay": 0.3
}
]
},
{{
"PHASE": "RELOADING",
"Condition": "RELOADITERATIONDEX> 0", "Duration": 1320,
"Animation": "Animation.model.reload",
"Shakeeffects": [[
{{
"Start": 280,
"Duration": 400,
"InitiaLamplitude": 0.3,
"RateofamplitudEcay": 0.8
},
{{
"START": 760,
"Duration": 400,
"InitiaLaMplitude": 0.35,
"RateoFamplitudEcay": 0.7
}
]
In the above code, we distinguished the animation of the firearms when the animation of the firearm was divided according to whether it was empty, and achieved tactical bombs.At the same time, there is a "ammocount" for judging conditions. Without testing, it is suspected that the number of ammunition in the gun that is being changed can be read.
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Language File -Lang Folder
If you don't know what language files are, you can go through Minecraftwiki to check.Under normal circumstances, the gun space you add is named: item.pointblank. Example of a language file ———————————————————————————————————————————————————————————————————————————————————————————— Item display settings -Models folder Here, the export -saved display adjustment content should be put in. At the same time, the name of the name is consistent with the corresponding description file.Here, we will add items icons.First place the icon to Textures/item, and rename the names that you can find and distinguish.Then open the display setting file. After putting and opening the file, insert the following content separately at the beginning and tail to ensure that the icon is loaded normally: {#Put in the front front
"Loader": "Forge: SEPARATE_TRANSFORMS",
"GUI_LIGHT": "Front",
"Base":
"Perspectives": {#Put at the last
"GUI": {
"Parent": "Item/Generated",
"Textures": {
"Layer0": "POINTBLANK: Item/A10.icon"
}
}
}
}
The "POINTBLANK: Item/A10.icon" is changed to "PointBlank: Item/XXXX", and the XXXX indicates the name of your post -named sticker.
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Why is there no sound in my world -Sounds.json
This JSON file is a reconstruction of sound files, listing a table of corresponding sounds to the game.If there is no such table/wrong, the game will play the wrong sound or why my world has no sound.The conventional format is as follows:
"m1900_reload_1": {#registered space name provided by the game"Sounds": [[
{{
"Name": "pointblank: m1900_Reload_1",#"" "" in the Sounds folder
"Stream": False#No need to care, I didn’t understand it either
}
]
There is a specific introduction to the document in wiki, so I won't go into details here.
Notice!: The name of the registration space here is consistent with the key frame name of the sound effects mentioned earlier!Otherwise, there will be loss of sound effects!
—————————————————————————————————————————————————————————————————————————————————————————— Miscellaneous
ext.json
This file is only a line of code to indicate the space of this gun bag
{{"Name": "PointBlank-Guns-PACK"
}
pack.mcmeta
This file is mainly used for Minecraft resource package descriptions. Generally, the resource package version and resource package name is written.For specific content, you can go to wiki to view.
Package, ready to publish
At this point, your gun bag should be completed.VPB supports compressed bags or folders formats to load. Generally, compression packages are used to facilitate the transmission.Put it into the PointBlank folder, everything is achieved!
Conclusion and broken thoughts
This article may not be comprehensive, and may even have some loopholes, hoping to point out problems in the comment area.Follow -up may continue to expand the production tutorial on ammunition and accessories on the basis of this article.(Or another one?)
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