Sollumz
2.5
2.5
  • πŸ‘‹Welcome
  • πŸ“‹Features
  • πŸ“—Getting Started
    • πŸ“₯Installation
    • πŸ€Creating Your First Asset
  • πŸ”¨Support
    • ❔FAQ
    • πŸ’¬Getting Help
    • ⚠️Files not supported by Sollumz
  • πŸ“šTutorials
    • 🌐Creating Static Meshes
    • πŸ’₯Creating Static Collisions
    • 🏠Creating Interiors [TODO]
    • 🎸Creating Props
      • ⚫Setting Up Sollumz Shaders
      • 🌐Converting To Drawable
      • βšͺCreating the Archetype (.ytyp)
    • πŸš™Creating Vehicles
      • πŸ“‘Setting Up the Model and Materials
      • 🦴Positioning Bones
      • 🚦Vertex Groups, Hierarchy, and Armature
      • 🍒LOD Assignment
      • πŸ“€Exporting
    • πŸ”«Creating Weapons [TODO]
    • 🎬Basic Animation Editing [TODO]
    • πŸ‘•Basic Clothes Editing
  • πŸ“„Documentation
    • 🌐Drawables (.ydr)
      • Level of Detail (LODs) Editing
      • Rigging
    • πŸš™Fragments (.yft)
      • Bone Physics
      • Collision Physics
      • Prop Setup
      • Vehicle Setup
        • Import Settings
        • Vehicle Windows
        • Light IDs
        • Paint Colors
        • Wheels
        • Export Settings
      • Vehicle Shaders
    • πŸ—‚οΈDrawable Dictionary (.ydd)
    • πŸ’₯Collisions (.ybn)
    • 🎬Clip Dictionary (.ycd) [TODO]
    • πŸ“‡Archetype Definition (.ytyp)
      • Archetype Flags
      • Archetype Extensions
    • πŸ—ΊοΈMap Data (.ymap)
    • πŸ’‘Lighting (.ydr)
      • Light Flags
      • Flashiness Values
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  1. Tutorials
  2. Creating Vehicles

Exporting

PreviousLOD AssignmentNextCreating Weapons [TODO]

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In the Export Codewalker XML > Fragment panel, you will find the two options, depending of your edits done prior in Blender.

First option - Auto Calculate Bonetags in Drawable is doing a bone number calculations. This option is needed to use when you have added a fresh new bone (i.e. a rear doors). The hardcoded bone tag value tells the game that specific bone has to be treated as rear doors. If you have not added any bones, do not select this.

Second option - Auto Calculate Inertia and Auto Calculate Volume has to be ticked if you have changed the shape of any collision mesh. Using this option provides a correct calculation for a physics engine. If you have not changed any collision shapes, do not select this.

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Export settings with two options marked