User:MyraMidnight/ideas
Seawolf Modding Tutorial
This tutorial is for creating a custom mod for Seawolf Dragons, and will be using the Kinzart Dawn/Midnight dragon as an example, while creating a feral Night-Fury.
The Tutorial itself is free so feel free to share it with your friends, we need more Night-Furies on SL.
The only thing missing would be the scripts needed for the Stage3 of the tutorial. But you get the scripts included with the tutorial when bought at a vendor/marketplace for $50L.
NOTICE: Since Im always working on improving my tutorial and make it easier to use, feel free to contact me (MyraMidnight) if you have any trouble with it. Or simply to ask if there is a newer version of the tutorial, the version is in the description of each notecard.
You can ask for a newer version of the tutorial, even if you didn't buy the full set, but you will only get the tutorial, not the scripts. _____________________________________ FOR THIS NIGHT FURY MOD YOU NEED
A Seawolf Dragon (JUVENILE is the perfect size)
A Midnight/Dawn dragon from Kinzart.
Some modding skills (not included)
And for some finishing touches: You can maybe find a freebie NF breath at this place:
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TUTORIAL:
Creating a head/jaw that works with seawolf dragon. (universal).
Make a flexy tail for the Night Fury.
Make a prim tail for the Night Fury (might need scripts).
Continue from Stage2b. Make it livery enabled. (need scripts)
A extra stage, how to create a decal layer.
How to use the scripts included with the Tutorial (when bought).
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I hope this tutorial will help you make a custom mod, a night fury, or anything you come up with yourself.
USEFUL NOTES: Liveries, Backup Save, Camera Controls, Linking, Un-linking.
LIVERIES:
For those who don't know it yet, liveries is the color system you use to color your dragon via the HUD. Liveries actually means uniform. Its fun to know that the liveries you save on your HUD get saved on a server, so even if you get a fresh new HUD, you keep your liveries.
BACKUP SAVE:
If you select all the objects of the head together (using SHIFT key to select multiple objects) before linking, and TAKE COPY, you can make a backup of the setup without linking. The icon in the inventory should be a box with a missing piece in it, unlike a single object being a whole box.So when you rez it, you don't have to position them all again. Good as a backup before linking, if something goes wrong or not like you were planning.
So make a backup before linking, to be on the safe notes, its harder to take it apart afterwards. And ALWAYS STOP SCRIPTS FROM RUNNING as some scripts behave different after linking and will mess up things in ways you might not have expected.
# CAMERA CONTROLS:
For those who don't know how to move the camera in the many ways it can, then this is a good trick to know. You can use this to move your camera into the object to help you select things not visible from the outside. To do this, do not look at the object you want to go into, but someplace else (you cant seem to be able to see into the object you focus on).
ALT key will let you zoom the camera with the mouse and rotate the camera.
If you hold ALT+CTRL, you can angle the camera up and down.
If you hold ALT+CTRL+SHIFT, then you can move the camera without turning or zooming.
# LINKING CORRECTLY (CTRL+L)
It really matters what object you SELECT LAST, when you are linking together objects/prims. Because the ROOT of the item selected last, will become the root of the WHOLE linked object when you finish linking it.
Do NOT have the EDIT LINKED on when linking together. So to say it simply: FIRST select all the items/prims you are going to attach. Then select LAST the item that holds the ROOT or will become the root.
# UN-LINKING CORRECTLY (CTRL+SHIFT+L)
Unlinking is opposite linking, and will take items apart. To avoid a simple error that results in your object falling apart and becoming millions of un-linked prims, you should make sure that you do NOT have the entire object selected.
You should always have EDIT LINKED on when selecting prims you want to remove from your object, since "edit linked" lets you select single prims of a linked object and modify them specially.
You will know that you un-linked it, when the OUTLINE of anything you had selected while un-linking becomes YELLOW. If the outline of EVERYTHING in your object becomes yellow, you just took your item apart. __________________________________ Brought to you by MyraMidnight