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	<entry>
		<id>http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=648</id>
		<title>Making Skins</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=648"/>
		<updated>2023-05-31T18:31:50Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: /* Creating Skins - Beginner */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Making custom skins is not officially supported. There has been some drama in the past about users getting banned for messing with the game files. With an official skin shop planned at being released at some time in the future it is very possible that these methods will not be recommended in the future. &lt;br /&gt;
&lt;br /&gt;
== Creating Skins - Beginner ==&lt;br /&gt;
When creating skins for your Pavlov Map you will need a few things.&lt;br /&gt;
&lt;br /&gt;
You will need:&lt;br /&gt;
&lt;br /&gt;
* [https://www.substance3d.com/ Adobe Substance Painter 3D] &lt;br /&gt;
* (Alternatives) [https://quixel.com/mixer/ Quixel Mixer], [https://www.blender.org/download/ Blender] or [https://substance3d.adobe.com/education/ Substance Painter Student License] &lt;br /&gt;
&lt;br /&gt;
* Your weapon model with bake maps from [https://discord.gg/TFkKrVhE3A Pavlov Artists]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have those things you can find a tutorial for [https://youtu.be/NP7XnnIvkOs Adobe Substance 3D], or you can find one for your alternative '''(We strongly do not encourage you pirate or fraud for a version of Adobe Substance as it puts you at risk)'''&lt;br /&gt;
&lt;br /&gt;
If you are looking to get custom weapons then you can find how to here: [[Custom Guns]]&lt;br /&gt;
&lt;br /&gt;
== Problems with Gun Skin Making ==&lt;br /&gt;
Common problems with Gun Skin Making are:&lt;br /&gt;
&lt;br /&gt;
* Skin showing up as grey checkerboard&lt;br /&gt;
* Skin not working at all or in different place&lt;br /&gt;
&lt;br /&gt;
* Lighting or skin flickering problems&lt;br /&gt;
&lt;br /&gt;
===== Skin showing up as a grey checkerboard: =====&lt;br /&gt;
Make sure skeletal mesh is checked on the mat editor. If that doesn't work then it is mostly caused from you not &lt;br /&gt;
&lt;br /&gt;
using the custom materials in [https://ptb.discord.com/channels/1018963448383680553/1020750094443741317 Pavlov Artist's modkit] or your material isn't set up correctly, make sure you follow the tutorial and install the custom materials modkit in the project files.&lt;br /&gt;
&lt;br /&gt;
You will also need to correctly install M_PavlovGunMaster and create a material instance so you can mix your ORM, Occlusion and Base Colour etc.&lt;br /&gt;
&lt;br /&gt;
===== Skin not working at all or in different place: =====&lt;br /&gt;
Two things: Your skin requires the switch slots to be ticked or you haven't touched your skin box zone which is the outline box surrounding your skinbox blueprint in the editor. &lt;br /&gt;
&lt;br /&gt;
Mostly rifles and not handguns or throwables use switch slots according to Chalk (Pavlov Artists founder) &lt;br /&gt;
&lt;br /&gt;
If you do not touch your skinbox zone then it will not apply the skin. If you want a constant skin then make sure the skin box zone covers the spawns or the whole map with scaling.&lt;br /&gt;
&lt;br /&gt;
===== Lighting or skin flickering problems =====&lt;br /&gt;
You haven't set up your sphere reflection or built the light, but if you have then you haven't setup the skinbox correctly.&lt;br /&gt;
&lt;br /&gt;
== Creating Character Skins ==&lt;br /&gt;
Pretty much your doing the same as you do with guns using the character models found in the resource channel of Pavlov Artists. I would stick to to the normal character textures.&lt;br /&gt;
&lt;br /&gt;
But if you want for an example an all gold NATO skin then you can make one, just expect a few issues a long the way.&lt;br /&gt;
&lt;br /&gt;
a big problem with trying to edit the default skins or vehicles is the gore and damage will break the skin the first time they are shot so u would need to find a way to disable that  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
if you are looking to change the models of them, you can here: [[Changing the character model]]&lt;br /&gt;
&lt;br /&gt;
== Personal Skins ==&lt;br /&gt;
In order to make a personal skin you will need to have it built into a map because as of now there is no skin support so they must be built into the map  however if u wanted to go that route  someone already made some logic that can help you with that,  [https://drive.google.com/file/d/1FtDn79igDXZfMCXRvF3mIVPHiv1wU2I9/view?usp=share_link THW Reaper's skinbox] (CustomPlayers Skinbox) it uses player ids (names/steamids) to assign personal skins, as of now it works. &lt;br /&gt;
&lt;br /&gt;
If it breaks in the future contact TWH Reaper or SmallDvrkOne.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=396</id>
		<title>Making Skins</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=396"/>
		<updated>2023-05-02T16:54:48Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Making custom skins is not officially supported. There has been some drama in the past about users getting banned for messing with the game files. With an official skin shop rumed at being released at some time in the future it is very possible that these methods will not be recomended in the future. &lt;br /&gt;
&lt;br /&gt;
== Creating Skins - Beginner ==&lt;br /&gt;
When creating skins for your Pavlov Map you will need a few things.&lt;br /&gt;
&lt;br /&gt;
You will need:&lt;br /&gt;
&lt;br /&gt;
* [https://www.substance3d.com/ Adobe Substance Painter 3D] &lt;br /&gt;
* (Alternatives) [https://quixel.com/mixer/ Quixel Mixer], [https://www.blender.org/download/ Blender] or [https://substance3d.adobe.com/education/ Substance Painter Student License] &lt;br /&gt;
&lt;br /&gt;
* Your weapon model with bake maps from [https://discord.gg/TFkKrVhE3A Pavlov Artists]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have those things you can find a tutorial for [https://youtu.be/NP7XnnIvkOs Adobe Substance 3D], or you can find one for your alternative '''(We strongly do not encourage you pirate or fraud for a version of Adobe Substance as it puts you at risk)'''&lt;br /&gt;
&lt;br /&gt;
If you are looking to get custom weapons then you can find how to here: [[Custom Guns]]&lt;br /&gt;
&lt;br /&gt;
== Problems with Gun Skin Making ==&lt;br /&gt;
Common problems with Gun Skin Making are:&lt;br /&gt;
&lt;br /&gt;
* Skin showing up as grey checkerboard&lt;br /&gt;
* Skin not working at all or in different place&lt;br /&gt;
&lt;br /&gt;
* Lighting or skin flickering problems&lt;br /&gt;
&lt;br /&gt;
===== Skin showing up as a grey checkerboard: =====&lt;br /&gt;
Make sure skeletal mesh is checked on the mat editor. If that doesn't work then it is mostly caused from you not &lt;br /&gt;
&lt;br /&gt;
using the custom materials in [https://ptb.discord.com/channels/1018963448383680553/1020750094443741317 Pavlov Artist's modkit] or your material isn't set up correctly, make sure you follow the tutorial and install the custom materials modkit in the project files.&lt;br /&gt;
&lt;br /&gt;
You will also need to correctly install M_PavlovGunMaster and create a material instance so you can mix your ORM, Occlusion and Base Colour etc.&lt;br /&gt;
&lt;br /&gt;
===== Skin not working at all or in different place: =====&lt;br /&gt;
Two things: Your skin requires the switch slots to be ticked or you haven't touched your skin box zone which is the outline box surrounding your skinbox blueprint in the editor. &lt;br /&gt;
&lt;br /&gt;
Mostly rifles and not handguns or throwables use switch slots according to Chalk (Pavlov Artists founder) &lt;br /&gt;
&lt;br /&gt;
If you do not touch your skinbox zone then it will not apply the skin. If you want a constant skin then make sure the skin box zone covers the spawns or the whole map with scaling.&lt;br /&gt;
&lt;br /&gt;
===== Lighting or skin flickering problems =====&lt;br /&gt;
You haven't set up your sphere reflection or built the light, but if you have then you haven't setup the skinbox correctly.&lt;br /&gt;
&lt;br /&gt;
== Creating Character Skins ==&lt;br /&gt;
Pretty much your doing the same as you do with guns using the character models found in the resource channel of Pavlov Artists. I would stick to to the normal character textures.&lt;br /&gt;
&lt;br /&gt;
But if you want for an example an all gold NATO skin then you can make one, just expect a few issues a long the way.&lt;br /&gt;
&lt;br /&gt;
a big problem with trying to edit the default skins or vehicles is the gore and damage will break the skin the first time they are shot so u would need to find a way to disable that  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
if you are looking to change the models of them, you can here: [[Changing the character model]]&lt;br /&gt;
&lt;br /&gt;
== Personal Skins ==&lt;br /&gt;
In order to make a personal skin you will need to have it built into a map because as of now there is no skin support so they must be built into the map  however if u wanted to go that route  someone already made some logic that can help you with that,  [https://drive.google.com/file/d/1FtDn79igDXZfMCXRvF3mIVPHiv1wU2I9/view?usp=share_link THW Reaper's skinbox] (CustomPlayers Skinbox) it uses player ids (names/steamids) to assign personal skins, as of now it works. &lt;br /&gt;
&lt;br /&gt;
If it breaks in the future contact TWH Reaper or SmallDvrkOne.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=395</id>
		<title>Making Skins</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=395"/>
		<updated>2023-05-02T16:54:34Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Making custom skins is not officially supported. There has been some drama in the past about users getting banned for messing with the game files. With an official skin shop rumed at being released at some time in the future it is very possible that these methods will not be recomended in the future. &lt;br /&gt;
&lt;br /&gt;
== Creating Skins - Beginner ==&lt;br /&gt;
When creating skins for your Pavlov Map you will need a few things.&lt;br /&gt;
&lt;br /&gt;
You will need:&lt;br /&gt;
&lt;br /&gt;
* [https://www.substance3d.com/ Adobe Substance Painter 3D] &lt;br /&gt;
* (Alternatives) [https://quixel.com/mixer/ Quixel Mixer], [https://www.blender.org/download/ Blender] or [https://substance3d.adobe.com/education/ Substance Painter Student License] &lt;br /&gt;
&lt;br /&gt;
* Your weapon model with bake maps from [https://discord.gg/TFkKrVhE3A Pavlov Artists]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have those things you can find a tutorial for [https://youtu.be/NP7XnnIvkOs Adobe Substance 3D], or you can find one for your alternative '''(We strongly do not encourage you pirate or fraud for a version of Adobe Substance as it puts you at risk)'''&lt;br /&gt;
&lt;br /&gt;
If you are looking to get custom weapons then you can find how to here: [[Custom Guns]]&lt;br /&gt;
&lt;br /&gt;
== Problems with Gun Skin Making ==&lt;br /&gt;
Common problems with Gun Skin Making are:&lt;br /&gt;
&lt;br /&gt;
* Skin showing up as grey checkerboard&lt;br /&gt;
* Skin not working at all or in different place&lt;br /&gt;
&lt;br /&gt;
* Lighting or skin flickering problems&lt;br /&gt;
&lt;br /&gt;
===== Skin showing up as a grey checkerboard: =====&lt;br /&gt;
Make sure skeletal mesh is checked on the mat editor. If that doesn't work then it is mostly caused from you not using the custom materials in [https://ptb.discord.com/channels/1018963448383680553/1020750094443741317 Pavlov Artist's modkit] or your material isn't set up correctly, make sure you follow the tutorial and install the custom materials modkit in the project files.&lt;br /&gt;
&lt;br /&gt;
You will also need to correctly install M_PavlovGunMaster and create a material instance so you can mix your ORM, Occlusion and Base Colour etc.&lt;br /&gt;
&lt;br /&gt;
===== Skin not working at all or in different place: =====&lt;br /&gt;
Two things: Your skin requires the switch slots to be ticked or you haven't touched your skin box zone which is the outline box surrounding your skinbox blueprint in the editor. &lt;br /&gt;
&lt;br /&gt;
Mostly rifles and not handguns or throwables use switch slots according to Chalk (Pavlov Artists founder) &lt;br /&gt;
&lt;br /&gt;
If you do not touch your skinbox zone then it will not apply the skin. If you want a constant skin then make sure the skin box zone covers the spawns or the whole map with scaling.&lt;br /&gt;
&lt;br /&gt;
===== Lighting or skin flickering problems =====&lt;br /&gt;
You haven't set up your sphere reflection or built the light, but if you have then you haven't setup the skinbox correctly.&lt;br /&gt;
&lt;br /&gt;
== Creating Character Skins ==&lt;br /&gt;
Pretty much your doing the same as you do with guns using the character models found in the resource channel of Pavlov Artists. I would stick to to the normal character textures.&lt;br /&gt;
&lt;br /&gt;
But if you want for an example an all gold NATO skin then you can make one, just expect a few issues a long the way.&lt;br /&gt;
&lt;br /&gt;
a big problem with trying to edit the default skins or vehicles is the gore and damage will break the skin the first time they are shot so u would need to find a way to disable that  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
if you are looking to change the models of them, you can here: [[Changing the character model]]&lt;br /&gt;
&lt;br /&gt;
== Personal Skins ==&lt;br /&gt;
In order to make a personal skin you will need to have it built into a map because as of now there is no skin support so they must be built into the map  however if u wanted to go that route  someone already made some logic that can help you with that,  [https://drive.google.com/file/d/1FtDn79igDXZfMCXRvF3mIVPHiv1wU2I9/view?usp=share_link THW Reaper's skinbox] (CustomPlayers Skinbox) it uses player ids (names/steamids) to assign personal skins, as of now it works. &lt;br /&gt;
&lt;br /&gt;
If it breaks in the future contact TWH Reaper or SmallDvrkOne.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=394</id>
		<title>Making Skins</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=394"/>
		<updated>2023-05-02T16:51:34Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Making custom skins is not officially supported. There has been some drama in the past about users getting banned for messing with the game files. With an official skin shop rumed at being released at some time in the future it is very possible that these methods will not be recomended in the future. &lt;br /&gt;
&lt;br /&gt;
== Creating Skins - Beginner ==&lt;br /&gt;
When creating skins for your Pavlov Map you will need a few things.&lt;br /&gt;
&lt;br /&gt;
You will need:&lt;br /&gt;
&lt;br /&gt;
* [https://www.substance3d.com/ Adobe Substance Painter 3D] &lt;br /&gt;
* (Alternatives) [https://quixel.com/mixer/ Quixel Mixer], [https://www.blender.org/download/ Blender] or [https://substance3d.adobe.com/education/ Substance Painter Student License] &lt;br /&gt;
&lt;br /&gt;
* Your weapon model with bake maps from [https://discord.gg/TFkKrVhE3A Pavlov Artists]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have those things you can find a tutorial for [https://youtu.be/NP7XnnIvkOs Adobe Substance 3D], or you can find one for your alternative '''(We strongly do not encourage you pirate or fraud for a version of Adobe Substance as it puts you at risk)'''&lt;br /&gt;
&lt;br /&gt;
If you are looking to get custom weapons then you can find how to here: [[Custom Guns]]&lt;br /&gt;
&lt;br /&gt;
== Problems with Gun Skin Making ==&lt;br /&gt;
Common problems with Gun Skin Making are:&lt;br /&gt;
&lt;br /&gt;
* Skin showing up as grey checkerboard&lt;br /&gt;
* Skin not working at all or in different place&lt;br /&gt;
&lt;br /&gt;
* Lighting or skin flickering problems&lt;br /&gt;
&lt;br /&gt;
===== Skin showing up as a grey checkerboard: =====&lt;br /&gt;
Make sure skeletal mesh is checked. If that doesn't work then it is mostly caused from you not using the custom materials in [https://ptb.discord.com/channels/1018963448383680553/1020750094443741317 Pavlov Artist's modkit] or your material isn't set up correctly, make sure you follow the tutorial and install the custom materials modkit in the project files.&lt;br /&gt;
&lt;br /&gt;
You will also need to correctly install M_PavlovGunMaster and create a material instance so you can mix your ORM, Occlusion and Base Colour etc.&lt;br /&gt;
&lt;br /&gt;
===== Skin not working at all or in different place: =====&lt;br /&gt;
Two things: Your skin requires the switch slots to be ticked or you haven't touched your skin box zone which is the outline box surrounding your skinbox blueprint in the editor. &lt;br /&gt;
&lt;br /&gt;
Mostly rifles and not handguns or throwables use switch slots according to Chalk (Pavlov Artists founder) &lt;br /&gt;
&lt;br /&gt;
If you do not touch your skinbox zone then it will not apply the skin. If you want a constant skin then make sure the skin box zone covers the spawns or the whole map with scaling.&lt;br /&gt;
&lt;br /&gt;
===== Lighting or skin flickering problems =====&lt;br /&gt;
You haven't set up your sphere reflection or built the light, but if you have then you haven't setup the skinbox correctly.&lt;br /&gt;
&lt;br /&gt;
== Creating Character Skins ==&lt;br /&gt;
Pretty much your doing the same as you do with guns using the character models found in the resource channel of Pavlov Artists. I would stick to to the normal character textures.&lt;br /&gt;
&lt;br /&gt;
But if you want for an example an all gold NATO skin then you can make one, just expect a few issues a long the way.&lt;br /&gt;
&lt;br /&gt;
a big problem with trying to edit the default skins or vehicles is the gore and damage will break the skin the first time they are shot so u would need to find a way to disable that  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
if you are looking to change the models of them, you can here: [[Changing the character model]]&lt;br /&gt;
&lt;br /&gt;
== Personal Skins ==&lt;br /&gt;
In order to make a personal skin you will need to have it built into a map because as of now there is no skin support so they must be built into the map  however if u wanted to go that route  someone already made some logic that can help you with that,  [https://drive.google.com/file/d/1FtDn79igDXZfMCXRvF3mIVPHiv1wU2I9/view?usp=share_link THW Reaper's skinbox] (CustomPlayers Skinbox) it uses player ids (names/steamids) to assign personal skins, as of now it works. &lt;br /&gt;
&lt;br /&gt;
If it breaks in the future contact TWH Reaper or SmallDvrkOne.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=393</id>
		<title>Making Skins</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=393"/>
		<updated>2023-05-02T16:50:14Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Making custom skins is not officially supported. There has been some drama in the past about users getting banned for messing with the game files. With an official skin shop rumed at being released at some time in the future it is very possible that these methods will not be recomended in the future. &lt;br /&gt;
&lt;br /&gt;
== Creating Skins - Beginner ==&lt;br /&gt;
When creating skins for your Pavlov Map you will need a few things.&lt;br /&gt;
&lt;br /&gt;
You will need:&lt;br /&gt;
&lt;br /&gt;
* [https://www.substance3d.com/ Adobe Substance Painter 3D] &lt;br /&gt;
* (Alternatives) [https://quixel.com/mixer/ Quixel Mixer], [https://www.blender.org/download/ Blender] or [https://substance3d.adobe.com/education/ Substance Painter Student License] &lt;br /&gt;
&lt;br /&gt;
* Your weapon model with bake maps from [https://discord.gg/TFkKrVhE3A Pavlov Artists]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have those things you can find a tutorial for [https://youtu.be/NP7XnnIvkOs Adobe Substance 3D], or you can find one for your alternative '''(We strongly do not encourage you pirate or fraud for a version of Adobe Substance as it puts you at risk)'''&lt;br /&gt;
&lt;br /&gt;
If you are looking to get custom weapons then you can find how to here: [[Custom Guns]]&lt;br /&gt;
&lt;br /&gt;
== Problems with Gun Skin Making ==&lt;br /&gt;
Common problems with Gun Skin Making are:&lt;br /&gt;
&lt;br /&gt;
* Skin showing up as grey checkerboard&lt;br /&gt;
* Skin not working at all or in different place&lt;br /&gt;
&lt;br /&gt;
* Lighting or skin flickering problems&lt;br /&gt;
&lt;br /&gt;
===== Skin showing up as a grey checkerboard (Shack): =====&lt;br /&gt;
Make sure skeletal mesh is checked. If that doesn't work then it is mostly caused from you not using the custom materials in [https://ptb.discord.com/channels/1018963448383680553/1020750094443741317 Pavlov Artist's modkit] or your material isn't set up correctly, make sure you follow the tutorial and install the custom materials modkit in the project files.&lt;br /&gt;
&lt;br /&gt;
You will also need to correctly install M_PavlovGunMaster and create a material instance so you can mix your ORM, Occlusion and Base Colour etc.&lt;br /&gt;
&lt;br /&gt;
===== Skin not working at all or in different place: =====&lt;br /&gt;
Two things: Your skin requires the switch slots to be ticked or you haven't touched your skin box zone which is the outline box surrounding your skinbox blueprint in the editor. &lt;br /&gt;
&lt;br /&gt;
Mostly rifles and not handguns or throwables use switch slots according to Chalk (Pavlov Artists founder) &lt;br /&gt;
&lt;br /&gt;
If you do not touch your skinbox zone then it will not apply the skin. If you want a constant skin then make sure the skin box zone covers the spawns or the whole map with scaling.&lt;br /&gt;
&lt;br /&gt;
===== Lighting or skin flickering problems =====&lt;br /&gt;
You haven't set up your sphere reflection or built the light, but if you have then you haven't setup the skinbox correctly.&lt;br /&gt;
&lt;br /&gt;
== Creating Character Skins ==&lt;br /&gt;
Pretty much your doing the same as you do with guns using the character models found in the resource channel of Pavlov Artists. I would stick to to the normal character textures.&lt;br /&gt;
&lt;br /&gt;
But if you want for an example an all gold NATO skin then you can make one, just expect a few issues a long the way.&lt;br /&gt;
&lt;br /&gt;
a big problem with trying to edit the default skins or vehicles is the gore and damage will break the skin the first time they are shot so u would need to find a way to disable that  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
if you are looking to change the models of them, you can here: [[Changing the character model]]&lt;br /&gt;
&lt;br /&gt;
== Personal Skins ==&lt;br /&gt;
In order to make a personal skin you will need to have it built into a map because as of now there is no skin support so they must be built into the map  however if u wanted to go that route  someone already made some logic that can help you with that,  [https://drive.google.com/file/d/1FtDn79igDXZfMCXRvF3mIVPHiv1wU2I9/view?usp=share_link THW Reaper's skinbox] (CustomPlayers Skinbox) it uses player ids (names/steamids) to assign personal skins, as of now it works. &lt;br /&gt;
&lt;br /&gt;
If it breaks in the future contact TWH Reaper or SmallDvrkOne.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=392</id>
		<title>Making Skins</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=392"/>
		<updated>2023-05-02T16:48:40Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Making custom skins is not officially supported. There has been some drama in the past about users getting banned for messing with the game files. With an official skin shop rumed at being released at some time in the future it is very possible that these methods will not be recomended in the future. &lt;br /&gt;
&lt;br /&gt;
== Creating Skins - Beginner ==&lt;br /&gt;
When creating skins for your Pavlov Map you will need a few things.&lt;br /&gt;
&lt;br /&gt;
You will need:&lt;br /&gt;
&lt;br /&gt;
* [https://www.substance3d.com/ Adobe Substance Painter 3D] &lt;br /&gt;
* (Alternatives) [https://quixel.com/mixer/ Quixel Mixer], [https://www.blender.org/download/ Blender] or [https://substance3d.adobe.com/education/ Substance Painter Student License] &lt;br /&gt;
&lt;br /&gt;
* Your weapon model with bake maps from [https://discord.gg/TFkKrVhE3A Pavlov Artists]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have those things you can find a tutorial for [https://youtu.be/NP7XnnIvkOs Adobe Substance 3D], or you can find one for your alternative '''(We strongly do not encourage you pirate or fraud for a version of Adobe Substance as it puts you at risk)'''&lt;br /&gt;
&lt;br /&gt;
If you are looking to get custom weapons then you can find how to here: [[Custom Guns]]&lt;br /&gt;
&lt;br /&gt;
== Problems with Gun Skin Making ==&lt;br /&gt;
Common problems with Gun Skin Making are:&lt;br /&gt;
&lt;br /&gt;
* Skin showing up as grey checkerboard&lt;br /&gt;
* Skin not working at all or in different place&lt;br /&gt;
&lt;br /&gt;
* Lighting or skin flickering problems&lt;br /&gt;
&lt;br /&gt;
===== Skin showing up as a grey checkerboard (Shack): =====&lt;br /&gt;
Make sure skeletal mesh is checked. If that doesn't work then it is mostly caused from you not using the custom materials in Pavlov Artist's modkit or your material isn't set up correctly, make sure you follow the tutorial and install the custom materials modkit in the project files.&lt;br /&gt;
&lt;br /&gt;
You will also need to correctly install M_PavlovGunMaster and create a material instance so you can mix your ORM, Occlusion and Base Colour etc.&lt;br /&gt;
&lt;br /&gt;
===== Skin not working at all or in different place: =====&lt;br /&gt;
Two things: Your skin requires the switch slots to be ticked or you haven't touched your skin box zone which is the outline box surrounding your skinbox blueprint in the editor. &lt;br /&gt;
&lt;br /&gt;
Mostly rifles and not handguns or throwables use switch slots according to Chalk (Pavlov Artists founder) &lt;br /&gt;
&lt;br /&gt;
If you do not touch your skinbox zone then it will not apply the skin. If you want a constant skin then make sure the skin box zone covers the spawns or the whole map with scaling.&lt;br /&gt;
&lt;br /&gt;
===== Lighting or skin flickering problems =====&lt;br /&gt;
You haven't set up your sphere reflection or built the light, but if you have then you haven't setup the skinbox correctly.&lt;br /&gt;
&lt;br /&gt;
== Creating Character Skins ==&lt;br /&gt;
Pretty much your doing the same as you do with guns using the character models found in the resource channel of Pavlov Artists. I would stick to to the normal character textures.&lt;br /&gt;
&lt;br /&gt;
But if you want for an example an all gold NATO skin then you can make one, just expect a few issues a long the way.&lt;br /&gt;
&lt;br /&gt;
a big problem with trying to edit the default skins or vehicles is the gore and damage will break the skin the first time they are shot so u would need to find a way to disable that  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
if you are looking to change the models of them, you can here: [[Changing the character model]]&lt;br /&gt;
&lt;br /&gt;
== Personal Skins ==&lt;br /&gt;
In order to make a personal skin you will need to have it built into a map because as of now there is no skin support so they must be built into the map  however if u wanted to go that route  someone already made some logic that can help you with that,  [https://drive.google.com/file/d/1FtDn79igDXZfMCXRvF3mIVPHiv1wU2I9/view?usp=share_link THW Reaper's skinbox] (CustomPlayers Skinbox) it uses player ids (names/steamids) to assign personal skins, as of now it works. &lt;br /&gt;
&lt;br /&gt;
If it breaks in the future contact TWH Reaper or SmallDvrkOne.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=330</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=330"/>
		<updated>2023-04-29T17:16:31Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: Halfway Done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the physics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunsSetup1.png|alt=Example for the AK47|frameless|538x538px]]&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format above.&lt;br /&gt;
&lt;br /&gt;
== Editing the physics asset ==&lt;br /&gt;
Open up your physics mesh and enable primitives and all bones in the top right arrow.&lt;br /&gt;
[[File:CustomGunsSetup2.png|thumb|400x400px|none]]it should like like this after in the skeleton tree:&lt;br /&gt;
[[File:CustomGunSetup3.png|frameless|335x335px]]&lt;br /&gt;
&lt;br /&gt;
Now that we can see what we're working with, we can add our primitives.&lt;br /&gt;
&lt;br /&gt;
We do this by right clicking on the b_gun_Root bone and &amp;quot;Add Shape&amp;quot; then &amp;quot;Add Box&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup4.png|frameless|562x562px]]&lt;br /&gt;
&lt;br /&gt;
Make multiple of these until you can cover them up like below:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup5.png|frameless|561x561px]]&lt;br /&gt;
&lt;br /&gt;
Click on any of the added shapes and make sure &amp;quot;Simulation Generates Hit Events&amp;quot; is set to true for the primitives in the details panel over on the right.            &lt;br /&gt;
&lt;br /&gt;
This is to make sure the weapon plays sounds when dropped and colliding with something. &lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup6.png|frameless|797x797px]]&lt;br /&gt;
&lt;br /&gt;
Now we can work on adding the sockets to our skeleton for the gun blueprint to use.&lt;br /&gt;
&lt;br /&gt;
== Editing the skeleton asset ==&lt;br /&gt;
Open the skeleton asset for your gun mesh or click the skeleton icon in the top right of the physics asset:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup7.png|frameless]]Right click on the root bone and add the following sockets: Magazine, MagInsert, ShellEjectionSocket, Muzzle, and Suppressor.&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup8.png|frameless|402x402px]]&lt;br /&gt;
&lt;br /&gt;
Right click on the charging handle bone and add these two sockets: Chamber, ChargingHandle&lt;br /&gt;
&lt;br /&gt;
Should look similar to this when you're done:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup9.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Add a preview asset to the magazine socket by right clicking on it, then going to &amp;quot;Add preview asset&amp;quot; and selecting the magazine mesh.&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup10.png|frameless|560x560px]]&lt;br /&gt;
&lt;br /&gt;
The magazine mesh should be attached to the Magazine socket, move the socket so that the preview mesh is in the right place:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup11.png|frameless|579x579px]]Do the same for the MagInsert socket. Move the MagInsert socket to where the insert animation should start like above.&lt;br /&gt;
&lt;br /&gt;
Now we can setup the Muzzle/ Suppressor sockets.&lt;br /&gt;
&lt;br /&gt;
Move them to the end of the gun, the Muzzle socket sits at the end of the barrel while the Suppressor socket needs to be a little bit in the barrel.&lt;br /&gt;
&lt;br /&gt;
Add a preview asset to get the Suppressor socket in the right place.&lt;br /&gt;
&lt;br /&gt;
The rotation of the Muzzle socket does matter, it needs to be X-facing like the image below:&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunSetup11.png&amp;diff=329</id>
		<title>File:CustomGunSetup11.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunSetup11.png&amp;diff=329"/>
		<updated>2023-04-29T17:15:34Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunSetup10.png&amp;diff=328</id>
		<title>File:CustomGunSetup10.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunSetup10.png&amp;diff=328"/>
		<updated>2023-04-29T17:11:24Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunSetup9.png&amp;diff=327</id>
		<title>File:CustomGunSetup9.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunSetup9.png&amp;diff=327"/>
		<updated>2023-04-29T17:10:52Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunSetup8.png&amp;diff=326</id>
		<title>File:CustomGunSetup8.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunSetup8.png&amp;diff=326"/>
		<updated>2023-04-29T17:10:14Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=325</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=325"/>
		<updated>2023-04-29T17:08:17Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the physics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunsSetup1.png|alt=Example for the AK47|frameless|538x538px]]&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format above.&lt;br /&gt;
&lt;br /&gt;
== Editing the physics asset ==&lt;br /&gt;
Open up your physics mesh and enable primitives and all bones in the top right arrow.&lt;br /&gt;
[[File:CustomGunsSetup2.png|thumb|400x400px|none]]it should like like this after in the skeleton tree:&lt;br /&gt;
[[File:CustomGunSetup3.png|frameless|335x335px]]&lt;br /&gt;
&lt;br /&gt;
Now that we can see what we're working with, we can add our primitives.&lt;br /&gt;
&lt;br /&gt;
We do this by right clicking on the b_gun_Root bone and &amp;quot;Add Shape&amp;quot; then &amp;quot;Add Box&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup4.png|frameless|562x562px]]&lt;br /&gt;
&lt;br /&gt;
Make multiple of these until you can cover them up like below:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup5.png|frameless|561x561px]]&lt;br /&gt;
&lt;br /&gt;
Click on any of the added shapes and make sure &amp;quot;Simulation Generates Hit Events&amp;quot; is set to true for the primitives in the details panel over on the right.            &lt;br /&gt;
&lt;br /&gt;
This is to make sure the weapon plays sounds when dropped and colliding with something. &lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup6.png|frameless|797x797px]]&lt;br /&gt;
&lt;br /&gt;
Now we can work on adding the sockets to our skeleton for the gun blueprint to use.&lt;br /&gt;
&lt;br /&gt;
== Editing the skeleton asset ==&lt;br /&gt;
Open the skeleton asset for your gun mesh or click the skeleton icon in the top right of the physics asset:&lt;br /&gt;
[[File:CustomGunSetup7.png|left|frameless]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=324</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=324"/>
		<updated>2023-04-29T17:07:41Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the physics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|Example for the AK47|frameless|538x538px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format above.&lt;br /&gt;
&lt;br /&gt;
== Editing the physics asset ==&lt;br /&gt;
Open up your physics mesh and enable primitives and all bones in the top right arrow.&lt;br /&gt;
[[File:CustomGunsSetup2.png|thumb|400x400px|none]]it should like like this after in the skeleton tree:&lt;br /&gt;
[[File:CustomGunSetup3.png|frameless|335x335px]]&lt;br /&gt;
&lt;br /&gt;
Now that we can see what we're working with, we can add our primitives.&lt;br /&gt;
&lt;br /&gt;
We do this by right clicking on the b_gun_Root bone and &amp;quot;Add Shape&amp;quot; then &amp;quot;Add Box&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup4.png|frameless|562x562px]]&lt;br /&gt;
&lt;br /&gt;
Make multiple of these until you can cover them up like below:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup5.png|frameless|561x561px]]&lt;br /&gt;
&lt;br /&gt;
Click on any of the added shapes and make sure &amp;quot;Simulation Generates Hit Events&amp;quot; is set to true for the primitives in the details panel over on the right.            &lt;br /&gt;
&lt;br /&gt;
This is to make sure the weapon plays sounds when dropped and colliding with something. &lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup6.png|frameless|797x797px]]&lt;br /&gt;
&lt;br /&gt;
Now we can work on adding the sockets to our skeleton for the gun blueprint to use.&lt;br /&gt;
&lt;br /&gt;
== Editing the skeleton asset ==&lt;br /&gt;
Open the skeleton asset for your gun mesh or click the skeleton icon in the top right of the physics asset:&lt;br /&gt;
[[File:CustomGunSetup7.png|left|frameless]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=323</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=323"/>
		<updated>2023-04-29T17:07:08Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: /* Editing the physics asset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the physics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|Example for the AK47|frameless|538x538px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format above.&lt;br /&gt;
&lt;br /&gt;
== Editing the physics asset ==&lt;br /&gt;
Open up your physics mesh and enable primitives and all bones in the top right arrow.&lt;br /&gt;
[[File:CustomGunsSetup2.png|thumb|400x400px|none]]it should like like this after in the skeleton tree:&lt;br /&gt;
[[File:CustomGunSetup3.png|frameless|335x335px]]&lt;br /&gt;
Now that we can see what we're working with, we can add our primitives.&lt;br /&gt;
&lt;br /&gt;
We do this by right clicking on the b_gun_Root bone and &amp;quot;Add Shape&amp;quot; then &amp;quot;Add Box&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup4.png|frameless|562x562px]]&lt;br /&gt;
&lt;br /&gt;
Make multiple of these until you can cover them up like below:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup5.png|frameless|561x561px]]&lt;br /&gt;
&lt;br /&gt;
Click on any of the added shapes and make sure &amp;quot;Simulation Generates Hit Events&amp;quot; is set to true for the primitives in the details panel over on the right.            &lt;br /&gt;
&lt;br /&gt;
This is to make sure the weapon plays sounds when dropped and colliding with something. &lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup6.png|frameless|797x797px]]&lt;br /&gt;
&lt;br /&gt;
Now we can work on adding the sockets to our skeleton for the gun blueprint to use.&lt;br /&gt;
&lt;br /&gt;
== Editing the skeleton asset ==&lt;br /&gt;
Open the skeleton asset for your gun mesh or click the skeleton icon in the top right of the physics asset:&lt;br /&gt;
[[File:CustomGunSetup7.png|left|frameless]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=322</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=322"/>
		<updated>2023-04-29T17:06:56Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: /* Editing the skeleton asset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the physics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|Example for the AK47|frameless|538x538px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format above.&lt;br /&gt;
&lt;br /&gt;
== Editing the physics asset ==&lt;br /&gt;
Open up your physics mesh and enable primitives and all bones in the top right arrow.&lt;br /&gt;
[[File:CustomGunsSetup2.png|left|thumb|400x400px]]it should like like this after in the skeleton tree:&lt;br /&gt;
[[File:CustomGunSetup3.png|frameless|335x335px]]&lt;br /&gt;
Now that we can see what we're working with, we can add our primitives.&lt;br /&gt;
&lt;br /&gt;
We do this by right clicking on the b_gun_Root bone and &amp;quot;Add Shape&amp;quot; then &amp;quot;Add Box&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup4.png|frameless|562x562px]]&lt;br /&gt;
&lt;br /&gt;
Make multiple of these until you can cover them up like below:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup5.png|frameless|561x561px]]&lt;br /&gt;
&lt;br /&gt;
Click on any of the added shapes and make sure &amp;quot;Simulation Generates Hit Events&amp;quot; is set to true for the primitives in the details panel over on the right.            &lt;br /&gt;
&lt;br /&gt;
This is to make sure the weapon plays sounds when dropped and colliding with something. &lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup6.png|frameless|797x797px]]&lt;br /&gt;
&lt;br /&gt;
Now we can work on adding the sockets to our skeleton for the gun blueprint to use.&lt;br /&gt;
&lt;br /&gt;
== Editing the skeleton asset ==&lt;br /&gt;
Open the skeleton asset for your gun mesh or click the skeleton icon in the top right of the physics asset:&lt;br /&gt;
[[File:CustomGunSetup7.png|left|frameless]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=321</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=321"/>
		<updated>2023-04-29T17:06:27Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: /* Editing the skeleton asset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the physics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|Example for the AK47|frameless|538x538px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format above.&lt;br /&gt;
&lt;br /&gt;
== Editing the physics asset ==&lt;br /&gt;
Open up your physics mesh and enable primitives and all bones in the top right arrow.&lt;br /&gt;
[[File:CustomGunsSetup2.png|left|thumb|400x400px]]it should like like this after in the skeleton tree:&lt;br /&gt;
[[File:CustomGunSetup3.png|left|frameless|335x335px]]&lt;br /&gt;
Now that we can see what we're working with, we can add our primitives.&lt;br /&gt;
&lt;br /&gt;
We do this by right clicking on the b_gun_Root bone and &amp;quot;Add Shape&amp;quot; then &amp;quot;Add Box&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup4.png|frameless|562x562px]]&lt;br /&gt;
&lt;br /&gt;
Make multiple of these until you can cover them up like below:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup5.png|frameless|561x561px]]&lt;br /&gt;
&lt;br /&gt;
Click on any of the added shapes and make sure &amp;quot;Simulation Generates Hit Events&amp;quot; is set to true for the primitives in the details panel over on the right.            &lt;br /&gt;
&lt;br /&gt;
This is to make sure the weapon plays sounds when dropped and colliding with something. &lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup6.png|frameless|797x797px]]&lt;br /&gt;
&lt;br /&gt;
Now we can work on adding the sockets to our skeleton for the gun blueprint to use.&lt;br /&gt;
&lt;br /&gt;
== Editing the skeleton asset ==&lt;br /&gt;
Open the skeleton asset for your gun mesh or click the skeleton icon in the top right of the physics asset:&lt;br /&gt;
[[File:CustomGunSetup7.png|left|frameless]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=320</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=320"/>
		<updated>2023-04-29T17:06:06Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the physics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|Example for the AK47|frameless|538x538px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format above.&lt;br /&gt;
&lt;br /&gt;
== Editing the physics asset ==&lt;br /&gt;
Open up your physics mesh and enable primitives and all bones in the top right arrow.&lt;br /&gt;
[[File:CustomGunsSetup2.png|left|thumb|400x400px]]it should like like this after in the skeleton tree:&lt;br /&gt;
[[File:CustomGunSetup3.png|left|frameless|335x335px]]&lt;br /&gt;
Now that we can see what we're working with, we can add our primitives.&lt;br /&gt;
&lt;br /&gt;
We do this by right clicking on the b_gun_Root bone and &amp;quot;Add Shape&amp;quot; then &amp;quot;Add Box&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup4.png|frameless|562x562px]]&lt;br /&gt;
&lt;br /&gt;
Make multiple of these until you can cover them up like below:&lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup5.png|frameless|561x561px]]&lt;br /&gt;
&lt;br /&gt;
Click on any of the added shapes and make sure &amp;quot;Simulation Generates Hit Events&amp;quot; is set to true for the primitives in the details panel over on the right.&lt;br /&gt;
&lt;br /&gt;
This is to make sure the weapon plays sounds when dropped and colliding with something. &lt;br /&gt;
&lt;br /&gt;
[[File:CustomGunSetup6.png|frameless|797x797px]]&lt;br /&gt;
&lt;br /&gt;
Now we can work on adding the sockets to our skeleton for the gun blueprint to use.&lt;br /&gt;
&lt;br /&gt;
== Editing the skeleton asset ==&lt;br /&gt;
Open the skeleton asset for your gun mesh or click the skeleton icon in the top right of the physics asset:&lt;br /&gt;
[[File:CustomGunSetup7.png|left|frameless]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunSetup7.png&amp;diff=319</id>
		<title>File:CustomGunSetup7.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunSetup7.png&amp;diff=319"/>
		<updated>2023-04-29T17:05:52Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunSetup6.png&amp;diff=317</id>
		<title>File:CustomGunSetup6.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunSetup6.png&amp;diff=317"/>
		<updated>2023-04-29T17:04:28Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunSetup5.png&amp;diff=316</id>
		<title>File:CustomGunSetup5.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunSetup5.png&amp;diff=316"/>
		<updated>2023-04-29T17:03:11Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunSetup4.png&amp;diff=315</id>
		<title>File:CustomGunSetup4.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunSetup4.png&amp;diff=315"/>
		<updated>2023-04-29T17:02:21Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunSetup3.png&amp;diff=314</id>
		<title>File:CustomGunSetup3.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunSetup3.png&amp;diff=314"/>
		<updated>2023-04-29T17:01:22Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=313</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=313"/>
		<updated>2023-04-29T17:00:24Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the physics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|Example for the AK47|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format above.&lt;br /&gt;
&lt;br /&gt;
== Editing the physics asset ==&lt;br /&gt;
Open up your physics mesh and enable primitives and all bones in the top right arrow.&lt;br /&gt;
[[File:CustomGunsSetup2.png|left|thumb|400x400px]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=312</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=312"/>
		<updated>2023-04-29T16:55:49Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: /* Importing Assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the phsyics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|Example for the AK47|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=311</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=311"/>
		<updated>2023-04-29T16:55:31Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the phsyics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|Example for the AK47|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=310</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=310"/>
		<updated>2023-04-29T16:54:39Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the phsyics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|Example for the AK47|frameless]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=309</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=309"/>
		<updated>2023-04-29T16:53:59Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the phsyics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|Example for the AK47|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;br /&gt;
&lt;br /&gt;
== Editing the physics assets ==&lt;br /&gt;
Open the physics asset and enable primitives in the top left like below&lt;br /&gt;
[[File:CustomGunsSetup2.png|left|frameless|392x392px]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=308</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=308"/>
		<updated>2023-04-29T16:53:18Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the phsyics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|614x614px|Example for the AK47|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;br /&gt;
&lt;br /&gt;
== Editing the physics assets ==&lt;br /&gt;
Open the physics asset and enable primitives in the top left like below&lt;br /&gt;
[[File:CustomGunsSetup2.png|left|frameless|392x392px]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunsSetup2.png&amp;diff=307</id>
		<title>File:CustomGunsSetup2.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunsSetup2.png&amp;diff=307"/>
		<updated>2023-04-29T16:53:01Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=306</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=306"/>
		<updated>2023-04-29T16:52:15Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the phsyics assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|614x614px|Example for the AK47|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;br /&gt;
&lt;br /&gt;
== Editing the physics assets ==&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=305</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=305"/>
		<updated>2023-04-29T16:51:26Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|614x614px|Example for the AK47|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=304</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=304"/>
		<updated>2023-04-29T16:51:02Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|thumb|479x479px|Example for the AK47]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=303</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=303"/>
		<updated>2023-04-29T16:50:56Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|thumb|479x479px|Example for the AK47]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=302</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=302"/>
		<updated>2023-04-29T16:50:48Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|thumb|479x479px|Example for the AK47]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=301</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=301"/>
		<updated>2023-04-29T16:50:36Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|thumb|479x479px|Example for the AK47]]&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=300</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=300"/>
		<updated>2023-04-29T16:49:50Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|thumb|479x479px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=299</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=299"/>
		<updated>2023-04-29T16:49:39Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|thumb|479x479px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=298</id>
		<title>Custom Guns</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Custom_Guns&amp;diff=298"/>
		<updated>2023-04-29T16:49:28Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: Saving to not lose work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Im&amp;lt;nowiki/&amp;gt;https://mod.io/g/pavlov/r/custom-gun-guide&lt;br /&gt;
&lt;br /&gt;
If you are simply adding a premade custom weapon then most will come with a guide on how to, this guide is not for you. &lt;br /&gt;
&lt;br /&gt;
Before making a custom gun you must be setup, in order to set up you will need to follow the steps below.&lt;br /&gt;
&lt;br /&gt;
== Setup to making a Custom Gun ==&lt;br /&gt;
In order to make a custom gun you will need to do 4 things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1)  Importing assets&lt;br /&gt;
&lt;br /&gt;
2) Edit the assets&lt;br /&gt;
&lt;br /&gt;
3)  Edit the skeleton asset&lt;br /&gt;
&lt;br /&gt;
4) Create the animation BP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You're expected to know some Unreal Engine basics.&lt;br /&gt;
&lt;br /&gt;
== Importing Assets ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When importing assets it should be known that you will usually have 5 main assets to create a custom gun: gun mesh, magazine mesh (full and empty), shell casing (full and empty).&lt;br /&gt;
&lt;br /&gt;
They can be imported like any other meshes. The gun mesh is a skeletal mesh while the rest are normal static meshes.&lt;br /&gt;
[[File:CustomGunsSetup1.png|left|thumb|479x479px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bone names for the gun mesh can be anything, but it's good practice to follow the format CustomMapTools/PavExamples/Guns/M4/SK_M4v2_Skeleton.uasset&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:CustomGunsSetup1.png&amp;diff=297</id>
		<title>File:CustomGunsSetup1.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:CustomGunsSetup1.png&amp;diff=297"/>
		<updated>2023-04-29T16:48:13Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=296</id>
		<title>Making Skins</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=296"/>
		<updated>2023-04-29T16:33:46Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating Skins - Beginner ==&lt;br /&gt;
When creating skins for your Pavlov Map you will need a few things.&lt;br /&gt;
&lt;br /&gt;
You will need:&lt;br /&gt;
&lt;br /&gt;
* [https://www.substance3d.com/ Adobe Substance Painter 3D] &lt;br /&gt;
* (Alternatives) [https://quixel.com/mixer/ Quixel Mixer], [https://www.blender.org/download/ Blender] or [https://substance3d.adobe.com/education/ Substance Painter Student License] &lt;br /&gt;
&lt;br /&gt;
* Your weapon model with bake maps from [https://discord.gg/TFkKrVhE3A Pavlov Artists]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have those things you can find a tutorial for [https://youtu.be/NP7XnnIvkOs Adobe Substance 3D], or you can find one for your alternative '''(We strongly do not encourage you pirate or fraud for a version of Adobe Substance as it puts you at risk)'''&lt;br /&gt;
&lt;br /&gt;
If you are looking to get custom weapons then you can find how to here: [[Custom Guns]]&lt;br /&gt;
&lt;br /&gt;
== Problems with Gun Skin Making ==&lt;br /&gt;
Common problems with Gun Skin Making are:&lt;br /&gt;
&lt;br /&gt;
* Skin showing up as grey checkerboard&lt;br /&gt;
* Skin not working at all or in different place&lt;br /&gt;
&lt;br /&gt;
* Lighting or skin flickering problems&lt;br /&gt;
&lt;br /&gt;
===== Skin showing up as a grey checkerboard: =====&lt;br /&gt;
Mostly caused from you not using the custom materials in Pavlov Artist's modkit or your material isn't set up correctly, make sure you follow the tutorial and install the custom materials modkit in the project files.&lt;br /&gt;
&lt;br /&gt;
You will also need to correctly install M_PavlovGunMaster and create a material instance so you can mix your ORM, Occlusion and Base Colour etc.&lt;br /&gt;
&lt;br /&gt;
===== Skin not working at all or in different place: =====&lt;br /&gt;
Two things: Your skin requires the switch slots to be ticked or you haven't touched your skin box zone which is the outline box surrounding your skinbox blueprint in the editor. &lt;br /&gt;
&lt;br /&gt;
Mostly rifles and not handguns or throwables use switch slots according to Chalk (Pavlov Artists founder) &lt;br /&gt;
&lt;br /&gt;
If you do not touch your skinbox zone then it will not apply the skin. If you want a constant skin then make sure the skin box zone covers the spawns or the whole map with scaling.&lt;br /&gt;
&lt;br /&gt;
===== Lighting or skin flickering problems =====&lt;br /&gt;
You haven't set up your sphere reflection or built the light, but if you have then you haven't setup the skinbox correctly.&lt;br /&gt;
&lt;br /&gt;
== Creating Character Skins ==&lt;br /&gt;
Pretty much your doing the same as you do with guns using the character models found in the resource channel of Pavlov Artists. I would stick to to the normal character textures.&lt;br /&gt;
&lt;br /&gt;
But if you want for an example an all gold NATO skin then you can make one, just expect a few issues a long the way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
if you are looking to change the models of them, you can here: [[Changing the character model]]&lt;br /&gt;
&lt;br /&gt;
== Personal Skins ==&lt;br /&gt;
In order to make a personal skin you will need [https://drive.google.com/file/d/1FtDn79igDXZfMCXRvF3mIVPHiv1wU2I9/view?usp=share_link THW Reaper's skinbox] (CustomPlayers Skinbox) it uses playerids (names/steamids) to assign personal skins, as of now it works. &lt;br /&gt;
&lt;br /&gt;
If it breaks in the future contact TWH Reaper or SmallDvrkOne.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=295</id>
		<title>Making Skins</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Making_Skins&amp;diff=295"/>
		<updated>2023-04-29T16:32:42Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Creating Skins - Beginner ==&lt;br /&gt;
When creating skins for your Pavlov Map you will need a few things.&lt;br /&gt;
&lt;br /&gt;
You will need:&lt;br /&gt;
&lt;br /&gt;
* [https://www.substance3d.com/ Adobe Substance Painter 3D] &lt;br /&gt;
* (Alternatives) [https://quixel.com/mixer/ Quixel Mixer], [https://www.blender.org/download/ Blender] or [https://substance3d.adobe.com/education/ Substance Painter Student License] &lt;br /&gt;
&lt;br /&gt;
* Your weapon model with bake maps from [https://discord.gg/TFkKrVhE3A Pavlov Artists]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have those things you can find a tutorial for [https://youtu.be/NP7XnnIvkOs Adobe Substance 3D], or you can find one for your alternative '''(We strongly do not encourage you pirate or fraud for a version of Adobe Substance as it puts you at risk)'''&lt;br /&gt;
&lt;br /&gt;
== Problems with Gun Skin Making ==&lt;br /&gt;
Common problems with Gun Skin Making are:&lt;br /&gt;
&lt;br /&gt;
* Skin showing up as grey checkerboard&lt;br /&gt;
* Skin not working at all or in different place&lt;br /&gt;
&lt;br /&gt;
* Lighting or skin flickering problems&lt;br /&gt;
&lt;br /&gt;
===== Skin showing up as a grey checkerboard: =====&lt;br /&gt;
Mostly caused from you not using the custom materials in Pavlov Artist's modkit or your material isn't set up correctly, make sure you follow the tutorial and install the custom materials modkit in the project files.&lt;br /&gt;
&lt;br /&gt;
You will also need to correctly install M_PavlovGunMaster and create a material instance so you can mix your ORM, Occlusion and Base Colour etc.&lt;br /&gt;
&lt;br /&gt;
===== Skin not working at all or in different place: =====&lt;br /&gt;
Two things: Your skin requires the switch slots to be ticked or you haven't touched your skin box zone which is the outline box surrounding your skinbox blueprint in the editor. &lt;br /&gt;
&lt;br /&gt;
Mostly rifles and not handguns or throwables use switch slots according to Chalk (Pavlov Artists founder) &lt;br /&gt;
&lt;br /&gt;
If you do not touch your skinbox zone then it will not apply the skin. If you want a constant skin then make sure the skin box zone covers the spawns or the whole map with scaling.&lt;br /&gt;
&lt;br /&gt;
===== Lighting or skin flickering problems =====&lt;br /&gt;
You haven't set up your sphere reflection or built the light, but if you have then you haven't setup the skinbox correctly.&lt;br /&gt;
&lt;br /&gt;
== Creating Character Skins ==&lt;br /&gt;
Pretty much your doing the same as you do with guns using the character models found in the resource channel of Pavlov Artists. I would stick to to the normal character textures.&lt;br /&gt;
&lt;br /&gt;
But if you want for an example an all gold NATO skin then you can make one, just expect a few issues a long the way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
if you are looking to change the models of them, you can here: [[Changing the character model]]&lt;br /&gt;
&lt;br /&gt;
== Personal Skins ==&lt;br /&gt;
In order to make a personal skin you will need [https://drive.google.com/file/d/1FtDn79igDXZfMCXRvF3mIVPHiv1wU2I9/view?usp=share_link THW Reaper's skinbox] (CustomPlayers Skinbox) it uses playerids (names/steamids) to assign personal skins, as of now it works. &lt;br /&gt;
&lt;br /&gt;
If it breaks in the future contact TWH Reaper or SmallDvrkOne.&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Update_Changelog&amp;diff=280</id>
		<title>Update Changelog</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Update_Changelog&amp;diff=280"/>
		<updated>2023-04-29T15:16:40Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: latest update logs added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Last Shack Update: 20th December 2021 (Hide &amp;amp; Push Update)&lt;br /&gt;
&lt;br /&gt;
Last PC Update: 24th January 2022 (Update 28 Hotfix)&lt;br /&gt;
&lt;br /&gt;
Last PSVR Update: 24th February (Update Hotfix)&lt;br /&gt;
&lt;br /&gt;
== Last PC Update ==&lt;br /&gt;
Important Notes:&lt;br /&gt;
&lt;br /&gt;
* Last update that we are going to ship on Unreal Engine version 4.21.2&lt;br /&gt;
* Snow thin physical material to modkit&lt;br /&gt;
* Added new damage mats/ destroyed model to the willys&lt;br /&gt;
* Adjusted Slot 11 to be on chest on 3rd person&lt;br /&gt;
* Adjusted vehicle despawning&lt;br /&gt;
* Fixed a few penetration issues on Santorini&lt;br /&gt;
* Replaced the kar 98 with the hunting rifle in HUNT&lt;br /&gt;
* Fixed bullet holes drawing on the water physmat&lt;br /&gt;
* Adjusted max players on community servers to 24&lt;br /&gt;
* Added new taunts (Prop Hunt)&lt;br /&gt;
* Exposed locker refresh time to the modkit (Push)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find the rest about the update here: [https://steamdb.info/patchnotes/8076838/ SteamDB]&lt;br /&gt;
&lt;br /&gt;
== Last Shack Update ==&lt;br /&gt;
Important Notes:&lt;br /&gt;
&lt;br /&gt;
* Added The Hide, Push&lt;br /&gt;
* Added map (ID: foundation)&lt;br /&gt;
* Added new scoreboard&lt;br /&gt;
* Added new modern shooting range optimized for shack&lt;br /&gt;
* Added vehicles (ID: kubel, willys, tiger)&lt;br /&gt;
* Added bayonets to tanktdm and koth&lt;br /&gt;
* Added button eject to the sks&lt;br /&gt;
* Added shot sounds for hunting rifle, mg42, dp27&lt;br /&gt;
* Added ability to release ar style bolts by slapping the side of the gun (ar/m16/ar9)&lt;br /&gt;
* Adjusted optimizations to KOTH&lt;br /&gt;
* Adjusted anti-jiggle to address playspacing abuse&lt;br /&gt;
* Added special roles: Jester, Glitch, Assassin, Sheriff, Tank&lt;br /&gt;
* Adjusted FPV vest&lt;br /&gt;
&lt;br /&gt;
* Added new post death final bullet angle effect (&amp;quot;Kill Cam&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find the rest about the update in the official Pavlov [https://discord.gg/pavlov-vr discord server].&lt;br /&gt;
&lt;br /&gt;
== Last PSVR Update ==&lt;br /&gt;
Important Notes:&lt;br /&gt;
&lt;br /&gt;
* Added Grip Toggle option in the setting&lt;br /&gt;
* Fixed controller issues including jittering&lt;br /&gt;
* Fixed trophies (Dead-ication, SND)&lt;br /&gt;
* Fixed radio&lt;br /&gt;
* Bots spawn in Hide/Infection fixed&lt;br /&gt;
* Fixed dismemberment stretching issues&lt;br /&gt;
* Fixed voice chat issues&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Shack_RC&amp;diff=279</id>
		<title>Shack RC</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Shack_RC&amp;diff=279"/>
		<updated>2023-04-29T14:57:34Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pavlov Shack's RC is the public test version of the upcoming updates to shack in the future. It includes new items like smokes, scopes, gore and more! The list of new items and changes can be found below, also including how to get the RC version of Shack.&lt;br /&gt;
&lt;br /&gt;
In the past there had been a RC 2.0 which limited to two maps and wasn't good at all even for testing, so only a few hours later they removed it. So for now here is the current version and its features:&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Current Version 0.96.1&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Features: ====&lt;br /&gt;
&lt;br /&gt;
* Smokes - Non-dynamic and less impact on performance.&lt;br /&gt;
&lt;br /&gt;
* Gore option in settings - Which allows the separation of players limbs with viewable ribs.&lt;br /&gt;
&lt;br /&gt;
* Quest Profile Icons - Viewable on leader board and nametag.&lt;br /&gt;
&lt;br /&gt;
* Gun Sounds Updated - Inside and Outside difference on gun sounds and new interact sounds too. &lt;br /&gt;
* Gun Animations/Recoil Update - Some weapons now have different animation and viewable recoil.&lt;br /&gt;
* Scopes for rifles - FPS Capped/Low Resolution, you can also buy scopes for some weapons (even shotguns) in upgrades.&lt;br /&gt;
* TTT V2 - Features a new role called Psychopath (can see everyone's location each minute)&lt;br /&gt;
* Team Restricted Weapons - In Search And Destroy teams are now limited to what weapons they have.&lt;br /&gt;
* More viewable bullet tracers - Bullet tracers move slower and more easy to see in longer distances.&lt;br /&gt;
* Blocked from entering outside the map - Using any weapon such as concussion to get out the map no longer works.&lt;br /&gt;
* New map called [http://pavlovwiki.com/index.php/Default_Maps#Bunker bunker] - Useable on most game modes, few bugs which will be corrected soon.&lt;br /&gt;
* Lighting System Changed - Gun reflection spheres changed on maps (most noticeable on containers)&lt;br /&gt;
* Maps can reach higher limitations - Optimized to handle more greater and big maps.&lt;br /&gt;
* Weapon changes - Tec 9 temporary burst (potentially removed in the future) and the scorpions and a few other guns now purchasable.&lt;br /&gt;
* Microphone Detection Fixed - You can now see how loud you are in audio settings.&lt;br /&gt;
* Performance issue - Can be fixed by sleeping your quest for a few seconds.&lt;br /&gt;
* Crashing/Black Screens - Most common on swapping from a custom big map to another.&lt;br /&gt;
* New items in WW2 - Including WW2 variants of smokes.&lt;br /&gt;
&lt;br /&gt;
* Death Gadget Menu blocked - Due to a bug which allowed players to buy items for next round has resulted in being blocked from use while spectating.&lt;br /&gt;
* Prone animation - Soon as the player's headset is on the ground it will enable the prone animation.&lt;br /&gt;
* Countdown UI and Win/Loss UI changed&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;How to get Pavlov Shack RC Build&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Firstly, open the Oculus Mobile App and open App Library on your device.&lt;br /&gt;
&lt;br /&gt;
Afterwards, click on Pavlov Shack: Beta and go down until you see Additional Details then Version 1.0.&lt;br /&gt;
&lt;br /&gt;
Click on 1.0 and click on channel at the top right. Then switch it to RC: 0.96.1 and then update the game in your Quest.&lt;br /&gt;
[[File:Pic1.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
To go back just follow the image below:&lt;br /&gt;
[[File:RC2live.png|left|thumb|426x426px]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Shack_RC&amp;diff=278</id>
		<title>Shack RC</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Shack_RC&amp;diff=278"/>
		<updated>2023-04-29T00:05:46Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pavlov Shack's RC is the public test version of the upcoming updates to shack in the future. It includes new items like smokes, scopes, gore and more! The list of new items and changes can be found below, also including how to get the RC version of Shack.&lt;br /&gt;
&lt;br /&gt;
In the past there had been a RC 2.0 which limited to two maps and wasn't good at all even for testing, so only a few hours later they removed it. So for now here is the current version and its features:&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Current Version 0.96.1&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Features: ====&lt;br /&gt;
&lt;br /&gt;
* Smokes - Non-dynamic and less impact on performance.&lt;br /&gt;
&lt;br /&gt;
* Gore option in settings - Which allows the separation of players limbs with viewable ribs.&lt;br /&gt;
&lt;br /&gt;
* Quest Profile Icons - Viewable on leader board and nametag.&lt;br /&gt;
&lt;br /&gt;
* Gun Sounds Updated - Inside and Outside difference on gun sounds and new interact sounds too. &lt;br /&gt;
* Gun Animations/Recoil Update - Some weapons now have different animation and viewable recoil.&lt;br /&gt;
* Scopes for rifles - FPS Capped/Low Resolution, you can also buy scopes for some weapons (even shotguns) in upgrades.&lt;br /&gt;
* TTT V2 - Features a new role called Psychopath (can see everyone's location each minute)&lt;br /&gt;
* Team Restricted Weapons - In Search And Destroy teams are now limited to what weapons they have.&lt;br /&gt;
* More viewable bullet tracers - Bullet tracers move slower and more easy to see in longer distances.&lt;br /&gt;
* Blocked from entering outside the map - Using any weapon such as concussion to get out the map no longer works.&lt;br /&gt;
* New map called [http://pavlovwiki.com/index.php/Default_Maps#Bunker bunker] - Useable on most game modes, few bugs which will be corrected soon.&lt;br /&gt;
* Lighting System Changed - Gun reflection spheres changed on maps (most noticeable on containers)&lt;br /&gt;
* Maps can reach higher limitations - Optimized to handle more greater and big maps.&lt;br /&gt;
* Weapon changes - Tec 9 temporary burst (potentially removed in the future) and the scorpions and a few other guns now purchasable.&lt;br /&gt;
* Microphone Detection Fixed - You can now see how loud you are in audio settings.&lt;br /&gt;
* Performance issue - Can be fixed by sleeping your quest for a few seconds.&lt;br /&gt;
* Crashing/Black Screens - Most common on swapping from a custom big map to another.&lt;br /&gt;
* New items in WW2 - Including WW2 variants of smokes.&lt;br /&gt;
&lt;br /&gt;
* Death Gadget Menu blocked - Due to a bug which allowed players to buy items for next round has resulted in being blocked from use while spectating.&lt;br /&gt;
* Prone animation - Soon as the player's headset is on the ground it will enable the prone animation.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;How to get Pavlov Shack RC Build&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Firstly, open the Oculus Mobile App and open App Library on your device.&lt;br /&gt;
&lt;br /&gt;
Afterwards, click on Pavlov Shack: Beta and go down until you see Additional Details then Version 1.0.&lt;br /&gt;
&lt;br /&gt;
Click on 1.0 and click on channel at the top right. Then switch it to RC: 0.96.1 and then update the game in your Quest.&lt;br /&gt;
[[File:Pic1.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Image.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
To go back just follow the image below:&lt;br /&gt;
[[File:RC2live.png|left|thumb|426x426px]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:Image.png&amp;diff=277</id>
		<title>File:Image.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:Image.png&amp;diff=277"/>
		<updated>2023-04-29T00:04:55Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;e&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:Pic1.png&amp;diff=276</id>
		<title>File:Pic1.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:Pic1.png&amp;diff=276"/>
		<updated>2023-04-29T00:04:15Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;e&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Shack_RC&amp;diff=271</id>
		<title>Shack RC</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Shack_RC&amp;diff=271"/>
		<updated>2023-04-28T23:22:07Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pavlov Shack's RC is the public test version of the upcoming updates to shack in the future. It includes new items like smokes, scopes, gore and more! The list of new items and changes can be found below, also including how to get the RC version of Shack.&lt;br /&gt;
&lt;br /&gt;
In the past there had been a RC 2.0 which limited to two maps and wasn't good at all even for testing, so only a few hours later they removed it. So for now here is the current version and its features:&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Current Version 0.96.1&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Features: ====&lt;br /&gt;
&lt;br /&gt;
* Smokes - Non-dynamic and less impact on performance.&lt;br /&gt;
&lt;br /&gt;
* Gore option in settings - Which allows the separation of players limbs with viewable ribs.&lt;br /&gt;
&lt;br /&gt;
* Quest Profile Icons - Viewable on leader board and nametag.&lt;br /&gt;
&lt;br /&gt;
* Gun Sounds Updated - Inside and Outside difference on gun sounds and new interact sounds too. &lt;br /&gt;
* Gun Animations/Recoil Update - Some weapons now have different animation and viewable recoil.&lt;br /&gt;
* Scopes for rifles - FPS Capped/Low Resolution, you can also buy scopes for some weapons (even shotguns) in upgrades.&lt;br /&gt;
* TTT V2 - Features a new role called Psychopath (can see everyone's location each minute)&lt;br /&gt;
* Team Restricted Weapons - In Search And Destroy teams are now limited to what weapons they have.&lt;br /&gt;
* More viewable bullet tracers - Bullet tracers move slower and more easy to see in longer distances.&lt;br /&gt;
* Blocked from entering outside the map - Using any weapon such as concussion to get out the map no longer works.&lt;br /&gt;
* New map called [http://pavlovwiki.com/index.php/Default_Maps#Bunker bunker] - Useable on most game modes, few bugs which will be corrected soon.&lt;br /&gt;
* Lighting System Changed - Gun reflection spheres changed on maps (most noticeable on containers)&lt;br /&gt;
* Maps can reach higher limitations - Optimized to handle more greater and big maps.&lt;br /&gt;
* Weapon changes - Tec 9 temporary burst (potentially removed in the future) and the scorpions and a few other guns now purchasable.&lt;br /&gt;
* Microphone Detection Fixed - You can now see how loud you are in audio settings.&lt;br /&gt;
* Performance issue - Can be fixed by sleeping your quest for a few seconds.&lt;br /&gt;
* Crashing/Black Screens - Most common on swapping from a custom big map to another.&lt;br /&gt;
* New items in WW2 - Including WW2 variants of smokes.&lt;br /&gt;
&lt;br /&gt;
* Death Gadget Menu blocked - Due to a bug which allowed players to buy items for next round has resulted in being blocked from use while spectating.&lt;br /&gt;
* Prone animation - Soon as the player's headset is on the ground it will enable the prone animation.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;How to get Pavlov Shack RC Build&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Firstly, open the Oculus Mobile App and open App Library on your device.&lt;br /&gt;
&lt;br /&gt;
Afterwards, click on Pavlov Shack: Beta and go down until you see Additional Details then Version 1.0.&lt;br /&gt;
&lt;br /&gt;
Click on 1.0 and click on channel at the top right. Then switch it to RC: 0.96.1 and then update the game in your Quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To go back just follow the image below:&lt;br /&gt;
[[File:RC2live.png|left|thumb|426x426px]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Shack_RC&amp;diff=270</id>
		<title>Shack RC</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Shack_RC&amp;diff=270"/>
		<updated>2023-04-28T23:12:58Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pavlov Shack's RC is the public test version of the upcoming updates to shack in the future. It includes new items like smokes, scopes, gore and more! The list of new items and changes can be found below, also including how to get the RC version of Shack.&lt;br /&gt;
&lt;br /&gt;
In the past there had been a RC 2.0 which limited to two maps and wasn't good at all even for testing, so only a few hours later they removed it. So for now here is the current version and its features:&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Current Version 0.96.1&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Features: ====&lt;br /&gt;
&lt;br /&gt;
* Smokes - Non-dynamic and less impact on performance.&lt;br /&gt;
&lt;br /&gt;
* Gore option in settings - Which allows the separation of players limbs with viewable ribs.&lt;br /&gt;
&lt;br /&gt;
* Quest Profile Icons - Viewable on leader board and nametag.&lt;br /&gt;
&lt;br /&gt;
* Gun Sounds Updated - Inside and Outside difference on gun sounds and new interact sounds too. &lt;br /&gt;
* Gun Animations/Recoil Update - Some weapons now have different animation and viewable recoil.&lt;br /&gt;
* Scopes for rifles - FPS Capped/Low Resolution, you can also buy scopes for some weapons (even shotguns) in upgrades.&lt;br /&gt;
* TTT V2 - Features a new role called Psychopath (can see everyone's location each minute)&lt;br /&gt;
* Team Restricted Weapons - In Search And Destroy teams are now limited to what weapons they have.&lt;br /&gt;
* More viewable bullet tracers - Bullet tracers move slower and more easy to see in longer distances.&lt;br /&gt;
* Blocked from entering outside the map - Using any weapon such as concussion to get out the map no longer works.&lt;br /&gt;
* New map called [http://pavlovwiki.com/index.php/Default_Maps#Bunker bunker] - Useable on most game modes, few bugs which will be corrected soon.&lt;br /&gt;
* Lighting System Changed - Gun reflection spheres changed on maps (most noticeable on containers)&lt;br /&gt;
* Maps can reach higher limitations - Optimized to handle more greater and big maps.&lt;br /&gt;
* Weapon changes - Tec 9 temporary burst (potentially removed in the future) and the scorpions and a few other guns now purchasable.&lt;br /&gt;
* Microphone Detection Fixed - You can now see how loud you are in audio settings.&lt;br /&gt;
* Performance issue - Can be fixed by sleeping your quest for a few seconds.&lt;br /&gt;
* Crashing/Black Screens - Most common on swapping from a custom big map to another.&lt;br /&gt;
* New items in WW2 - Including WW2 variants of smokes.&lt;br /&gt;
&lt;br /&gt;
* Death Gadget Menu blocked - Due to a bug which allowed players to buy items for next round has resulted in being blocked from use while spectating.&lt;br /&gt;
* Prone animation - Soon as the player's headset is on the ground it will enable the prone animation.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;How to get Pavlov Shack RC Build&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Firstly, open the Oculus Mobile App and open App Library on your device.&lt;br /&gt;
&lt;br /&gt;
Afterwards, click on Pavlov Shack: Beta and go down until you see Additional Details then Version 1.0.&lt;br /&gt;
&lt;br /&gt;
Click on 1.0 and click on channel at the top right. Then switch it to RC: 0.96.1 and then update the game in your Quest.&lt;br /&gt;
&lt;br /&gt;
If you are more of a visual person here is an image tutorial:&lt;br /&gt;
[[File:RC2live.png|left|thumb|426x426px]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Quest_Troubleshooting&amp;diff=264</id>
		<title>Quest Troubleshooting</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Quest_Troubleshooting&amp;diff=264"/>
		<updated>2023-04-28T21:04:18Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Capsule-game}}&lt;br /&gt;
==I can't start Pavlov, but other apps on my Quest starts fine.==&lt;br /&gt;
&lt;br /&gt;
Try resetting your Pavlov app data, by following the steps described in the following article: [[Quest: Delete Pavlov App data]]&lt;br /&gt;
&lt;br /&gt;
==Pavlov doesnt start, and it looks like the game keeps downloading without ever finishing.==&lt;br /&gt;
&lt;br /&gt;
Follow the instructions in the following Youtube video:&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=42DE74tOhGM&lt;br /&gt;
&lt;br /&gt;
==I can not switch back to live from RC?==&lt;br /&gt;
Sometimes the oculus software refuses to update and requires switching in the mobile app, then uninstalling and reinstalling Pavlov Shack.&lt;br /&gt;
&lt;br /&gt;
==My performance has randomly gotten worse when it was previously fine==&lt;br /&gt;
This sometimes occurs with poor cooling conditions. Shut the quest 2 off for a bit if it and allow it to cool off. Typically this only takes about ten minutes. Try again.&lt;br /&gt;
&lt;br /&gt;
== My play area keeps turning each time I do something in Shack ==&lt;br /&gt;
Most of the time sleeping your headset or resetting your play area history can fix this. If it doesn't try restarting your headset completely.&lt;br /&gt;
&lt;br /&gt;
==None of the above helped? Ask for help on the official Pavlov Discord.==&lt;br /&gt;
https://discord.gg/pavlov-vr&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Shack_RC&amp;diff=261</id>
		<title>Shack RC</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Shack_RC&amp;diff=261"/>
		<updated>2023-04-28T20:55:08Z</updated>

		<summary type="html">&lt;p&gt;SmallDvrkOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pavlov Shack's RC is the public test version of the upcoming updates to shack in the future. It includes new items like smokes, scopes, gore and more! The list of new items and changes can be found below, also including how to get the RC version of Shack.&lt;br /&gt;
&lt;br /&gt;
In the past there had been a RC 2.0 which limited to two maps and wasn't good at all even for testing, so only a few hours later they removed it. So for now here is the current version and its features:&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Current Version 0.96.1&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Features: ====&lt;br /&gt;
&lt;br /&gt;
* Smokes - Non-dynamic and less impact on performance.&lt;br /&gt;
&lt;br /&gt;
* Gore option in settings - Which allows the separation of players limbs with viewable ribs.&lt;br /&gt;
&lt;br /&gt;
* Quest Profile Icons - Viewable on leader board and nametag.&lt;br /&gt;
&lt;br /&gt;
* Gun Sounds Updated - Inside and Outside difference on gun sounds and new interact sounds too. &lt;br /&gt;
* Gun Animations/Recoil Update - Some weapons now have different animation and viewable recoil.&lt;br /&gt;
* Scopes for rifles - FPS Capped/Low Resolution, you can also buy scopes for some weapons (even shotguns) in upgrades.&lt;br /&gt;
* TTT V2 - Features a new role called Psychopath (can see everyone's location each minute)&lt;br /&gt;
* Team Restricted Weapons - In Search And Destroy teams are now limited to what weapons they have.&lt;br /&gt;
* More viewable bullet tracers - Bullet tracers move slower and more easy to see in longer distances.&lt;br /&gt;
* Blocked from entering outside the map - Using any weapon such as concussion to get out the map no longer works.&lt;br /&gt;
* New map called bunker - Useable on most game modes, few bugs which will be corrected soon.&lt;br /&gt;
* Lighting System Changed - Gun reflection spheres changed on maps (most noticeable on containers)&lt;br /&gt;
* Maps can reach higher limitations - Optimized to handle more greater and big maps.&lt;br /&gt;
* Weapon changes - Tec 9 temporary burst (potentially removed in the future) and the scorpions and a few other guns now purchasable.&lt;br /&gt;
* Microphone Detection Fixed - You can now see how loud you are in audio settings.&lt;br /&gt;
* Performance issue - Can be fixed by sleeping your quest for a few seconds.&lt;br /&gt;
* Crashing/Black Screens - Most common on swapping from a custom big map to another.&lt;br /&gt;
* New items in WW2 - Including WW2 variants of smokes.&lt;br /&gt;
&lt;br /&gt;
* Death Gadget Menu blocked - Due to a bug which allowed players to buy items for next round has resulted in being blocked from use while spectating.&lt;br /&gt;
* Prone animation - Soon as the player's headset is on the ground it will enable the prone animation.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;How to get Pavlov Shack RC Build&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Firstly, open the Oculus Mobile App and open App Library on your device.&lt;br /&gt;
&lt;br /&gt;
Afterwards, click on Pavlov Shack: Beta and go down until you see Additional Details then Version 1.0.&lt;br /&gt;
&lt;br /&gt;
Click on 1.0 and click on channel at the top right. Then switch it to RC: 0.96.1 and then update the game in your Quest.&lt;br /&gt;
&lt;br /&gt;
If you are more of a visual person here is an image tutorial:&lt;br /&gt;
[[File:RC2live.png|left|thumb|426x426px]]&lt;/div&gt;</summary>
		<author><name>SmallDvrkOne</name></author>
	</entry>
</feed>