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Description:
Before releasing a custom weapon pack, always test the model position, animation behavior, and visual effects in game.
Basic test cases:
- Idle stance
- Walk and run animations
- Normal attacks
- Skill animations
- Mount usage
- Costume combinations
- Different maps and lighting conditions
Hand position checks:
- Sword should sit naturally in the hand.
- Two-handed weapons should not float too far from the body.
- Daggers should not overlap each other during attack animations.
- Bows should keep a clean line during idle and attack movement.
- Fans and bells should not clip heavily through sleeves.
Effect checks:
- Avoid effects that cover the player name or target.
- Keep glow readable on both dark and bright maps.
- Test multiple players using the same weapon on screen.
- Check FPS impact if the effect is animated.
Final QA:
If the weapon looks correct in inventory, equipment window, character hand, and combat animations, it is usually ready for release.
Before releasing a custom weapon pack, always test the model position, animation behavior, and visual effects in game.
Basic test cases:
- Idle stance
- Walk and run animations
- Normal attacks
- Skill animations
- Mount usage
- Costume combinations
- Different maps and lighting conditions
Hand position checks:
- Sword should sit naturally in the hand.
- Two-handed weapons should not float too far from the body.
- Daggers should not overlap each other during attack animations.
- Bows should keep a clean line during idle and attack movement.
- Fans and bells should not clip heavily through sleeves.
Effect checks:
- Avoid effects that cover the player name or target.
- Keep glow readable on both dark and bright maps.
- Test multiple players using the same weapon on screen.
- Check FPS impact if the effect is animated.
Final QA:
If the weapon looks correct in inventory, equipment window, character hand, and combat animations, it is usually ready for release.