Bwian
04-14-2007, 11:58
Before I start experimenting, I thought I would check and see if this is already common knowledge. Searches haven't turned up anything...so here goes!
The model parts and their names have been causing me some confusion. More so, when I look at the samples Caliban put out for us to look at!
What parts are ESSENTIAL, and how does the game determine which parts will display on any given model in a unit.
Taking the 'peasants_lod0' as my base:
peasant_body_01, 02 and 03:
Actual polygons are all the same ( do they HAVE to be? ) so it will just be the UV mapping onto a different part of the texture to give a new appearance to the unit. Does the game pick one at random ?
arms_01, 02, 03 and 04
Since there are different numbers of parts for each 'chunk' I can assume they are mix and match. Again...does there HAVE to be 4 of these, 3 bodies...and are these values linked to something in model_db.
The model has 5 heads.... no helmet. When I compare this with, say, the Scot noble, the helmet is named head_helmet_short_hair_01, 02 with some variations to the central portion. Does a head just have to start head_ and end with _01, _02 etc ? That would make sense. The middle portion allows the modeller to differentiate. The start block tells the game what part of the whole thing it is, and the final part gives it a number of variations to choose from.
Lastly...the weapons. The peasant has 3 different types of pitchfork... Are their weapons randomly variable... or do they have some measure of control over which one is used?
Going to start experimenting....but I wondered if there was any pointers to help me before I start :yes:
The model parts and their names have been causing me some confusion. More so, when I look at the samples Caliban put out for us to look at!
What parts are ESSENTIAL, and how does the game determine which parts will display on any given model in a unit.
Taking the 'peasants_lod0' as my base:
peasant_body_01, 02 and 03:
Actual polygons are all the same ( do they HAVE to be? ) so it will just be the UV mapping onto a different part of the texture to give a new appearance to the unit. Does the game pick one at random ?
arms_01, 02, 03 and 04
Since there are different numbers of parts for each 'chunk' I can assume they are mix and match. Again...does there HAVE to be 4 of these, 3 bodies...and are these values linked to something in model_db.
The model has 5 heads.... no helmet. When I compare this with, say, the Scot noble, the helmet is named head_helmet_short_hair_01, 02 with some variations to the central portion. Does a head just have to start head_ and end with _01, _02 etc ? That would make sense. The middle portion allows the modeller to differentiate. The start block tells the game what part of the whole thing it is, and the final part gives it a number of variations to choose from.
Lastly...the weapons. The peasant has 3 different types of pitchfork... Are their weapons randomly variable... or do they have some measure of control over which one is used?
Going to start experimenting....but I wondered if there was any pointers to help me before I start :yes: