Character Models
Textures
Character Models can have up to 6 textures which can be swapped out in realtime to create diffrent clothing. In order for your DTS Model to support that create 6 textures with the following names:
- base.head.png
- base.body.png
- base.arms.png
- base.hands.png
- base.legs.png
- base.feet.png
Create 6 material ID's on your character and apply the textures accordingly.
Skeleton Structure
The Basic MoM Character uses the following Bones:
- Bip01 Pelvis
- Bip01 L Thigh
- Bip01 L Calf
- Bip01 L Foot
- Bip01 R Thigh
- Bip01 R Calf
- Bip01 R Foot
- Bip01 Spine
- Bip01 Spine1
- Bip01 Spine2
- Bip01 Spine3
- Bip01 Neck
- Bip01 Head
- Bip01 L Clavicle
- Bip01 L Upperarm
- Bip01 L Forearm
- Bip01 L Hand
- Bip01 L Fingers
- Bip01 L FingersB
- Bip01 L Thumb
- Bip01 L ThumbB
- Bip01 R Clavicle
- Bip01 R Upperarm
- Bip01 R Forearm
- Bip01 R Hand
- Bip01 R Fingers
- Bip01 R FingersB
- Bip01 R Thumb
- Bip01 R ThumbB
Mount Nodes
Every Player model should have the following nodes:
- eye (For the camera when in first person view)
- cam (Free floating linked to Unlink-node)
- Unlink (Node to detach the cam from the body in order to have free floating 3rd Person camera view)
- mount0 (Right Hand - Primary Weapon)
- mount1 (Left Hand - Offhand Weapon)
- mount2 (Shield on Left Arm)
- mount3 (Helmet)
On the Items (Weapons/Helmets/Shields) Make sure you have a node called "mountpoint" at the spot where the Player should be holding/wearing it and that it is aligned as the mount(nr.) on the character model.
Base Animations
A Mob must have the following minimum animation dsq files to work without changing any code:
- idle.dsq
- cready.dsq
- walk.dsq
- run.dsq
- attack1.dsq
- pain1.dsq
there can be multiple attack and pain animations increment the trailing number and they will be automatically played in combat at random. - attack2.dsq attack3.dsq etc.
The sequence node in the file itself should be named as the file for instance "walk" in the walk.dsq
If you have models and sequences that do not follow these conventions you can reassign a sequence name in the models respective animation.cfg file:
Example: an animation.cfg file for a hypothetical bear mob looks like this:
datablock TSShapeConstructor($datablock)
{
baseShape = "~/data/shapes/$dts";
sequence0 = "#/bear/idle.dsq";
sequence1 = "#/bear/cready.dsq";
sequence2 = "#/bear/pain1.dsq";
sequence3 = "#/bear/pain2.dsq";
sequence4 = "#/bear/walk.dsq"; ***
sequence5 = "#/bear/run.dsq";
sequence6 = "#/bear/attack1.dsq";
sequence7 = "#/bear/attack2.dsq";
sequence8 = "#/bear/swimidle.dsq";
sequence9 = "#/bear/swim.dsq";
sequence10 = "#/bear/death.dsq";
};
***Lets say your dsq for walking is called hamsterhop.dsq and not walk.dsq
then assign this file in the cfg like so:
sequence4 = "#/bear/hamsterhop.dsq walk";
Player Models have these base animations assigned. (I assume there is a fallback like with the mobs) that trailing digit animations only need the version 1 and more are optional:
- idle.dsq";
- cready1h.dsq";
- cready2h.dsq";
- pain1.dsq";
- pain2.dsq";
- 1hwalk.dsq";
- 2hwalk.dsq";
- 1hrun.dsq";
- 2hrun.dsq";
- 1hslashleft.dsq";
- 1hslashright.dsq";
- 1hslash2left.dsq";
- 1hslash2right.dsq";
- 1hslash3left.dsq";
- 1hslash3right.dsq";
- 1hthrustleft.dsq";
- 1hthrustright.dsq";
- 2hslash.dsq";
- 2hslash2.dsq";
- 2hslash3.dsq";
- 2hthrust.dsq";
- unarmedleft.dsq";
- unarmedright.dsq";
- kick1.dsq";
- bowattack.dsq";
- shieldblock.dsq";
- spellprepare.dsq";
- spellcast.dsq";
- spellcast2.dsq";
Some other unsorted notes
In "spawns" you put the models, animations and textures together:
example bear:
spawn.model = "bear/bear.dts" spawn.animation = "bear" spawn.textureSingle = "bear/bear_brown"
If the models has only one texture and Material ID you will use spawn.textureSingle = "single/bear_brown"
If it has more than one texture, the model must be setup to have the material ID's named: base.head.png base.body.png as above. And then call them in python:
Then you call the textures like so fer instance:
spawn.textureHead = "bear/bear_brown" spawn.textureBody = "bear/bear_fuzzyhair"
Attachments
- bones.png (67.8 kB) - added by Thak on 07/04/07 02:32:30.
- mountalignment.png (81.3 kB) - added by Thak on 07/04/07 02:32:45.
- texturesplit.png (33.9 kB) - added by Thak on 07/04/07 02:33:00.
- weaponmountalignment.png (30.6 kB) - added by Thak on 07/04/07 02:33:14.





