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More player models skinning guide
More player models skinning guide












more player models skinning guide

If you want to change Character Creation(CC) visuals you need to change "hero" root templates of our playable races:Ĭolor value is "0xff" + it's Hex Color Code. Most of the animals use #1, most of the creatures with equipment use #2 and ALL of NPC of our playable races use #3 approach. Using visual set for both body parts and armor - just the rig with all bones in VisualResourseID +visual set with naked body parts and armor.Using visual set only for armor/equipment for your character - character mesh with all bones in VisualResourseID + visual set with armor meshes, skinned to the character.Not using visual set for creatures - you put character mesh with all bones in VisualResourseID.There are 3 ways of using visual sets for creatures in root templates: Only use "IsPlayer" property for testing.īeware if you make your character "IsPlayer" the equipment system will not work properly. Small scale like 1.1 -1.3 is generally ok. If you scale a creature, some animations -like climbing- will not work properly. VisualResourseID - your actual mesh with the rig (could also be just a file with the rig)ĭo not scale creatures unless you really need to.Physical Resource (physical mesh of your character).Ai Bounds - preferably a cylinder for the creature.You will need to edit following parameters for your creature: To learn more about PBR you can read PBR Guide by Allegorithmic here.Ī creature, like troll, usually needs basemap (BM), normal map(NM) and physical map(PM) textures. In DOS2 we use Physically-Based Rendering (PBR). Final character should be centered on origin (x0,y0,z0).ĭon't forget to make a physics mesh for your character, it needs it to collide with the environment, so the player can click and select your character on the screen.They should be as straight as possible in neutral pose. tails), don't put concave (=bending inwards) curves in it. Also, make sure your Lowerbody and Upperbody pieces hide the cut at the waistline level. It is therefore important there are no holes.

more player models skinning guide

Close your armor pieces: the player starts with a naked model and can dress up his character with any armor piece you’re going to make.The vertices along the center world line (symmetry line) should be obviously aligned correctly in the center.Make sure the armor/clothing pieces are not clipping through one another.Use smoothing groups sparingly: don’t use 32 smoothing groups when 4 is enough.Bottom of feet should be as flat as possible.When making the Fingers make sure they all rotate the same way in their base position














More player models skinning guide