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Workshop_header_template

Characters

Table Of Contents

Provided files

Assets
Unpack_characters
All character files can be extracted from the game using the unpack_characters feature built into the game (see above link).
All character textures (TGA.DDS format)

The character textures used in the game are compressed using BC7 compression. You can use this Intel plugin to decompress them.
There is also a bulk decompression tool inside the free community IWTE Tool created by Wilddog.
Tools
Cas converter
Allows access to convert and edit models.
Rome texture compression
Format texture (dds-lz4). You can do this using the free open source tool GNU Image Manipulation Program.

Models

Concept Details
LODs There are 4 lods setup for units starting from lod0(highest) to lod3(lowest)
Unit UV Layout Overall layout of a character UV. Plain example and an actual unit.
Bone Hierarchy Image

Bone Hierarchy Image
UV Hair & Facial Hair UV layout information for hair and facial hair.
Bone Hierarchy Image
UV Arms, Legs, Torso and Pelvis UV layout information for Arms, Legs, Torso and Pelvis.
Bone Hierarchy Image
UV Faces UV layout information for faces.
Bone Hierarchy Image
UV Clothing & Props UV layout information for Clothing & Props.
Bone Hierarchy Image
Skeletons For units there are 2 different types of skeleton structures.

  • Normal skeleton
  • Slinger skeleton (in descr.txt files this is reference to as fs_slinger_new)
Both skeletons are pretty much the same, however the slinger has an extra bone parented under the “rbone_hand”.

The bone hierarchy must not change! The game expects the bones to be listed in a specific order. Slinger ONLY!
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Bone Hierarchy

Bone Hierarchy Image
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Blender Bone Hierarchy Image
Props
(Non-skinned)
Props which are not skinned to the skeleton should be parented under the bone accordingly.

The pivot should match the bone position and its transformations reset.

Naming:
For primary & secondary weapons they must be named like so:
  • Primary_weapon
  • Secondary_weapon
If the naming is not the following they will always be visible on the model. For cases such as shields you can call them whatever you wish.

The primary weapon animations are linked in the descr_model_battle.txt files, with the order of skeletons listed