I'm glad if you find it helpful :)
No one has taken the time to chart PRF files so there are a lot of unanswered question. That was why I posted here: https://swordofmoonlight.com/bbs/index.p...ml#msg5347 When we learn more about their format, we should be able to make custom to match our models.
For Objects, you should use a PRF from a corresponding type (door, chest etc).
I think PRFs for NPCs are all interchangeable.
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There's a couple addendums to the How-to.
1) Mick says MDLs can have at least 4 different 256x256 textures used on each model (how-to said only 1) . I haven't tested it though.
2) It appears that x2mdl might turn the first frame of an animation into a 'default pose' for the model, but that frame is not used in the actual in-game animation. So, you might have to make your animation start on the second frame. Especially for doors and such or they will appear open a little in-game.
No one has taken the time to chart PRF files so there are a lot of unanswered question. That was why I posted here: https://swordofmoonlight.com/bbs/index.p...ml#msg5347 When we learn more about their format, we should be able to make custom to match our models.
Quote:Can i use any prf? For example if i were to create an enemy i could just use a skeletons prf?Untill we learn more about PRFs, you should use one from an enemy that has all the animations which you included in your custom model. You can tell which animations are listed in a specific enemy's PRF by looking at them in the Parameter editor The buttons that aren't greyed out show you which animations are listed in that PRF. The picture attached shows which animation number-names go with which buttons.
For Objects, you should use a PRF from a corresponding type (door, chest etc).
I think PRFs for NPCs are all interchangeable.
Quote:If i were to make a custom hidden door for use with a map editor where would i place my mdl and cp?For a custom hidden door, you would place the MDL and CP in ".../data/OBJ/Model" folder. And use a PRF from an existing door.
Quote:Does x2mdl automatically assign 'take damage' / attack points for the enemies mdl?I honestly have no idea about this. My educated guess would be the 'take damage' area is decided by the collision size/shape set in the PRF.
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There's a couple addendums to the How-to.
1) Mick says MDLs can have at least 4 different 256x256 textures used on each model (how-to said only 1) . I haven't tested it though.
2) It appears that x2mdl might turn the first frame of an animation into a 'default pose' for the model, but that frame is not used in the actual in-game animation. So, you might have to make your animation start on the second frame. Especially for doors and such or they will appear open a little in-game.