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Static Race Guidelines
zumbak04 edited this page Aug 20, 2022
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4 revisions
Static races are basically headgears attached to not-moving transparent body.
- Use WoW Model Viewer or wow.export to get the model and texture. More about models can be read Here. There must be
.mesh
for model and.dds
for texture in a corresponding folder ingfx\models\portraits\static_races
- Create a text file, change its extension to
.asset
. It should look like this:
Example
###arakkoaoutland_fel - Comment to separate models
pdxmesh = {
name = "arakkoaoutland_mesh" # Name of our pdxmesh
file = "arakkoaoutland.mesh" # Model file
meshsettings = {
name = "arakkoaoutlandShape" # Name of mesh in .mesh file
index = 0 # Never seen it using
texture_diffuse = "arakkoaoutland_fel_base_1.dds" # Texture with colors
texture_normal = "default_yellow_normal.dds" # Texture with shadows, for static races don't need to change it
texture_specular = "male_elven_eyebrows_0_properties.dds" # Texture with reflecting properties (metalness, etc.), for static races don't need to change it
shader = "portrait_attachment_alpha_to_coverage" # Shader reference, may be portrait_attachment (without alpha) and portrait_attachment_alpha_to_coverage (with alpha)
shader_file = "gfx/FX/jomini/portrait.shader" # Path to shader file, don't need to change it
}
}
entity = {
name = "arakkoaoutland_fel_entity" # Name of our entity
pdxmesh = "arakkoaoutland_mesh" # Reference to pdxmesh
meshsettings = { # Optional block, can be used to redefine some meshsettings, usefull if model has the same mesh, but differen texture
name = "arakkoaoutlandShape"
index = 0
texture_diffuse = "arakkoaoutland_orange_base_1.dds"
}
}
- Open to
gfx\portraits\accessories\wc_races.txt
, add something like:
Example
lichking = { # Name of accesory
entity = {
required_tags = "" # Tags that must be met, in our case, it's empty
node = "head_root" # Name of the bone to be attached, in our case, it's head
entity = "lichking_entity" # Reference to entity name
}
}
- Open
common\genes\wc_genes_static_models.txt
, add something like insidestatic_model
block:
Example
static_nerzhul = { # Name of template to be used as reference
index = 18 # Unique index, must not repeat
male = {
1 = lichking # Name of accesory we created above, there can be a few accecories, the number represents chance of using
}
female = male # Can set here and below separate model for female, girl and boy
boy = male
girl = male
}
- Open
gfx\portraits\portrait_modifiers\wc_race_portrait_modifiers.txt
, add something like insidestatic_model
block:
Example
static_cthrax = {
dna_modifiers = {
accessory = { # This part forces character to wear our model
mode = add
gene = static_model # Gene type
template = static_cthrax # Reference to gene template
range = { 0 1 } # For the randomness to work correctly # If gene has a few variations, it sets random range
}
morph = { # This part forces character to be giant, different genes can be used
mode = modify
gene = gene_height
template = giant_height
value = 1
}
}
weight = {
base = 0
modifier = {
add = 100 # Character will have this modifier 100% if trigger is meant
is_race_no_gene_trigger = { RACE = creature_cthraxxi } # Returns true if character has this trait
}
}
}
- Open
common\scripted_triggers\wc_portrait_triggers.txt
, add the sameis_race_no_gene_trigger
trigger inhas_no_portrait_trigger
. It will make sure the character has transparent body.