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Overview

     Egoboo uses .MD2 files for object models.
These can be created with the Quake2 Modeller,
which is a freeware program I included with
this game.  I didn't write the modeller, but
it's by far the best I've found.
     Your models can't have more than 128
vertices, and some vertices need to be used
for grips.  What are grips?
     Grips are where weapons get attached to
your character.  Each character can have up
to 2 grips ( Left and Right ), each of which
takes 4 vertices.  THE GRIP VERTICES SHOULD BE
PUT INTO THE MODEL LAST.  Just cut and paste
from some other model and you'll be fine.
     SPAWNLAST is used by weapons, and this is
just a single extra vertex that floats at the
tip of the weapon.  Attack particles get spawned
at this point.  THE SPAWNLAST VERTEX SHOULD BE
PUT INTO THE MODEL LAST.
     A couple quick notes about the Quake2
Modeller...  First, it crashes often, so save,
make back ups, and live with it.  Second, it uses
the Quake2 Palette and .PCX files for skins.  Draw
your skins as .BMP files using the Egoboo palette,
then do an image conversion.  Several free programs
are out there that can do it.

Frame Names

     The most important thing about creating a new
model is to name your frames correctly.  The name
consists of a 2 letter action type, followed by a
the 2 digit frame number, followed by any special
codes.  It looks something like KA03SP.  Not too
tough.

DA - Dance ( Typical standing )
DB - Dance ( Bored )
DC - Dance ( Bored )
DD - Dance ( Bored )
UA - Unarmed Attack ( Left )
UB - Unarmed Attack ( Left )
UC - Unarmed Attack ( Right )
UD - Unarmed Attack ( Right )
TA - Thrust Attack ( Left )
TB - Thrust Attack ( Left )
TC - Thrust Attack ( Right )
TD - Thrust Attack ( Right )
CA - Chop Attack ( Left )
CB - Chop Attack ( Left )
CC - Chop Attack ( Right )
CD - Chop Attack ( Right )
SA - Slice Attack ( Left )
SB - Slice Attack ( Left )
SC - Slice Attack ( Right )
SD - Slice Attack ( Right )
BA - Bash Attack ( Left )
BB - Bash Attack ( Left )
BC - Bash Attack ( Right )
BD - Bash Attack ( Right )
LA - Longbow Attack ( Left )
LB - Longbow Attack ( Left )
LC - Longbow Attack ( Right )
LD - Longbow Attack ( Right )
XA - Crossbow Attack ( Left )
XB - Crossbow Attack ( Left )
XC - Crossbow Attack ( Right )
XD - Crossbow Attack ( Right )
FA - Flinged Attack ( Left )
FB - Flinged Attack ( Left )
FC - Flinged Attack ( Right )
FD - Flinged Attack ( Right )
PA - Parry or Block ( Left )
PB - Parry or Block ( Left )
PC - Parry or Block ( Right )
PD - Parry or Block ( Right )
EA - Evade
EB - Evade
RA - Roll
ZA - Zap Magic ( Left )
ZB - Zap Magic ( Left )
ZC - Zap Magic ( Right )
ZD - Zap Magic ( Right )
WA - Sneak
WB - Walk
WC - Run
WD - Push
JA - Jump
JB - Falling ( End of Jump ) ( Dropped Item left )
JC - Falling [ Dropped item right ]
HA - Hit
HB - Hit
HC - Hit
HD - Hit
KA - Killed
KB - Killed
KC - Killed
KD - Killed
MA - Misc ( Drop Left Item )
MB - Misc ( Drop Right Item )
MC - Misc ( Cheer/Slam Left )
MD - Misc ( Show Off/Slam Right/Rise from ground )
ME - Misc ( Grab Item Left )
MF - Misc ( Grab Item Right )
MG - Misc ( Open Chest )
MH - Misc ( Sit )
MI - Misc ( Ride )
MJ - Misc ( Object Activated )
MK - Misc ( Snoozing )
ML - Misc ( Unlock )
MM - Misc ( Held Left )
MN - Misc ( Held Right )

Special Codes

AL - Spawn an attack particle on the left weapon
DL - Drop the item in the left grip
GL - Grab an item with the left grip
CL - Grab a character with the left grip
AR - Spawn an attack particle on the right weapon
DR - Drop the item in the right grip
GR - Grab an item with the right grip
CR - Grab a character with the right grip
I  - Make the character invincible
S  - Stop the character from from accelerating
F  - Play a footfall sound
P  - Poof the character

-- BoogeR - 24 Jan 2004

Topic ModelS . { Edit | Attach | Ref-By | Printable | Diffs | r1.3 | > | r1.2 | > | r1.1 | More }
Revision r1.3 - 01 Mar 2004 - 23:55 GMT - ElminI
Parents: WebHome > LegacyDocumentation
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