Alle Models & Animationen die hier zu finden sind und auch sein werden, sind entweder von mir selbst erstellt wurden, oder stammen ursprünglich aus anderen Quellen. Sie sind jedoch alle von mir Flyff-Kompatibel erstellt und wurden auch getestet. Die Credits für die O3D's und .ANI's gehen deshalb an mich, außer sie stammen nicht von mir. In dem Fall sind die Credits noch mal separat angegeben.
Bevor ihr allerdings eines dieser Models/Animationen verwenden könnt, müssen folgende Änderungen in der Source übernommen werden:
Vergesst bitte nicht neben der MdlDyna, die jeweils dabei liegt, eure Einträge in folgenden Dateien hinzuzufügen: propmover.txt, propMover.txt.txt, propMoverEx.inc(nur Mobs) & defineObj.h.
[You want us to create your own Models depending on your wishes? ]
Monster:
CS-Pets/NPC's:
Sad Minion
Chang'es Bunny
Anger
Ymir
Weapons:
Mini LoL Weapon Pack
Living Environment
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Tipp:Bevor ihr allerdings eines dieser Models/Animationen verwenden könnt, müssen folgende Änderungen in der Source übernommen werden:
_Common\Object3D.cpp
ändern zu
_Common\Object3D.cpp
Suchen nach: _vPool[
*Zeile: line 2123
Ersetzen mit: _vPool[10696]
_Common\ModelObject.h
Suchen nach: #define MAX_SF_SPLINE
*Zeile: line 15
Den Wert ersetzen mit: 10696
Code:
if( pObject->m_nMaxMtrlBlk >= 32 )
Code:
if( pObject->m_nMaxMtrlBlk >= 999999 )
_Common\Object3D.cpp
Suchen nach: _vPool[
*Zeile: line 2123
Ersetzen mit: _vPool[10696]
_Common\ModelObject.h
Suchen nach: #define MAX_SF_SPLINE
*Zeile: line 15
Den Wert ersetzen mit: 10696
Vergesst bitte nicht neben der MdlDyna, die jeweils dabei liegt, eure Einträge in folgenden Dateien hinzuzufügen: propmover.txt, propMover.txt.txt, propMoverEx.inc(nur Mobs) & defineObj.h.
[You want us to create your own Models depending on your wishes? ]
Monster:
Scylla - Horror of the Deep
Thanatos - Hand of Death
Awilix - Goddess of the Moon
Chogath(Jurassic Skin)
Quelle: SMITE (Spiel)
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Code:
god MI_GOTT MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 3.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle2" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "atk1" MTI_ATK2 "atk1" MTI_ATK3 "stand" MTI_GROGGY // extra "stand" MTI_JUMP1 "stand" MTI_JUMP2 "stand" MTI_JUMP3 "stand" MTI_JUMP4 "walk" MTI_RUN }
Thanatos - Hand of Death
Quelle: SMITE (Spiel)
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Code:
thanatos MI_GOTT2 MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 3.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle2" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "atk2" MTI_ATK2 "atk3" MTI_ATK3 "stand" MTI_GROGGY // extra "stand" MTI_JUMP1 "stand" MTI_JUMP2 "stand" MTI_JUMP3 "stand" MTI_JUMP4 "walk" MTI_RUN }
Awilix - Goddess of the Moon
Quelle: SMITE (Spiel)
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Code:
awilix MI_GOTT3 MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 3.0f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle2" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "atk1" MTI_ATK2 "atk1" MTI_ATK3 "stand" MTI_GROGGY // extra "stand" MTI_JUMP1 "stand" MTI_JUMP2 "stand" MTI_JUMP3 "stand" MTI_JUMP4 "walk" MTI_RUN }
Chogath(Jurassic Skin)
Quelle: League of Legends (Spiel)
Info: Für die atk1 benutzt ihr am besten SFX, sonst sieht es mies aus Ingame. Am einfachsten wäre es einen hübschen Skill in der monsterskill.lua in 100% rate zu benutzen.
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Info: Für die atk1 benutzt ihr am besten SFX, sonst sieht es mies aus Ingame. Am einfachsten wäre es einen hübschen Skill in der monsterskill.lua in 100% rate zu benutzen.
Code:
chogath MI_CHOGATH MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 5.3f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "die1" MTI_DMGDIE "stand" MTI_DMGLIVE "die1" MTI_DIE1 "atk1" MTI_ATK1 "stand" MTI_ATK2 "stand" MTI_ATK3 "stand" MTI_GROGGY // extra "stand" MTI_JUMP1 "stand" MTI_JUMP2 "stand" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN }
CS-Pets/NPC's:
Sad Minion
Quelle: models-resource/Mixamo
Wunsch/Idee:
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Wunsch/Idee:
Code:
minion MI_PET_MINION MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.0f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "stand" MTI_DIE1 "stand" MTI_ATK1 "stand" MTI_ATK2 "stand" MTI_ATK3 "stand" MTI_GROGGY // extra "stand" MTI_JUMP1 "stand" MTI_JUMP2 "stand" MTI_JUMP3 "stand" MTI_JUMP4 "walk" MTI_RUN }
Chang'es Bunny
Quelle: SMITE (Spiel)
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Code:
bunny MI_PET_BUNNY MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.8f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle2" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "stand" MTI_DIE1 "stand" MTI_ATK1 "stand" MTI_ATK2 "stand" MTI_ATK3 "stand" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN }
Anger
Quelle: models-resource/Mixamo
Credits: →←
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Credits: →←
Code:
anger MI_PET_ANGER MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.0f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "stand" MTI_DIE1 "stand" MTI_ATK1 "stand" MTI_ATK2 "stand" MTI_ATK3 "stand" MTI_GROGGY // extra "stand" MTI_JUMP1 "stand" MTI_JUMP2 "stand" MTI_JUMP3 "stand" MTI_JUMP4 "walk" MTI_RUN }
Ymir
Quelle: SMITE (Spiel)
><
Code:
ymir MI_PET_YMIR MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 0.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle2" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "stand" MTI_DIE1 "stand" MTI_ATK1 "stand" MTI_ATK2 "stand" MTI_ATK3 "stand" MTI_GROGGY // extra "stand" MTI_JUMP1 "stand" MTI_JUMP2 "stand" MTI_JUMP3 "stand" MTI_JUMP4 "walk" MTI_RUN }
Weapons:
Mini LoL Weapon Pack
Quelle: League of Legends (Spiel)
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Code:
"2hSwordAatrox1" II_WEA_SWT_AATROX1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "2hSwordAatrox2" II_WEA_SWT_AATROX2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "2hSwordAatrox3" II_WEA_SWT_AATROX3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "2hSwordAatrox4" II_WEA_SWT_AATROX4 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "ShieldBraum1" II_WEA_SHI_BRAUM1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "ShieldBraum2" II_WEA_SHI_BRAUM2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "ShieldBraum3" II_WEA_SHI_BRAUM3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "ShieldBraum4" II_WEA_SHI_BRAUM4 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "AxeDraven1" II_WEA_SWO_DRAVEN1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "AxeDraven2" II_WEA_SWO_DRAVEN2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "SwordFiora1" II_WEA_SWO_FIORA1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "SwordFiora2" II_WEA_SWO_FIORA2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "SwordFiora3" II_WEA_SWO_FIORA3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "StaffJanna1" II_WEA_STA_JANNA1 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "StaffJanna2" II_WEA_STA_JANNA2 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "StaffJanna3" II_WEA_STA_JANNA3 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1 "StaffJanna4" II_WEA_STA_JANNA4 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
Living Environment
Anmerkung: Mit "Living Environment" sind Models mit Animationen gemeint, welche keinen Namen in der propMover.txt.txt haben sollten. Dadurch laufen sie als "Mob ohne Namen" durch die Welt und können so die Umgebung lebendiger machen.
Rabbit
Chicken
Frog
Pig
Horse
Rabbit
Quelle: Selfmade
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Code:
stadthase MI_STADTHASE MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 2.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "stand" MTI_DIE1 "stand" MTI_ATK1 "stand" MTI_ATK2 "stand" MTI_ATK3 "stand" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN }
Chicken
Quelle: Selfmade
><
Code:
stadthuhn MI_STADTHUHN MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.4f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "idle1" MTI_IDLE1 "idle2" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "stand" MTI_DIE1 "stand" MTI_ATK1 "stand" MTI_ATK2 "stand" MTI_ATK3 "stand" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN }
Frog
Quelle: Selfmade
><
Code:
stadtfrosch MI_STADTFROSCH MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.6f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "walk" MTI_WALK "stand" MTI_IDLE1 "stand" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "stand" MTI_DIE1 "stand" MTI_ATK1 "stand" MTI_ATK2 "stand" MTI_ATK3 "stand" MTI_GROGGY // extra "walk" MTI_JUMP1 "walk" MTI_JUMP2 "walk" MTI_JUMP3 "walk" MTI_JUMP4 "walk" MTI_RUN }
Pig
Hinweis: Keine Walk-Animation vorhanden. Beim spawnen des "Monsters" via Beast/Worldeditor einfach stand als State setzen:
Quelle: Selfmade
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Quelle: Selfmade
Code:
stadtschwein MI_STADTSCHWEIN MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 1.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "stand" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "stand" MTI_DIE1 "stand" MTI_ATK1 "stand" MTI_ATK2 "stand" MTI_ATK3 "stand" MTI_GROGGY // extra "stand" MTI_JUMP1 "stand" MTI_JUMP2 "stand" MTI_JUMP3 "stand" MTI_JUMP4 "stand" MTI_RUN }
Horse
Hinweis: Keine Walk-Animation vorhanden. Beim spawnen des "Monsters" via Beast/Worldeditor einfach stand als State setzen:
Quelle: Tera(Spiel)
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Quelle: Tera(Spiel)
Code:
stadtpferd MI_STADTPFERD MODELTYPE_ANIMATED_MESH "" 0 MD_MID 0 4.5f 0 1 ATEX_NONE 1 { "stand" MTI_STAND "stand" MTI_WALK "idle1" MTI_IDLE1 "idle1" MTI_IDLE2 "stand" MTI_DMG1 "stand" MTI_DMG2 "stand" MTI_DMGFLY "stand" MTI_DMGDIE "stand" MTI_DMGLIVE "stand" MTI_DIE1 "stand" MTI_ATK1 "stand" MTI_ATK2 "stand" MTI_ATK3 "stand" MTI_GROGGY // extra "stand" MTI_JUMP1 "stand" MTI_JUMP2 "stand" MTI_JUMP3 "stand" MTI_JUMP4 "stand" MTI_RUN }
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Wenn die Walk-Animation bei den CS-Pets "abgehackt" aussieht, ändert via Source die Geschwindigkeit der CS-Pets etwas ab. Mehr dazu hier:
Es folgen nach und nach weitere. Schaut einfach mal ab und zu hier rein bei Interesse.