For player models, I need to point this out:
For the body from the neck down, there are two groups, robed and non-robed. Each group must be identical in terms of the geometry and the texture coordinates. This is how the live client and SimpleClient work; it understands only six meshes:
- Head (normal)
- Head (leather)
- Head (chain)
- Head (plate)
- Body (non-robed)
- Body (robed)
For the body meshes, the non-robed can have five texture variants, where the ONLY difference is the textures used (the texcoords are identical):
- Normal
- Leather
- Chain
- Plate
- Monk
The robed textures are similar where there are seven variants, where the ONLY difference is in the texture files.
If you want to make another player model (e.g. half-elf, barbarian, etc.) it's important to bear this in mind.
On the other hand, if you're making an NPC model, it is either more or less restrictive, depending on the client:
- For the live client, all variants must be absolutely identical except for the texture files used.
- For SimpleClient, each variant can have a different mesh (yes, SimpleClient is more flexible).
Wind
|