In order to go standalone, TDM needs to replace all existing D3 assets. This is an attempt to catalogue all the models and animated models needed, along with links to briefs when they exist.
If you're interested in replacing any of these, great! It would really help us out. But please get in touch with me first if a brief doesn't exist, since replacements have to follow the originals in things like size, origin, etc.
Zombie -- http://forums.thedar...nimated-zombie/
Greebo has created a zombie character, and Arcturus has done a couple animations but we still need:
*anim sleep_2_sit_rgt // zombie starts out lying on ground on back; quickly rises to standing
*anim sleep_idle_rgt // the lying on ground pose. No movement (at least 30 frames for blending)
*anim sit_2_sleep_rgt // starts in standing idle; quickly lies down backwards
Skeleton -- http://forums.thedar...mated-skeleton/
Lemony has created a new skeleton model that Springheel will rig
Werebeast -- http://forums.thedar...ated-werebeast/
The head of the model is ours, but the body and animations come from the D3 imp and will need replacing.
Springheel will replace these
Static Models (wip)
The following are modified D3 models we currently ship with the mod:
dungeon/skull_on_* series -- skull comes from D3 and needs replacing graveyard/bones/skull.lwo
- graveyard/bones/arm_left/right.lwo -- ? is this from the ragdoll?
lights/extinguishable/candlestand_hornedskull* series -- skull from D3
(the locations of the models will be different, so it is not as important that the name stay the same).
models/gibs/gib_left_arm.lwo models/gibs/gib_left_leg.lwo models/gibs/gib_right_foot.lwo
- models/mapobjects/tables/bunkbed/mattress.lwo -- this is identical to furniture/beds/mattress.lwo above, I believe
- models/items/shells_ammo/shells_large.lwo -- we have a quiver model already; might be a candidate for find/replace, but will need to compare size/origin.
Basically, there are five things that need to stay consistent:
1. The size and orientation
2. The position of the origin
3. The basic "look" of the mesh and texture (if the original has a jaw, the replacement should; if the original is basically bleached white, the original should be too, etc)
4. The types of meshes included (if there is a cm and/or shadowmesh in the original, they need to be included in the replacement as well)
5. The name and format of the model.
General tip: if models can re-use existing textures, so much the better...maps will load faster if there are fewer texture files to load.
The things that can change are:
1. The number of polys (D3 models are rather low-poly...you're probably safe to double them).
2. The names of the material shaders
3. The number of sub-meshes (if you wanted to make the lower jaw a separate submesh so it could be turned off by a skin, for example, or adding strands of hair that could be turned on by a skin)
4. The layout of the uvmap.
5. Shadowmeshes and cms can be added to models that don't have them.