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WollieWoltaz

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About WollieWoltaz

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  1. Thanks stanislas69 for your reply. 1. I hope i understand this correctly. I need one file for the mesh and rig (e.g. MyUnit.dae). And I need seperate animation files (e.g. MyUnit_idle, MyUnit_walk, MyUnit_death etc..? If so...Does the mesh needs to be in T-pose? Do the names need to be exactly the same? 2. I would love to get some help with this, as I have never done this. About your tool, that would be a lot easier. Are you willing the share this tool and explain how it works? 3. Woww that's a lot, great! 4. Specific UV maps? Well I think i have those... Couple other questions... 5. Do I need to have seperate material files? Where are they defined within the assets? 6. Can a mesh have multiple sub-materials? 7. Can the engine read other animations besides the standard walk/death/idle/flail/attack.? Like for example a special attack or something..? 8. What is the average size/dimensions of the models for units? 9. What is the textures size limit? 1024x1024? I attached a test idle animation in the hope someone could tell me what I have to edit to make this unit compatible for the game, Legionnaire Horseman_idle
  2. Hello, I have a few questions on how to import custom models and animations into Oad. First of all, do the actual mesh and animation need to be seperate .dae files? Or can the be combined into one .dae file? How does the engine read those? 2. Can the engine support custom bone riggs? They don't have to be standard in-game riggs? 3. Is there a poly/verts limit and a animation frame length limit? 4. Wich texture maps are supported besides diffuse maps? (E.g. specular/emissive/bump-maps/mask... 5. If question 1&2 can be accomplished, how would I implement them into the game? What are the right paths for meshes/animations/actors? Thankyou for reading and hopefully someone could answer my questions. Kind Regards,
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