EvilEngine/MODL: Difference between revisions

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Seil moved page MODL to EvilEngine/MODL
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<onlyinclude>
{{AssetInfobox
{{#vardefine:typeid|MODL}}<nowiki/>
|subtitle=Model
{{#vardefine:name|Model}}<nowiki/>
|type=[[RenderWare asset|RenderWare]]
{{#vardefine:type|[[RenderWare]]}}<nowiki/>
|games=Night of 100 Frights<br>Battle for Bikini Bottom<br>The SpongeBob SquarePants Movie<br>The Incredibles<br>Rise of the Underminer}}
{{#vardefine:basetype|}}<nowiki/>
{{#vardefine:games|Scooby BFBB TSSM Incredibles ROTU RatProto}}<nowiki/>
{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/include/rwsdk/rpworld.h rpworld.h]}}<nowiki/>
{{#vardefine:image|}}<nowiki/>
</onlyinclude>
{{AutoAssetInfobox}}
 
The MODL asset refers to a [[RenderWare asset|RenderWare]] DFF. It is a model that can be instanced in the world by many other assets.
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The model's textures are loaded from [[RWTX]] assets and referred to by a hash code and not the texture's actual name; see the RWTX page for information on this.
 
{{Assets}}
===rwio Plugin for 3ds Max===
{{AutoGameNavs}}
The [https://gtaforums.com/topic/838479-dff-importer-and-exporter-for-3ds-max/ rwio plugin for 3ds Max] allows importing and exporting of some of the game's MODL assets. You can edit and import new models from [https://www.autodesk.com/products/3ds-max/overview 3ds Max] to the game using this plugin.
 
These are the settings that should be in the plugin's exporter for it to work ingame (note: it is possible that other settings also work, depending on your model's needs):
 
[[File:RWIO Settings BFBB.png|750px|thumb|left|rwio settings]]
 
[[File:Custom Model Example.png|600px|thumb|right|Example of custom model exported with rwio]]
 
[[Category:Asset]]