EvilEngine/MODL: Difference between revisions

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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.
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.

===rwio Plugin for 3ds Max===
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]]
[[Category:Asset]]

Revision as of 05:50, 27 April 2020

MODL
Model
TypeRenderWare
Games usedThe Incredibles

The MODL asset refers to a RenderWare DFF. It is a model that can be instanced in the world by many other assets.

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.