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monster_asset_conventions

The Root folder uses the monster's internal name (this is a short version of the monster's official name, with no spaces or underscores) Root contains no files - only folders.

The Root folder contains:

  1. Source - which contains
    • Textures
    • Skin
    • Skeleton
    • Attachments
    • Collision
    • .cfg
    • Any max files used to export the above files.
  2. Base - which contains
    • _Idle_Passive (looping)
    • _Idle_Aggressive (loop) (hands up!)
    • _Idle_Tail (looping) (if the monster has a tail)
    • _Brace (looping)
    • _Bad
    • _Duck (looping)
    • _Intro
    • _Intro_Cam
    • _Victory
    • _Victory_Cam
    • _Roar
    • _Short_Roar
  3. Move - which contains
    • _Walk
    • _Run
    • _Step_F
    • _Step_B
    • _Step_R
    • _Step_L
    • _Step_FL
    • _Step_FR
    • _Step_BL
    • _Step_BR
    • _Jump_Begin
    • _Jump_Fall_A (looping)
    • _Jump_Fall_B (looping)
    • _Jump_Finish
    • _Charge_Begin
    • _Charge_Loop
    • _Charge_Impact
    • _Hop_Back (in some cases this is a roll, or other evasive move)
    • _Hop_Left (in some cases this is a roll, or other evasive move)
    • _Hop_Right (in some cases this is a roll, or other evasive move)
  4. Reactions - which contains
    • _Flinch_FrontHit
    • _Flinch_BackHit
    • _Stagger_FrontHit
    • _Stagger_BackHit
    • _Stagger_LeftHit
    • _Stagger_RightHit
    • _Stagger_OverheadHit
    • _Stagger_UppercutHit
    • _Knockdown_Begin_FrontHit
    • _Knockdown_Begin_BackHit
    • _Knockdown_Begin_LeftHit
    • _Knockdown_Begin_RightHit
    • _Knockdown_Overhead
    • _Fall_Faceup
    • _Fall_Facedown
    • _Fall_Faceup_Impact
    • _Fall_Facedown_Impact
    • _Prone_Facedown (looping)
    • _Prone_Facedown_Getup
    • _Prone_Faceup (looping)
    • _Prone_Faceup_Getup
    • _Prone_Faceup_Flip
    • _Prone_Facedown_Roll
    • _Prone_Faceup_Hit
    • _Prone_Facedown_Hit
    • _Prone_Faceup_Attack
    • _Prone_Facedown_Attack
    • _Brace_BackHit
    • _Brace_FrontHit
    • _Stunned (looping)
    • _Stunned_Shakeoff
    • _Hurt_Foot
    • _Hurt_Hand
    • _Choke (loop)
    • _Frozen (loop)
    • _Frozen_Begin
  5. Attacks - which contains
    • _Weapon_Fire (looping)
    • _Weapon_Build_Up
    • _Chain_Basic
    • _Chain_Basic_2
    • _Chain_Basic_3
    • _Quick_Basic
    • _Fierce_Basic
    • _Chain_Away
    • _Chain_Down
    • _Chain_Toward
    • _Chain_Up
    • _Quick_Away
    • _Quick_Down
    • _Quick_Toward
    • _Quick_Up
    • _Fierce_Away
    • _Fierce_Down
    • _Fierce_Toward
    • _Fierce_Up
    • _Power_Away
    • _Power_Down
    • _Power_Toward
    • _Power_Up
  6. Grapples - which contains
    • _Grab
    • _Grapple_A
    • _Grapple_B
    • _Grapple_Toss
    • _Grapple_Pickup
    • _Grapple_Idle
    • _Grapple_Walk
    • _Grapple_Throw (some monsters have 2 or even 3 throws)
    • _Grapple_Attack
    • _Grapple_Winded
    • _2hand_Pickup
    • _2hand_Catch
    • _2hand_Drop
    • _2hand_Idle
    • _2hand_Walk
    • _2hand_Throw
    • _Held_Faceup
    • _Held_Facedown
monster_asset_conventions.txt · Last modified: 2015/06/08 15:22 by simon_strange