This will be a tutorial for adding a new monster into toee. must Sign in or Register to the CO8 Forum to see pictures attached to this thread! I will be using the original Dragons I created in this tutorial, and I will to show you the reader how I had done this. the XV dragons where EDited Hydra versions, were 4 of the heads was cut out of the original hydra model and sown a new neck around the center head. Some of the points on the shoulders was redrawn so that wings could be repainted with the new points origins and new triangles/faces drawn. a new Texture map was also applied to the base sculpted model to account for the wings. The model retains all of its original animations. This was done using a sofisticated series of applications I had built specifically for TOEE. These tools where named the SKM TOOL SET, version 1.2.1 the XVDragons add ons zip can be downloaded here if you want to follow along http://www.co8.org/forum/attachment.php?attachmentid=8220&d=1411158446 Toee file locations: 1. \data\rules\protos.tab 2. \data\mes\description.mes 3. \data\art\meshes\meshes.mes clip 1: meshes path and location is added into meshes.mes file Code: file: meshes.mes {1161}{monsters\BlackWidow\BlackWidow} {1162}{monsters\Lamia_T\Lamia_T} {1163}{monsters\Juggernaut\Juggernaut_statue\Juggernaut_statue} //XVixious' Dragons {1210}{monsters\Dragon\RedD} {1211}{monsters\Dragon\BlkD} {1212}{monsters\Dragon\GrnD} Clip 2: Discription for new monsters are added into the description.mes Code: file: description.mes {14447}{Burne's Apprentice} {14448}{Ogre} {14449}{Giant Snake} {14450}{Dire Lizard} {14451}{Legendary Rat} //////XV DRAGONS/////////// {14452}{Red Dragon} {14453}{Blk Dragon} {14454}{Grn Dragon} // 15000 - 15999: Traps {15000}{bp_trap_magical} {15001}{bp_trap_mechanical} {15002}{bp_trap_arrow} {15003}{bp_trap_bullet} {15004}{bp_trap_fire} {15005}{bp_trap_electrical} {15006}{bp_trap_poison} {15007}{bp_trap_source} Clip 3: The proto types for the 3 dragons are added into the protos.tab Code: file: protos_short.tab examples 14452 obj_t_npc 130 14452 size_large 100 mat_flesh 7 1210 45 63 OCF_MONSTEROCF_NO_FLEE 25 10 17 12 13 10 align_chaotic_evil 4540 14452 10 5 2d6+6 Bite 8 ONF_KOSONF_WANDERS 7 8 11 9 12 13d12+40 mc_type_beast Monster Bonus Damage Fire 1d4 Monster Stable Listen 5 Spot 6 feat combat reflexes 'Burning Hands' domain_special 3 'Flame Strike' domain_special 3 'Cause Fear' domain_special 3 'Fire Storm' domain_special 4 14453 obj_t_npc 130 14453 size_large 100 mat_flesh 7 1211 45 63 OCF_MONSTEROCF_NO_FLEE 19 10 17 12 13 12 align_chaotic_evil 4540 14453 10 5 2d6+6 Bite 8 ONF_KOSONF_WANDERS 7 10 13 11 15 16d12+40 mc_type_beast Monster Bonus Damage Acid 1d4 Monster Stable Listen 5 Spot 6 feat combat reflexes 'Shout' domain_special 3 'Obscuring Mist' domain_special 3 'Cause Fear' domain_special 3 'Darkness' domain_special 4 obj_t_portal 14454 obj_t_npc 130 14454 size_large 100 mat_flesh 7 1212 45 63 OCF_MONSTEROCF_NO_FLEE 25 10 17 12 13 12 align_chaotic_evil 4540 14454 10 5 2d6+6 Bite 8 ONF_KOSONF_WANDERS 7 8 11 8 10 16d12+40 mc_type_beast Monster Bonus Damage Acid 1d4 Monster Stable Listen 5 Spot 6 feat combat reflexes 'Shout' domain_special 3 'Obscuring Mist' domain_special 3 'Cause Fear' domain_special 3 'Darkness' domain_special 4 'Cloudkill' domain_special 4 SKM MODEL FILE SECRETS Code: Loading Page: 4 òpó┐D@└7δ╜↔·{┐:X ╛Rç╩@3[¬>N{╢=sUp┐ Σ╫A Bip01 R Finger0Nub Φ¥o?▬∟∟╛òpó>╛π┼?└7δ╜↔·{┐:X ╛Rç╩@3[¬╛N{╢╜sUp?!Σ╫┴ } Bip01 R Finger1 ╦»└ëé?Q5Æ<↓âr╜ªê¬A ü Bip01 R Finger11 π▀|=╡(n╛>zx?Du ┬╩╙h; ♠≡x┐☺╒n╛;S8Aëé?Q5Æ<↓âr╜Ñê¬A é Bip01 R Finger1Nub π▀|=╡(n╛>zx ?¼╫←┬╩╙h;♠≡x┐☺╒n╛;S8Aëé┐Q5Æ╝↓âr=Ñê¬┴ } Bip01 R Finger2 Dt ?w└I=▌Sé>└ëoA ä Bip01 R Finger21 ôΩt╛├╣V╛6┤r?2º§┬}≤╠=ç²y┐±Q ?w└I=▌Sé>┴ëoA à Bip01 R Finger2Nub ôΩt╛├╣V╛6┤r?ô86┬}≤╠=ç²y┐±Q ?w└I╜▌Sé╛┴ëo┴ } Bip01 R Finger3 #{ ┐r╥T>cKQ?σí ┬·R =[ùv┐8|ê>8╣¿└"╔W?╫@.>á½☻?↕⌐♂A ç Bip01 R Finger31 ←ô ┐åD╗╜φ \?└φ▲┬píE>j-{┐uy <♫°▀@"╔W?╫@.>á½☻?↕⌐♂A ê Bip01 R Finger3Nub ←ô ┐åD╗╜φ \?∟∩4┬píE>j-{┐uy <♫°▀@"╔W┐╫@.╛á½☻┐↕⌐♂┴ } HandR_ref -àk@╬ìi6Γ¬é╢∞↕óBq╡1àk@╧╠ç6bT☻└N╖B6q╫╡╡ àk@╚♣Ñ┬ & Chest_ref f?▀Öα╛hΣN┬ Ç?a♣☺6AÄ∟╢▀╥↓╣ î Bip01 Tail1 ╚,ü╡╜∩╨╛╙╢i┐÷ ôâ┴┼æ0╢╥╢i?┐∩╨╛≈╛L┬ Ç?a♣☺6AÄ∟╢▀╥↓╣ ì Bip01 Tail2 }·ë╡ ,*┼╛█Al┐♦♦÷┴àσ.╢┌Al?.*┼╛*«I┬ Ç?a♣☺6AÄ∟╢▀╥↓╣ Ä Bip01 Tail3 ≡╦╗╡@p{╛ò)x┐╖`S┬wΓ"╢ö)x?Dp{╛éz,┬ Ç?a♣☺6AÄ∟╢▀╥↓╣ Å Bip01 Tail4 *╬┘╡II∟╛/ }┐╬╡ù┬,B↓╢. }?LI∟╛↔U►┬ Ç?a♣☺6AÄ∟╢▀╥↓╣ É Bip01 TailNub ÷∞?5-°|?~↨↔╛8í►┬ìΓ┘╡{↨↔╛.°|┐g╛║┬ Ç┐3╪ï5"W√54T 8 æ Bip01 Tail5 Ç?p{é╡?µj╡º►é<gÖ▬╡┤█Ä╜M`┐Ñ£└┬═QM5L`?╣█Ä╜,╥α┴ Æ Bip01 T ail6 Ç?p{é╡?µj╡└↕é<;═¶╡☺♀z╜╢à┐4Ä▄┬@áN5▓à? ♀z╜▒C╫┴ ô Bip01 TailNubEnd Ç?p{é╡?µj╡┘¶é<;═¶╡☺♀z╜╢à┐ô;♣├@áN5▓à? ♀z╜<∟╫┴ **Casting_Ref Ç? 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Wyvern (3.5e Monster) Author: ThunderGod Cid (talk) Date Created: June 9, 2011 Status: Post suggestions on talk page. Editing: Clarity edits only please Rate this article Discuss this article Size/Type: Large Magical Beast (Draconic) Hit Dice: 3d12+6 (18 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 80 ft. (average) Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed14 Base Attack/Grapple: +3/+13 Attack: Talon +7 melee (2d6+5) or bite +7 melee (2d8+5 Full Attack: Bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4) Space/Reach: 10 ft./10 ft. Special Attacks: improved grab, shriek Special Qualities: Darkvision 60 ft., immunity to aging, sleep andparalysis, low-light vision, scent, trained steed Saves: Fort +6, Ref 4, Will +2 Abilities: Str 20, Dex 12, Con 17, Int 6, Wis 12, Cha 9 Skills: Hide +7, Listen +13, Move Silently +11, Spot +16 Feats: Alertness, Flyby Attack, MultiattackB Environment: Warm hills Organization: Solitary, pair, or flight (3–6) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral Advancement: — Level Adjustment: — wyvern a gargoyle aqua version moddified to be an independent monster and wont replace anything but would be a new monster addition. could be part of random encounters added to toee for mid or latter game. direct download from co8 here http://www.co8.org/community/index....2/&temp_hash=0a02ecc9f4b0bbdc7a545042e67513f6 contains the folder and files needed for model animations and textures, and some tips inside to advise adding the new monster.
Sorry if I hijacked your thread. This creates a possibility to make your own hairstyles (through anim8or, I've done that before) and colors, but the character should be bald from the start.
tis is a fruit of that, heh this beard will look badass on otis, but he is not able to wear a helmet. but i'll test with other item slot if its working aswell.
I have made an update to the tools simply to support multi core users and guard them from memory inconsistencies that becomes inherent to users with multi core systems. also I Added options for the command lines for inject and inj_insert so that there is no need to type the commands with the prompt really anymore. you can now just drag and drop the needed files into the mix. I was going to post this update to the sticky tools download under SkmTools.1.2.C.zip I would say to get that version when available. there are really no big differences in the ways it works it only helps you control core selection while its running so that you wont need to change the core affinity to 1 it would do it for you.
Thanks for the useful tool but I cannot use it because anim8or is not supported in windows 7, and I am using 7 right now. Our mod is continously progressing. temporary beard and model for otis, you can see it when you arrived first time on nulb