Home / StartPage / Monster Asset Conventions

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.

Robokomododon

The Root folder contains:
  • Source - which contains
    • Textures
    • Skin
    • Skeleton
    • Attachments
    • Collision
    • .cfg
    • Any max files used to export the above files.
  • Base - which contains
    • _Idle_Passive (looping)
    • _Idle_Aggressive (loop) (hands up!)
    • _Idle_Tail (looping) (if the monster has a tail)
    • _Brace (looping)
    • _Bad
    • _Intro
    • _Intro_Cam
    • _Victory
    • _Victory_Cam
    • _Roar
    • _Short_Roar
  • 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)
  • 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
  • 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
  • Grapples - which contains
    • _Grab
    • _Grapple_A
    • _Grapple_B
    • _Grapple_Toss
    • _Grapple_Throw (some monsters have 2 or even 3 throws)
    • _Grapple_Attack
    • _Grapple_Winded
    • _2hand_Catch
    • _2hand_Drop
    • _2hand_Idle
    • _2hand_Pickup
    • _2hand_Throw


    Guest  02 Apr 2013 
    Please God do not have their heads pointing up looking at the opponent when they are defeated. Make them look comatose, or even appearing dead after they are defeated. I hated that little detail in Godzilla Unleashed. I prefer how it was in GDAMM, the way a defeated monsters body lay.
    Sunstone Games  02 Apr 2013 
    You are in luck! We have made that change.
    Guest  07 Apr 2013 
    How the monsters would be knocked out but breathing in GSTE was cool. Having Kiryu "breathing" was a nice touch when all the other mecha monsters were motionless.
    Post a comment

    Your Name or E-mail ID (mandatory)

     

    Note: Your comment will be published after approval of the owner.




     RSS of this page