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Monster Asset Conventions
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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.
Komododon
Gigashark
Magnarok
Robokomododon
Duncan
Tornaq
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
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