A character specification is a .dat file that consists of several properties for describing a type of character. For example, there may be one character specification for human females, one for human males, etc. All human female character nodes are then created from this single specification, and so share the things that the specification describes.
|Note: "Spec" is short for "specification" and will be used interchangeably throughout this document.|
Sample specification for a Static Character, The Manowar.
! Character Specification for Character\manowar\manowar.dat
Sample specification for a Dynamic Character, a human male.
|Note: The model of a Dynamic Character .dat file points to a .dyc file instead of an individual skeleton file.|
! Character Specification for Character\Dynamic_2\Human\Male\Human_Male.dat
The version number should always be set to 2.
Parts Section Properties
Don't be confused about the section name; "parts" is just used to indicate that this section describes the things that make up the character spec, and has no relation to the parts system.
- Model - Tells where the information on what to visualize for this character is found.
- If the character spec describes a dynamic character, this property should be set to the location of the .dyc file.
- If the character spec describes a static (non-dynamic) character, this should be set to the location of the character's Character_Name_skeleton file.
- AnimationSetFolder - Describes the folder where AnimationSet.dat is located, which is also where the .asq files are found.
- Agent - Specifies the animation agent script (.AAS) used for this character
- Behavior - Determines what controling object (in C++) is factoried up to manage this object. The only valid object name currently is:
- Gender - Male or Female; defaults to Male
- ColliderWidth, ColliderDepth, ColliderHeight -
- ColliderBottomClearance -
- ColliderStepUpHeight -
- TextureLODSpeed - (Optional) Multiplier that adjusts how quickly a character changes LOD levels (includes texture mips and geometry LOD specified in parts files). If unspecified, this defaults to 1. This is used to maximize texture usage, so that distant characters take up less video memory on the user's video card. The trick is to get this number as high as possible without being able to visually see the character change LOD levels. Large characters (like dragons) will have lower numbers; tiny characters will have higher numbers.