Adding custom models
Working directories: Content/models/obj, Content/pack, Content/scripts
To add models you first need revision-friendly ob2 files.
For this guide, you can use the dragon axe models provided here (ZIP):
https://mega.nz/file/blYQFYyJ#v18fspNlWhNdknikZhvRn40RLH8QnU6y604ZrWXIyck
PART 1: Adding your custom models in and change packs
Open Content/models/obj and put 9957_wear.ob2
and 9959.ob2
there
This folder holds all your obj (items) models, wear and ground ones.
Naming convention isn’t necessary, make it logical for yourself.
Open Content/pack.
Here we are going to work with model.pack, model.order and obj.pack.
Remember to save every file when changed!
Go to model.pack, scroll to the bottom and add new rows for your models
Don’t skip Ids, just increase it by 1 per row
For example, mine will look like this:
3476=9957_wear
3477=9959
Go to model.order, scroll to the bottom and add your added model ids
This determines the loading order of models.
order doesn’t matter to us so put them in the bottom
For example, my ids will look like this:
3476
3477
Go to obj.pack
This file holds all of the items in-game.
Again, go to the bottom and let’s make a new item.
For example, mine looks like this:
2896=dragon_axe
What did you do?
You added models to the server folder.
You made them load in model.pack and model.order.
In obj.pack, you added a new item that will use those models.
PART 2: Making the item
Open Content/scripts and find skill_woodcutting.
Go to configs/axes.
Scroll to the bottom and copy paste rune_axe.
Here you can change different bits of the gear.
To make it use new models, change model (ground model) and (wo)manwear (wear model)
For example, here is what I’ve added:
[dragon_axe]
name=Dragon axe
desc=A powerful axe.
model=9959
recol1s=15855
recol1d=6476
2dxof=-6
2dyof=6
2dzoom=1450
2dyan=1288
2dxan=520
iop2=Wield
wearpos=righthand
manwear=9957_wear,0
womanwear=9957_wear,6
category=weapon_axe
weight=3lb
cost=12800
param=woodcutting_struct,woodcutting_rune_axe
param=stabattack,-2
param=slashattack,26
param=crushattack,24
param=slashdefence,1
param=strengthbonus,29
param=levelrequire,41
param=attackrate,5
param=slashattack_anim,human_axe_hack
param=crushattack_anim,human_blunt_pound
param=defend_anim,human_axe_block
param=slash_sound,baxe_slash
param=crush_sound,baxe_crush
param=broken,macro_broken_rune_hatchet
param=axe_head,macro_rune_hatchethead
What you learned?
You now know how to make wearable items.
You can also modify their stats, requirements, cost and much more.
Clean, build and run!
Your new axe is now in the game
run ::give dragon_axe
to get it
PS! This isn’t a functional axe, it is essentially just a weapon now.
To make it functional, you also need to modify tree logic to accept it as an axe.
This works for every wearable item.
Since 225 and newer ob2 files don’t use the same labeling, you have to convert them for them to look as intended.
Good luck with developing and happy scaping!