loa's bits\world\global\skins folder has all the gas files u need to add too
looking at loa for code we find - bits\art\mdkey.nnk
## TAT Added with DSX and Yesterhaven asset drop
TREE = B_I_JNG , Jungle , "Jungle Bitmaps"
TREE = B_I_SEA , Sea , "Sea Bitmaps"
TREE = B_T_JNG01 , Jungle , "Jungle"
TREE = B_T_JNG01_FOR , Forest , "Forest"
TREE = B_T_JNG01_FLR , Floor , "Floor"
TREE = B_T_JNG01_PTH , Path , "Path"
TREE = B_T_JNG01_WAL , Wall , "Wall"
TREE = B_T_JNG01_RVR , River , "River"
TREE = B_T_JNG01_SCAFF , Scaffolding , "Scaffolding"
TREE = B_T_JNG01_RUIN , Ruins , "Ruins"
TREE = B_T_SEA02 , Seashore_2 , "Seashore 2"
TREE = B_T_SEA02_FLR , Floor , "Floor"
TREE = B_T_SEA02_RVR , River , "River"
TREE = B_T_SEA02_PTH , Path , "Path"
TREE = B_T_SEA02_WAL , Wall , "Wall"
TREE = B_T_Cty , City , "City"
TREE = B_T_Cty_Zig , Ziggurat , "Ziggurat"
TREE = B_T_Cty_Wal , Wall , "Wall"
TREE = B_T_Cty_path , path , "path"
TREE = B_T_wizCty , Wizard_City , "Wizard_City"
TREE = B_T_CLKRM , CLock_Room , "Clock_Room"
TREE = T_JNG01 , Jungle , "Jungle"
TREE = T_JNG01_for , Forest , "Forest"
TREE = T_FOR02 , Forest_Sequoia , "Forest Sequoia"
TREE = T_SEA02 , Seashore_2 , "Seashore 2"
TREE = T_Cty , City , "City"
TREE = T_Cty_brdg , Bridge , "Bridge"
TREE = T_Cty_Wal , Wall , "Wall"
TREE = T_Cty_path , path , "path"
TREE = T_Cty_Zig , Ziggurat , "Ziggurat"
TREE = T_WizCty , Wizard_City , "Wizard_City"
TREE = T_WizCty_Houses , Houses , "Houses"
TREE = T_WizCty_BRDG , Bridge , "Bridge"
TREE = T_CLKRM , CLock_Room , "Clock_Room"
TREE = M_I_JNG , Jungle, "Jungle"
TREE = M_I_SEA , Sea, "Sea"
## End TAT Add
###############################################
# Ed 2/20/2003 Tiger Model
# MESH
TREE = M_C_EAM_HG , Hassat_Grunt , "Hassat_Grunt"
TREE = M_C_EAM_HW , Hassat_Warrior , "Hassat_Warrior"
TREE = M_C_EAM_HS , Hassat_Swordsman , "Hassat_Swordsman"
TREE = M_C_EAM_HA , Hassat_Archer , "Hassat_Archer"
TREE = M_C_EAM_HA-02 , Hassat_Archer , "Hassat_Archer"
TREE = M_C_EAM_HA-03 , Hassat_Archer , "Hassat_Archer"
TREE = M_C_EAM_HM , Hassat_Mage , "Hassat_Mage"
TREE = M_C_EAM_HM-02 , Hassat_Mage , "Hassat_shaman"
TREE = M_C_EAM_HM-03 , Hassat_Mage , "Hassat_caster"
TREE = M_C_EAM_HC , Hassat_commander , "Hassat_commander"
# ANIMATION
TREE = A_C_EAM_HASSAT , Hassat , "Hassat"
TREE = A_C_EAM_HASSAT_COMMANDER , Commander , "Commander"
# SPECIFIC ANIMATION, AND ANIMATION GROUP
TREE = A_C_EAM_HASSAT_FS0 , FS0 , "Unarmed"
TREE = A_C_EAM_HASSAT_FS5 , FS5 , "Staff"
TREE = A_C_EAM_HASSAT_FS1 , FS1 , "Sword"
TREE = A_C_EAM_HASSAT_FS6 , FS6 , "bow"
TREE = A_C_EAM_HASSAT_COMMANDER_FS5 ,FS5 ,"Staff"
# End Ed Add 2/20/2003
###############################################
###############################################
# Scott
# Thessic Armor
TREE = B_C_POS_A8 , Type8 , "Armor Type 8"
# Utraen Armor
TREE = B_C_POS_A9 , Type9 , "Armor Type 9"
# Twisted Mucosa
TREE = M_C_EDM_TWMU, Twisted_Mucosa, "Twisted_Mucosa"
TREE = A_C_EDM_TWMU, Twisted_Mucosa, "Twisted_Mucosa", FS0
# Noctiss
TREE = M_C_EDM_Noctiss, Noctiss, "Noctiss"
# Flying Gritch
TREE = M_C_EDM_FLGRITCH, Flying_Gritch, "Flying_Gritch"
# Feathered Drakeling
TREE = M_C_EDM_FLDRKLNG, Feathered_Drakeling, "Feathered_Drakeling"
# Troll Masher
TREE = M_C_ECM_TMASHER, Troll_Masher, "Troll_Masher"
# Frost Giant
TREE = M_C_ECM_FGIANT, Frost_Giant, "Frost_Giant"
# Sandscreech
TREE = M_C_EDM_SNDSKREECH, Sandscreech, "Sandscreech"
# Scarthrall
TREE = M_C_EDM_SCARTHRALL, Scarthrall, "Scarthrall"
# Skatwyrm
TREE = M_C_EDM_SKATWYRM, Skatwyrm, "Skatwyrm"
# Scrub_Howler
TREE = M_C_ECM_SCRUBHWL, Scrub_Howler, "Scrub_Howler"
# Pygmy
TREE = M_C_EDM_PYGMY, Pygmy, "Pygmy"
# Bog_Beast
TREE = M_C_EDM_BOGBEAST, Bog_Beast, "Bog_Beast"
# Barkrunner
TREE = M_C_EDM_BARKRUNNER, Barkrunner, "Barkrunner"
# Bookas
TREE = M_C_EDM_BOOKAS, Bookas, "Bookas"
# Doppleganger
TREE = M_C_ECM_DOPPLEGANGER, Doppleganger, "Doppleganger"
# Demonic_Ursae
TREE = M_C_EDM_DEMURSAE, Demonic_Ursae, "Demonic_Ursae"
# Great Krakbone
TREE = M_C_EBB_GRKRAKBONE, Great_Krakbone, "Great_Krakbone"
TREE = A_C_EBB_GRKRAKBONE, Great_Krakbone, "Great_Krakbone", FS0
# Lesser Krakbone
TREE = M_C_EDM_LSRKRAKBONE, Lesser_Krakbone, "Lesser_Krakbone"
TREE = A_C_EDM_LSRKRAKBONE, Lesser_Krakbone, "Lesser_Krakbone", FS0
# Disco Krug (yeah baby, yeah!)
TREE = m_c_eam_discokg, DKrug, "DKrug"
###############################################
#Nick 5/22
#Giant_lizard
TREE = M_C_EDM_giantlizard, Giant_lizard, "Giant_lizard"
###############################################
# Paolo 3/14
TREE = M_C_EAM_ZAURASK, Zaurask, "Zaurask"
TREE = M_C_EAM_ZMELEE, Zaurask_Melee, "Zaurask Melee"
TREE = M_C_EAM_ZCASTER, Zaurask_Caster, "Zaurask Caster"
TREE = M_C_EAM_ZCOMM, Zaurask_Commander, "Zaurask Commander"
TREE = M_C_EAM_ZZOMB, Zaurask_Zombie, "Zaurask Zombie"
TREE = A_C_EAM_ZAURASK, Zaurask, "Zaurask", FS0, FS1, FS2, FS5, FS6
TREE = M_C_EBB_NOSSIROM, Nossirom, "Nossirom"
TREE = A_C_EBB_NOSSIROM, Nossirom, "Nossirom", FS5
TREE = M_C_EDM_SCORPIOT, Scorpiot, "Scorpiot"
TREE = A_C_EDM_SCORPIOT, Scorpiot, "Scorpiot", FS0
TREE = M_C_EDM_SCORPIGUN, Scorpigun, "Scorpigun"
TREE = A_C_EDM_SCORPIGUN, Scorpigun, "Scorpigun", FS0
TREE = M_C_EDM_FRENDER, Flesh_Render, "Flesh Render"
TREE = A_C_EDM_FRENDER, Flesh_Render, "Flesh Render", FS0
###############################################
# Half-giant 3/10
## Definition of Mesh Tree
TREE = M_C_GAN_HG, HalfGiant , "HalfGiant"
TREE = M_C_GAN_HG_BOOT, Boots , "HalfGiant Boots"
TREE = M_C_GAN_HG_GNTL, Gauntlets , "HalfGiant Gauntlets"
TREE = M_C_GAN_HG_HLMT, Helmets , "HalfGiant Helmets"
# Character groups
TREE = A_C_GAN_HG , HalfGiant , "HalfGiant" , FS0 , FS1 , FS2 , FS3 , FS4 , FS5 , FS6 , FS7, FS8
## Definition of Bitmap Tree
TREE = B_C_GAN_HG , HalfGiant , "HalfGiant"
// TAT 6/18 - for Utraean skins
TREE = B_C_GAN_UTRAEAN, Utraeans , "Utraeans"
#####################################################################
## Klickclaw 4/11
## Definition of Mesh Tree
TREE = M_C_EDM_KC , Klickclaw , "Klickclaw"
TREE = A_C_EDM_KC , Klickclaw , "Klickclaw" , FS0
#####################################################################
## Rune Guardian 4/30
TREE = M_C_ECM_RG , Runeguard , "Runeguard"
TREE = A_C_ECM_RG , Runeguard , "Runeguard" , FS0 , FS5
######################################################################
##PAck ANimal added 5/8
##ED
TREE = M_C_NA_PA , Pack_Animal , "Pack Animal"
TREE = A_C_NA_PA , Pack_Animal , "Pack Animal" , FS0
#########################################################################
##########Lost Queen & Droc for GPG #####################
## legacy keys - to be removed
TREE = M_C_EBB_LQ , LostQueen , "LostQueen"
TREE = A_C_EBB_LQ , LostQueen , "LostQueen" , FS0
## changes to lost queen tree by Paolo 6/05
TREE = M_C_EBB_LQB , LostQueenBody , "LostQueenBody"
TREE = A_C_EBB_LQB , LostQueenBody , "LostQueenBody" , FS0
TREE = M_C_EBB_LQT , LostQueenTail , "LostQueenTail"
TREE = A_C_EBB_LQT , LostQueenTail , "LostQueenTail" , FS0
TREE = M_C_EDM_DRC , Droc , "Droc"
TREE = A_C_EDM_DRC , Droc , "Droc" , FS0 , FS1 , FS6
################################################################################
###Undead Centaur Boss
TREE = M_C_EBB_DK , DeathKnight , "DeathKnight"
TREE = A_C_EBB_DK , DeathKnight , "DeathKnight" , FS2
######################################################################
##Automaton added 5/21
##Ed
TREE = M_C_EDM_AU , Automaton , "Automaton"
TREE = M_C_EDM_AU2 , Automaton2 , "Automaton2"
TREE = A_C_EDM_AU , Automaton , "Automaton" , FS0
TREE = A_C_EDM_AU2 , Automaton2 , "Automaton2" , FS0
#########################################################################
###shadow jumper ----6/4
TREE = M_C_EBB_SJ , ShadowJumper , "ShadowJumper"
TREE = A_C_EBB_SJ , ShadowJumper , "ShadowJumper" , FS0 , FS1 , FS6 , FS5
TREE = M_C_EBB_SJB , ShadowJumperBoss , "ShadowJumperBoss"
TREE = A_C_EBB_SJB , ShadowJumperBoss , "ShadowJumperBoss" , FS5
#################################################################################
####Ed NPC's 6/5
Tree = M_C_GBN_BS2 , BLackSmith2 , "BlackSmith2"
############################################################################
### chitterskrag---6/9
TREE = M_C_EDM_CHS , Chitterskrag , "Chitterskrag"
TREE = A_C_EDM_CHS , Chitterskrag , "Chitterskrag" , FS0
################################################################################
#### GPG models (Elementals) 6/11
Tree = M_C_EDM_crg ,CrystalGolem ,CrystalGolem
Tree = M_C_EDM_ee ,EarthElemental ,EarthElemental
Tree = M_C_EDM_we ,WaterElemental ,WaterElemental
Tree = M_C_EDM_ae ,AirElemental ,AirElemental
Tree = M_C_EDM_aw ,AutomotonWasp ,AutomotonWasp
Tree = M_C_EDM_sa ,AutomotonSynged ,AutomotonSynged
Tree = M_C_EDM_mrblg ,MarbleGolem ,MarbleGolem
Tree = A_C_EDM_crg ,CrystalGolem ,CrystalGolem ,FS0
Tree = A_C_EDM_aw ,AutomatonWasp ,AutomatonWasp ,FS0
Tree = A_C_EDM_ae ,AirElemental ,AirElemental ,FSO
################################################################################
#### GPG Container anim
Tree = A_I_JNG ,Jungle ,"Jungle"
###############################################################################################
####Paco Easter Egg
TREE = M_C_NA_PAC , Paco , "Paco"
TREE = A_C_NA_PAC , Paco , "Paco" , FS0
###########################################################################################
############disco krug
TREE = M_C_EAM_dsckrg , Dsckrg , "Dsckrg"
TREE = A_C_EAM_dsckrg , Dsckrg , "Dsckrg" , FS0
#################################################################################################
#### Mangler Elemental
TREE = M_C_EDM_MELE , ManglerElemental , "ManglerElemental"
as u can see a naming key is needed for all things u add to the game in the above u will see where the half giants and utreans have there own special art textures for the game to use
# Half-giant 3/10
## Definition of Mesh Tree
TREE = M_C_GAN_HG, HalfGiant , "HalfGiant"
TREE = M_C_GAN_HG_BOOT, Boots , "HalfGiant Boots"
TREE = M_C_GAN_HG_GNTL, Gauntlets , "HalfGiant Gauntlets"
TREE = M_C_GAN_HG_HLMT, Helmets , "HalfGiant Helmets"
# Character groups
TREE = A_C_GAN_HG , HalfGiant , "HalfGiant" , FS0 , FS1 , FS2 , FS3 , FS4 , FS5 , FS6 , FS7, FS8
## Definition of Bitmap Tree
TREE = B_C_GAN_HG , HalfGiant , "HalfGiant"
// TAT 6/18 - for Utraean skins
TREE = B_C_GAN_UTRAEAN, Utraeans , "Utraeans"
with that info u would need the animations and meshes for them to work with vanilla ds
anyways that's another file that's required for "new characters" to work with vanilla ds.
for your mod u can make one called Eksevis.nnk and put all the character info in that, then it wont get overwritten by other mods
loa's bits\world\global\skins folder has all the gas files u need to add too
looking at loa for code we find - bits\art\mdkey.nnk
as u can see a naming key is needed for all things u add to the game in the above u will see where the half giants and utreans have there own special art textures for the game to use
with that info u would need the animations and meshes for them to work with vanilla ds
anyways that's another file that's required for "new characters" to work with vanilla ds.
for your mod u can make one called Eksevis.nnk and put all the character info in that, then it wont get overwritten by other mods