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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