The toolset categorizes models based on how they are named. For playable races, a 3-letter code is used, with the first 2 letters signifying the race, and the last letter the sex. Other things like monsters just have the name of the monster here. The 2 letter code is controlled by the appearance.2da.
Character Models[]
Head[]
P_???_Head??
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by "Head" and the model number.
Hair[]
P_???_Hair??
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by "Hair" and the model number.
Helm[]
P_???_??_Helm??
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by the armor type
- Fourth begins with "Helm" followed by the item number.
Boots[]
P_???_??_Boots??
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by the armor type
- Fourth begins with "Boots" followed by the item number.
Gloves[]
P_???_??_Gloves??
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by the armor type
- Fourth begins with "Gloves" followed by the item number.
Belt[]
P_???_??_Belt??
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by the armor type
- Fourth begins with "Belt" followed by the item number.
Cloak[]
P_???_??_Cloak??
- First Letter is a P
- Second is the RaceGender Code (HHM is Human Male), followed by the armor type
- Fourth begins with "Cloak" followed by the item number.
Accessories[]
- First Letter is an A
- Second is the RaceGender Code (HHM is Human Male)
- Fourth begins with one of the following followed by the item number.
- Left shoulder - A_HHF_LShoulder# - Yes
- Right shoulder - A_HHF_RShoulder# - Yes
- Left bracer - A_HHF_LBracer# - Yes
- Right bracer - A_HHF_RBracer# - Yes
- Left elbow - A_HHF_LElbow# - Yes
- Right elbow - A_HHF_RElbow# - Yes
- Left arm - A_HHF_LUpArm# - Yes
- Right arm - A_HHF_RUpArm# - Yes
- Left hip - A_HHF_LHip# - Yes
- Right hip - A_HHF_RHip# - Yes
- Front hip - A_HHF_FHip# - Yes
- Back hip - Unknown - No
- Left leg - A_HHF_LUpLeg# - Yes
- Right leg - A_HHF_RUpLeg# - Yes
- Left shin - A_HHF_LLowLeg# - Yes
- Right shin - A_HHF_RLowLeg# - Yes
- Left knee - A_HHF_LKnee# - Yes
- Right knee - A_HHF_RKnee# - Yes
- Left foot - Unknown - No
- Right foot - Unknown - No
- Left ankle - Unknown - cell3
- Right ankle - Unknown - cell3
Thus: A_HHF_LShoulder45
Races[]
- HH - Human and similar races.
- HA - Aasimar
- DD - Dwarf
- EE - Elf / Moon Elf
- EH - Half-elf
- ER - Half-Drow
- GG - Gnome?
- AA - Halfling
- OO - Half Orc
- GY - Githyanki
- ED - Drow
- EL - Elf, Wild
- HT - Tiefling
These were also used for various models
- HE - Earth Genasi?
- HI - Air Genasi?
- HW - Water Genasi?
- HF - Fire Genasi?
- EW - Wood elf?
- ES - Sun Elf?
Sex[]
M = Male F = Female
Armor Codes[]
Based on armorvisualdata.2DA
- CL - Cloth
- CP - Cloth Padded
- LE - Leather
- LS - Leather Studded
- CH - Chain
- SC - Scale
- BA - Banded
- PH - Half Plate
- PF - Full Plate
- HD - Hide
- NK - Naked
http://developer.obsidian.net/wiki/index.php?title=Accessory_models
Placeables[]
Placeables may have any name, but it is standard practice to prefix their name with "PLC_" (without the quotes). This is just for ease in identifying the model. Deviating from this recommended naming convention will not affect the game.
Technical Details[]
The major technical concern for Accessory models is the unique number identifier. You can have up to 512 (or 256?) unique models for each slot per base appearance type, thus: 512 Human Female left bracers, 512 Male Dwarf right shins, etc. Therefore, if possible, you should examine existing custom content and attempt to use a unique number identifier that has not already been used. Non-consecutively numbered models will work fine both in toolset and in game. Therefore you could have shin parts 1-45, skip to 90-110 and then skip again to 235. Since the models are read in this way, it's more important that you select a model number that is unique, than it is that you select a model number that is consecutive. Additionally, the toolset will read in the array of model parts for a given base appearance slot starting at position 0. So, while the unique number identifiers for your model parts will range from 1-512, the number each part will show up as in the toolset will be 0-511.