Author Topic:  Visual Armor (PC)  (Read 1268 times)

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Craig

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Re: Visual Armor (PC)
« Reply #45 on: January 02, 2017, 05:57:06 PM »
Ok, idea here regarding visual armor. Peraps, once NPC/Avatar models are all modular, armors could be their own "body part" as it were. Like, when equipping a piece of armor, it replaces the body part with a built version of the piece of armor?
It's not ideal. It would mean each avatar would lose its unique form.

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Re: Visual Armor (PC)
« Reply #46 on: January 02, 2017, 06:16:11 PM »
It's not ideal. It would mean each avatar would lose its unique form.
That depends on how it is done. Looking at the models, if done right they could retain their general shape, mainly losing more rounded features, and not much else.
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Re: Visual Armor (PC)
« Reply #47 on: January 02, 2017, 06:30:43 PM »
Ok, idea here regarding visual armor. Peraps, once NPC/Avatar models are all modular, armors could be their own "body part" as it were. Like, when equipping a piece of armor, it replaces the body part with a built version of the piece of armor?
It's not ideal. It would mean each avatar would lose its unique form.


Wait, I thought this would mean separating the separate avatar body parts into separate components that could be manipulated.

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Craig

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Re: Visual Armor (PC)
« Reply #48 on: January 02, 2017, 06:48:09 PM »
Ok, idea here regarding visual armor. Peraps, once NPC/Avatar models are all modular, armors could be their own "body part" as it were. Like, when equipping a piece of armor, it replaces the body part with a built version of the piece of armor?
It's not ideal. It would mean each avatar would lose its unique form.
Wait, I thought this would mean separating the separate avatar body parts into separate components that could be manipulated.
I think GK is suggesting that there would be for example an Iron Leggings model, and that model would be drawn instead of the avatars regular leg model if the player is wearing Iron Leggings. Which means a dwarves leg would look the same as a trolls legs, except of course a different scale.

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Re: Visual Armor (PC)
« Reply #49 on: January 03, 2017, 02:41:12 AM »
Ok, idea here regarding visual armor. Peraps, once NPC/Avatar models are all modular, armors could be their own "body part" as it were. Like, when equipping a piece of armor, it replaces the body part with a built version of the piece of armor?
It's not ideal. It would mean each avatar would lose its unique form.
Wait, I thought this would mean separating the separate avatar body parts into separate components that could be manipulated.
I think GK is suggesting that there would be for example an Iron Leggings model, and that model would be drawn instead of the avatars regular leg model if the player is wearing Iron Leggings. Which means a dwarves leg would look the same as a trolls legs, except of course a different scale.
But isn't that how armor works?
Unless the style is changed by the avatar using the armor, it should always look the same on any model.
Iron Armor isn't going to look different on a Human or Orc unless, (Minus size), the "Avatar" has characteristics that change it.

And if that's the idea you had in mind, you're over complicating things.
In the case of armor for the most part in RPG's, more, (Not all), people don't care what their character looks like with the armor on, (Minus Stats), only that their character looks BA.
And I have yet to see that ever change.

Personally I don't care to have visual armor, but if added, I would rather have one universal look, which is easier to determine than a bunch of uniquely designed armor sets, which can throw people off as to what armor someone might be wearing.

To be honest, I'm more into the idea of animated Avatars than visual armor at the moment.
It can add a lot to visual armor when and or if it gets added.
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Re: Visual Armor (PC)
« Reply #50 on: January 03, 2017, 06:59:21 PM »
A problem with the first method I described is that because the armor would be layered on top of the existing skin, area's where there is only one block or even no block gaps between body parts would be a problem, like between the legs, or between arms and chest.

So here's another idea.

The shape/form of the avatar remains exactly the same. We define a simply textured/patterned bitmap for each armor type. And if the player is wearing a piece of armor, that texture is used for that part of their body instead of the model. So it would look something like this:



Ignore the bad armor texture, that's just my hack skills. It could be make to look a lot better.

This method would also be a lot easier to implement than the other.

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Re: Visual Armor (PC)
« Reply #51 on: January 03, 2017, 07:22:12 PM »
A problem with the first method I described is that because the armor would be layered on top of the existing skin, area's where there is only one block or even no block gaps between body parts would be a problem, like between the legs, or between arms and chest.

So here's another idea.

The shape/form of the avatar remains exactly the same. We define a simply textured/patterned bitmap for each armor type. And if the player is wearing a piece of armor, that texture is used for that part of their body instead of the model. So it would look something like this:



Ignore the bad armor texture, that's just my hack skills. It could be make to look a lot better.

This method would also be a lot easier to implement than the other.
Could you explain how this would work with custom models?
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Re: Visual Armor (PC)
« Reply #52 on: January 03, 2017, 08:28:07 PM »
A problem with the first method I described is that because the armor would be layered on top of the existing skin, area's where there is only one block or even no block gaps between body parts would be a problem, like between the legs, or between arms and chest.

So here's another idea.

The shape/form of the avatar remains exactly the same. We define a simply textured/patterned bitmap for each armor type. And if the player is wearing a piece of armor, that texture is used for that part of their body instead of the model. So it would look something like this:



Ignore the bad armor texture, that's just my hack skills. It could be make to look a lot better.

This method would also be a lot easier to implement than the other.

What about avatars with sticky outy bits? Examples being Diablo's horns/legs, Demigod's sword, Etc.


Could you explain how this would work with custom models?


If this is definitely how it's being done, My solution idea would be to have players zone off areas and attribute them to the helmet, Breastplate, Leggings, Boots, Or gauntlets.

It shouldn't take more than 7 bytes per zone to do something like this the way I see it (6 bytes to determine the start and end coordinates of the zone from 0 to 255, 1 byte to determine which category the zoned bit falls into.)


On a side note, Is there anything currently stopping someone from just making a model that is 64x128x64 and just pretending to be a block in OrigHD?

How much memory does 40960 visible faces take up if it's just completely flat?



If we are going this route, I think it would be best to include armour zones to the models since, As I see it, They won't add anything noticeable to the file size of the model, And allow for some real flexibility.



I would still love the option for actual 3D models though.

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