Diablo item layering
by William Hilke · in Torque Game Builder · 05/06/2006 (5:03 pm) · 2 replies
I know this is kinda of game specific, but does anyone know the technique that diablo I used for displaying different item slots on the viewable avatar?
I'm pretty sure Diablo I was all 2d based sprites, so did they render out each item piece to mimic the base model animations? so if the base model animation had 6 frames of right movement, each chest piece had 6 frames of right movement to sync up, and they just overlaid the chest piece onto the base model.
This seems like an art asset nightmare, and not to mention a video ram problem.
Anyone got any insight on this?
-Thanks
I'm pretty sure Diablo I was all 2d based sprites, so did they render out each item piece to mimic the base model animations? so if the base model animation had 6 frames of right movement, each chest piece had 6 frames of right movement to sync up, and they just overlaid the chest piece onto the base model.
This seems like an art asset nightmare, and not to mention a video ram problem.
Anyone got any insight on this?
-Thanks
#2
This is ONE area that I think is actualy EASIER in 3D than in 2D
05/07/2006 (6:22 pm)
Don't have much experience with Diablo, but I have had a peek at Ultima Online's datafiles and I assume it's done a similar way. All wearable items have the same animation sequences as the player character. Each item has a transparent mask in the shape of the player as well so that it creates the illusion of the player actualy holding, using or wearing the item.This is ONE area that I think is actualy EASIER in 3D than in 2D
Torque Owner Mark Harmer