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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

#1
05/07/2006 (1:16 am)
You can check out some mpq extractors, I've seen the animations for the items. There's a ton, but as far as I remember they're the same number of frames for animation.
#2
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