Game Development Community

Armor and mount slots

by Camel Taylor · in Game Design and Creative Issues · 02/09/2008 (11:59 am) · 3 replies

Ok here is my problem I wanted to work on a character which will be able to use many diffrent sets of gear. My problem is that why you can have 32 mount nodes which is perfect, I can only have 8 mount slots. I find this very limiting in that fact that if I wanted to duel weild or use a shield with my character I would use up 2 slots already.

I want to be able to attach diffrent armor to my base character and the only way I can thnk of doing that is to create Armor that ocupies diffrent regions of the model so that when the charater moves the armor moves with him correctly.

Example:
helmet
chest
L bicep
L forarm
R bicep
R forarm
L Quad
L Calve
L Foot
R Quad
R Calve
R Foot

thats 14 possible mount slots I need to use to create a total number, I thought that was the best way to get my character going but doing some searching and reading I found that I was heading down a path that would not work out due to lack of attached shapes or images that can be attached to a character.

Is their a way to make a image or shape bend the same way my base model moves.

Exapmle:
Legs - I want to create a mount node for legs, when a person decides to put on diffrent leggings, the model will include the lower torso both legs and feet. Now when the player starts to move the new leg armor flows like the base model legs.

Is what im explaing possible? If so what is the technique called? Its hard to find info on a subject if you don't have the proper name of the technique.

thank you in advance

#1
02/09/2008 (12:28 pm)
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6723

Try this resource. It looks a lot like what you're trying to do.

I haven't tried it myself, so I'm sorry if it's not what you're looking for.
#2
02/09/2008 (11:38 pm)
Thank you any help is always appricated
#3
02/10/2008 (12:27 am)
Actually Camel a much better way to do this is via mesh hiding.

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5421

You don't mount shapes to the character, you model all the options in the base character then tell the code to only show the bits you need.

For example, if you have "Leather pants" and "Armored Leggings" you model both in your modelling progam, attaching both to the skeleton so they animate properly. Then in the game when the player puts on the "Armored Leggings" you tell it to hide the "Leather pants" mesh and show the armored leggings. Works really well, I have implemented this myself. Also use it for hair and beard styles.