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Isometric Clothing Sprites

by kgoodrid · in Torque Game Builder · 10/08/2008 (2:00 am) · 3 replies

Hey all,

I've been using Poser to create PNG images and then using GlueIT to combine them into sprite sheets. THis has been working well so far. Now I want to create an equipment / clothing system.

My plan is to create a 'naked' base figure in each pose for each set of animations (idle, walk, etc) and then create separate sprites for each item of clothing, and then mount them as appropriate.

The problem is that when I conform an item of clothing to a figure and then hide the figure (so that I can keep the clothing in the correct position for future mounting), the parts of the clothing that would be hidden by the figure show up in the final image, forcing me to go in and manually remove them. This is very tedious and time consuming.

Any thoughts on how I can refine and improve my methods?

#1
10/08/2008 (3:12 am)
I am not talking from experience, but my guess would be to separate arms, legs, head, and body. Render everything with proper z order on rotations and do the same with the weapons and armor. That is, unless you can do some boolean regions.
#2
10/08/2008 (5:21 am)
Yeah, I suppose I can just create renders for each body region. This will probably lead to more sprites overall; I hope TGB can handle that, especially since I am using relatively high-res images.

Even once I get the art issue under control, I'll need to figure out the best way to switch between the sprites based on the player selecting different clothing for each body region.
#3
10/20/2008 (9:05 pm)
Well.. I did something like this already using 3d images and "mounting" them in a tricky way.. works pretty good. There are lots of hidden tricks that pop up . I found that worked way better for me since I needed to keep everything in-line with a complicated set of animations