Player customisation system.

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Player customisation system.

Postby Welsh Mullet on Sun Aug 29, 2010 5:20 pm

Right, some ideas so far.

You spilt the players body into more than one model, all attached to a "skeleton" of bones (so you can animate etc.)

So far the body parts are:
Head
--------Face, back, neck, hat

Torso
-------attachment 1,attachment 2,attachment 3

Arms
-------attachment 1,attachment 2,attachment 3

Legs
-------attachment 1,attachment 2,attachment 3

Each part model can also be told to keep it's colour, or tint itself (ala G-mod) with either the players chosen primary colour or their chosen secondary colour.

These colour are selected from a table of 16 colours, meaning only 4 bits are used for each colour.

This colour choice can be over ridden by the server if the game being played is a team game, either changing just the primary colour to the team colour (red, blue, green or yellow) or primary and secondary colours.

All this data will just be tagged onto the client data that is already sent to the server when you join a game.


Now the sending and receiving of this data will be no problem, and player customisation client side sounds to me to be rather easy at the moment. Similar to how it is done in tf2, the models are shown along with a player model.

What i want to know is how much coding some of the more experienced people here think this would take server side and to make the multi-part model idea work.
That's what she said.
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Re: Player customisation system.

Postby Gary on Sun Aug 29, 2010 7:01 pm

BodyGroups sounds like a better option. I've never really messed with them though.
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