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#ActualScouting Ninja

Posted 16 September 2013 - 11:24 AM


My first problem is equipment.  With regards to weapons and shields Petey covers this nicely, however it appears to me that equipping armour, boots, gloves etc. I will be expected to change the material on the character model.  I would like to have separate meshes for my equipment, for different shapes/looks mainly, but this will influence other aspects of my game slightly.

 

There are three proven ways to do this.

 

First: Each armor set is its own mesh and the only other changing items are Hats,Weapons and accessories that can be parented.

The head is also a loose object, Mount and blade is example of a game made like this.

 

Second: You have a base mesh and armor is parented over the mesh, this is quick and easy to use, but uses more resources.

 

Third: You model each part on it's own -e.g. gloves, chain mail, pant, boots- then merge the meshes into one complete piece.

This is the most common method and often the best.

 

It has been a while since I used Unity but I think you use the Mesh.CombineMeshes function for this.


#1Scouting Ninja

Posted 16 September 2013 - 11:23 AM


My first problem is equipment.  With regards to weapons and shields Petey covers this nicely, however it appears to me that equipping armour, boots, gloves etc. I will be expected to change the material on the character model.  I would like to have separate meshes for my equipment, for different shapes/looks mainly, but this will influence other aspects of my game slightly.

 

There are three proven ways to do this.

 

First: Each armor set is its own mesh and the only other changing items are Hats,Weapons and accessories that can be parented.

The head is also a loose object, Mount and blade is example of a game made like this.

 

Second: You have a base mesh and armor is parented over the mesh, this is quick and easy to use, but uses more resources.

 

Third: You model each part on it's own -e.g. gloves, chain mail, pant, boots- then merge the meshes into one complete piece.

This is the most common method and often the best.

 

It has been a while since I used unit but I think you use the Mesh.CombineMeshes function for this.


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