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El Excellente

Character creation - model aspect

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Hello

 

I'm gonna split this into two parts, one for kipper and the other for the admin team to discuss.

 

Firstly, Mobile Infantry models are going to come with a lot of skins and bodygroups. Faces will be skins. Bodygroups will be equipment such as belts, backpacks and radio, ie. they will cover the whole body. My suggestion here is to have a model selector similar to the render menu in gmod (right click on any model in Q-menu - edit this icon). Zoom in on the face when selecting skins with the possibility to rotate the head, zoom out (view the whole body) to select bodygroups with the possibility to rotate.

 

 

Secondly - our offduty and onduty models are two seperate models and I don't know how exactly we will handle this, but I assume I'm going to pitch all the custom heads and head variants to deadeye so he can incorporate them, meaning all the heads we have for the MI, we have for the offduty variant, too.

 

The issue I see with this is that it's two models - therefore I suggest saving both models to the sql (or whatever database we're using) upon creation. Ie. I create a male14 with skin 9, bodygroup 1 2, 2 4 etc., it spawns me with the offduty model of male14. When I type /mi or whatever, it loads the thing I entered upon character creation (with the possibility to edit it later of course)

 

I hope this was somewhat comprehensible. I am more coffee than man.

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this is useful, atm there's a single field for the model and the head skin, but it won't be hard to add another field for bodygroups

as long as both models have matching bodygroup/skin indexes, it should be quite easy to implement this

 

--

 

also to add to this, if you're able to provide one sample model with all the currently available bodygroups/skins that'd be super useful if only for testing stuffs

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Kipper, is it possible or would you be capable of adding equipment to a playermodel entirely external from the model (not bodygroup). Essentially using whatever properties PAC uses to stick props on people. I ask since if we could, then that'd save me vertices and materials when I compile the models

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1 minute ago, Deadeye said:

Kipper, is it possible or would you be capable of adding equipment to a playermodel entirely external from the model (not bodygroup). Essentially using whatever properties PAC uses to stick props on people. I ask since if we could, then that'd save me vertices and materials when I compile the models

suresies, a good way to approach this for me would be to compile the equipment so that i could bonemerge them!

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On 24.7.2017 at 2:11 PM, kipper said:

also to add to this, if you're able to provide one sample model with all the currently available bodygroups/skins that'd be super useful if only for testing stuffs

ill upload something in the coming days

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On 24.7.2017 at 2:11 PM, kipper said:

also to add to this, if you're able to provide one sample model with all the currently available bodygroups/skins that'd be super useful if only for testing stuffs

here you go, the old wip female 01 model. i already zipped and uploaded it before i finalized it but you'll get the gist

i've included a few textures too

 

https://cl.ly/2f2v162D4735

 

since the models are now all completely done, i will make an excel table for you with all the bodygroups.

ie. set a medics head bodygroup to 4 if he does /beret etc

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4 minutes ago, El Excellente said:

here you go, the old wip female 01 model. i already zipped and uploaded it before i finalized it but you'll get the gist

i've included a few textures too

 

https://cl.ly/2f2v162D4735

 

since the models are now all completely done, i will make an excel table for you with all the bodygroups.

ie. set a medics head bodygroup to 4 if he does /beret etc

lovely, thanks a bunch mate, i'll get a gander at this in a little bit

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