Mishka wrote:
Wouldn't this require you to recreate a player model with each item and then link the model to a config file to determine which model to load?
Or is there an easy way where we can load the item onto the player's back the same way they load a weapon into their hand?
I'd really like to see more of this or a way to make more dynamic characters.
The rendering method can't handle the dynamic body part assembling that well; it's already struggling with having to render those ~20 on screen animated soldiers and their 20 weapons and the 40 items lying on ground, each of them needing ~4 passes because of outline rendering, "ghost" rendering behind structures, the actual appearance and shadows. Using the same system to draw several animated character models (to create models from parts)
per soldier would be leading to a performance disaster I believe.
Technically there would be other ways to make that happen without losing performance, but the development effort would be substantial. Maybe it'll happen in the next game based on work made for RWR in a few years.
The available way to achieve the same result is to pre-create the models with loadout specific appearances, like you were anticipating, and use the config to link the model between the loadout. To avoid much of manual work if different base models are wanted, someone might be able to create a piece of script that would be able to merge voxel data from several sources into one, to make it possible for the asset creator to work per body part basis.