1.11.15

#0111: Decap. Recap

Fiddled a little with the dismemberment tools I developed for LBKR today, first of all I updated and improved the damage model for most monsters, it now also includes the characters skeleton and guts etc.

A while back I rewrote the tool, and uploaded a few screenshots of the result here on the blog. Since then I've updated it once again, mainly to make it more user-friendly and the system's now a bit more optimized at runtime.

In the editor I no longer have to draw a new mask every time I create a new damage zone, export the damage map texture, import it into Blender, modify, export, bladibladibla endless-time-consuming-crap.

In the latest version of the tool I create a copy of the character mesh in Blender and cut it up, then export it into the editor, this mesh will be used as a mask for the tool. So all I need to do is to assign desired mask for the current damage zone, decide what to show instead of the blown-off chunk of the character, and save.
So in short, I've reduced the amount of time and work required for each damage zone greatly.

To be honest I don't remember if I fixed it in the previous version of the decapitation system, but never the less, when a character gets decapitated now it will no longer require any more draw calls then before decapitation. Earlier the damage model would be instantiated as a separate mesh but use the same armature as the character model, now the damage model is combined with the characters mesh, also the texture for the damage model has been added to each character texture so they can use the same material.








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