I have for quite some time wanted to update my decapitation-code for LBKR, mainly for optimization reasons, but also to add some more detailed Graphics.
I decided to use texture clipping, it's done quite simple.
First I create a damage model for each character in the game, aswell as damage Groups, ( the Groups contain the vertices in the mesh that should be clipped. ).
Once that's done I can simply hide any of those Groups with help from a shader that clip away certain parts of a texture.
For the final touch I created models of the damage itself, so that the player can't see through the dismembered body. Those models have to be merged together with the character model, and fit at the dismembered part.
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