Game Development Community

Fully interchangable models

by Erik Madison · in Artist Corner · 05/15/2002 (1:14 pm) · 4 replies

I'd like some thoughts on how games such as EQ and Dungeon Siege allow so many options in your personal characters model. I can see a few changes can be made by using multiple textures and simply swapping them out, but others require whole new mesh chunks.
I was thinking perhaps I make the initial player model merely a biped and perhaps a pelvis with numerous mounts. After creation, I mount the chest, the head, the arms, etc. All of which have their own mount points for further items like weapons and partial armor. Full armor would remove the currently loaded meshes, and replace them with thicker, armor looking ones.
Does this sound about right? Can I even load a partial mesh as the default player model to begin with?
Thanks,
Erik

#1
05/15/2002 (1:27 pm)
I know for DAoC the model includes the mesh for all the different parts as part of the model. There is a resource that was submitted for Torque that explains how to add this ability to your Torque based game, I don't have the link handy, but it is there.
#2
05/15/2002 (1:51 pm)
It was tough, that thread didn't use any of the keywords I first thought of, but I did finally find it. Initially, I didn't like the sound of his method, but after reading and thinking through the comments, I think this may actually be the better method. Thanks for the pointer :)
#3
05/15/2002 (1:55 pm)
so what thread was it?!??!?!?!?!?!?!?!?!
#4
05/15/2002 (2:02 pm)
I think the resource in question is here.