I'm making a 3D RPG in Blitz3D and want to ask how other people handle characters changing their weapons and clothes/armour.
Currently I have one mesh for a character in basic armour with a sword...
If that player equips a new helmet, say, I want to apply a new texture to just the head of the 3D model (same goes for torso, hands, feet). Is it possible to re-texture just part of a mesh and leave the rest of the surfaces unchanged?
If they equip an axe there'll be a significant change in the shape of the weapon so I'll need to display a differen't mesh. The only method I've used so far is to edit the model in a 3rd party program and delete the sword, saving this model (and all its animation frames) to a new file. Then return to the original file and delete everything but the sword and save this (and all the animailon frames) as a second file. Finally I adjust this second file so that the sword looks like an axe and save this as a third file. Then, in Blitz3D, I load the first *new* model and either the second OR the third *new* model - assigning them both to the same pivot. By calling Animate twice (i.e. once for each of the two meshes) I can make the character run with a sword or an axe. The original 3D model file never gets used.
This seems absurdly long-winded! I guess I've missed something fundimental here. So, expert coders of the forum, how do you handle characters changing their armour and weapons?
Thanks,
Martin
Currently I have one mesh for a character in basic armour with a sword...
If that player equips a new helmet, say, I want to apply a new texture to just the head of the 3D model (same goes for torso, hands, feet). Is it possible to re-texture just part of a mesh and leave the rest of the surfaces unchanged?
If they equip an axe there'll be a significant change in the shape of the weapon so I'll need to display a differen't mesh. The only method I've used so far is to edit the model in a 3rd party program and delete the sword, saving this model (and all its animation frames) to a new file. Then return to the original file and delete everything but the sword and save this (and all the animailon frames) as a second file. Finally I adjust this second file so that the sword looks like an axe and save this as a third file. Then, in Blitz3D, I load the first *new* model and either the second OR the third *new* model - assigning them both to the same pivot. By calling Animate twice (i.e. once for each of the two meshes) I can make the character run with a sword or an axe. The original 3D model file never gets used.
This seems absurdly long-winded! I guess I've missed something fundimental here. So, expert coders of the forum, how do you handle characters changing their armour and weapons?
Thanks,
Martin