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Old 10-06-2009, 05:35 PM   #1 (permalink)
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Drawing armor on top of the model problem

Hey guys. we are making that game (at the moment it doesn't matter which one) and now we get to an seriously anoying problem.

please if you guys have some expirience in game development(which you have), could you take a look at the link down and maybe give us some advice how should we solve that ?

thank you

Unity Community // View topic - Drawing armor on top of character model
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Old 10-06-2009, 06:39 PM   #2 (permalink)
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I might be wrong, but games like Morrowind and Oblivion actually replace the part of the body they cover. For example, there are no arms underneath gauntlets, or chest underneath the armour. It also saves a lot of polys, rendering hidden parts of the body is pointless. Rather than having the arm and gauntlet as seperate parts, weld them together and delete any unneccesary poly's. Sorry if I'm wrong, but I think that might be the best way.
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Old 10-06-2009, 09:37 PM   #3 (permalink)
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TBH there could be 2 ways to get around with this problem (from what I know and understand).

1. Usually those armors are made a bit of over-sized only so they don't get "Z-Fighting errors". Hence sometimes it might not look AS realistic, but something is better than seeing that ugly glitch.

2. In other way what you can have is some sort of attachable body so you can swap those parts in real-time.

Lastly, I do think that in that screenshot posted your armor is way too close to the body.
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Old 11-06-2009, 05:27 AM   #4 (permalink)
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thank you for replay.
right now i am working on scaling the armor parts. it gets little better but still it appears at greather distance. i scaled the armor parts pretty much and it would look funny and bad if i would go even more.. as you said.

we did mention breaking the model apart so we could hide the parts that dont need to be rendered. but before we decide to make it we wanted to know if there is some other way. maybe something with engine or something(i don't know,i'm a designer )

anyway thank you guys
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Old 11-06-2009, 01:45 PM   #5 (permalink)
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Quote:
Originally Posted by Ribek View Post
but before we decide to make it we wanted to know if there is some other way. maybe something with engine or something(i don't know,i'm a designer )
I remember in Doom3 engine, there was this material parameter where you can set the "Z-offset" value of that particular material. Hence avoiding the peoblem.
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Old 11-06-2009, 03:38 PM   #6 (permalink)
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yes yes. that could be it.. and i really hope it will be
you are the 2nd man saying that..
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Old 11-06-2009, 07:23 PM   #7 (permalink)
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Originally Posted by Ribek View Post
yes yes. that could be it.. and i really hope it will be
you are the 2nd man saying that..
This is very much like how decals are drawn on level surfaces. It's very rare you'll find decals fighting to draw with the level surface.
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Old 12-06-2009, 04:16 AM   #8 (permalink)
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mhm ^^ you were right. i said to our programmer what you said and he played around with these shader options.
it seems that WAS the problem indeed. now the armor is drawn before the body. still there are soem strange thing present.. some weird dots. but sure it looks better then the version before

thank you
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Old 12-06-2009, 02:29 PM   #9 (permalink)
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You're welcome.
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