Ages ago there was talk about a cooperation with Warhorse Studios, where they'd let Star Citizen use their clothes layering system. How did that develop?asked by Oberscht
TL;DRGaige Hallman says CIG is building a similar clothing layering system rather than detailing the Warhorse cooperation, working to make clothes layer without clipping using defined volumes, and it's going fairly smoothly.
So that's a pretty complex question but it's very related all the things we are implementing in 2.4 right now. I made a little handy list for myself. So it's starts with removing CDFs from the way we do our character loadouts and moving to a persistent system We're going to do that by basically converting everything we have in CDFs to a loadout item. Which has been developed by teams all over the U.S that we have, with code here in Austin, Texas and I believe some people in the U.K. too have all put into the system together.Transitioning into persistence which has been a big feature for 2.4 we are moving away from CDFs and into an item based loadout system, that has involved our code teams throughout all of our studios. People like Rob Ranniger, Sean Tracey of course, Paul Reindell. They've all put this together and it's been working really well lately and for the past I think month or two we've been working around the clock to get this thing working smoothly. To get this working and back onto the subject of Warhorse that was before I was here but I took a look at after reading this question and we are doing something very similar.Over the past two months I've been working on a system to have all the clothes functionally layer over each without any clipping, or any problems. And that's been quite a task because you always have issues when, a shirt as it is normally if you keep that static it can not have a jacket over it in 3D space because things will naturally clip like folds and you need to have the compression so we've been working to get different types of clothing like skin tight, loose all working together, with a series of defined volumes and that has been the main I think problem to overcome, but it's being going pretty smoothly so far and we're working out the rest of the kinks right now.
It's interesting the challenges that, that raises. You don't think about it if you're not a Rigger, but you also don't think about it until you get see it in game, when you get to play with it in the engine GH: When it's in practice is when it really shows how it breaks down.
Yeah, exactly and you're like "Oh wow". It's almost like you have to experience that to then fix it. So you can assume that this is perfect!
You can plan as much as you want.
That's right, yeah. The thing that's really interesting, it's really about game development in general. That you have that "You don't know until you know and then when you know you can "fix it".
It's all a back and forth.
Yeah, totally! Ok cool.