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Is there a good approach to implementing battle damage to clothes?
Is there a good approach to having battle damage in your player character?
Like... is it easier to just swap the model with the damaged version/s
or is it better to have damaged alternatives to the clothes the model is wearing?
If you have a good method the former, I'd love to hear it.
So you want to apply the entire damage to the armor or let the player take some of the damage and give the remaining damage to the armor
Answer by ahsen35813 · Apr 02, 2021 at 11:09 PM
Perhaps you can consider having a single model for clothes, which is relatively simple to minimize memory usage and then apply a PNG texture that changes based on damage. Perhaps you could even have a linear progression of damage if you create a gradient of alpha values on the clothing texture and then use alpha clipping on the material. Then you can directly control the damage on the clothes via a slider which can be referenced by a script.
Yes that could work but there is a better way but the user has to confirm which type of damage system he wants to go with.
I'm just going off with showing damage on health percentage.
Say 100 is Pristine, 80% some damage, 60% is the armor and outfit is torn to 50% of what it was etc.
So you want to decrease in 20es or the weapon damage for example :sword1 =15, sword2 = 30? because there is no proper tutorial on armor damage and when the player is wearing the armor the player takes no damage or some damage.
Yeah... something like how Rocksteady does it in Arkham Knight.
Over time, you see battle damage and wear in the armor
but it happens on health percentage
Thank you for the feed back. :)
Is there a tutorial for that by chance?
Your answer
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