FlyingWalrus wrote...
My point is in the prior. If you can't see it beyond the veil of ignorance you've generously swaddled yourself in, that's not my problem.
And let's not confuse placeables for actual armor art assets. If any of you have played Neverwinter Nights and ever messed around with the Aurora tool, you'd know that the corpses, weapons, and armors that you see lying around on some levels are placeables, not actual equipment models. Equipment models are far more complex in the sense that they have to animate whereas a placeable is little more than a sprite that never changes. Using the sight of whatever DLC armor of your choice on the table during the Lost Memories mission as proof of concept is a logical fallacy.
It's never been denied that it can be done; it's a matter of how much effort it would take. All the DLC armors up to this point seem to be rendered from one model. You can't just slip in a code to make the headpiece disappear because, in the art resources of the file, there is no headpiece. There's only the entire armor. The only solution, then, would be to make an entirely new file that includes both the language to make the headpiece true (appear) or false (not appear) plus two polygonal models: the suit with the helmet, and the suit without the helmet.
And they would have to be animating models as well.
First off, it is already known that the game supports a form of helmet toggle with the N7 armor, so the capability already exists. If the DLC armors had separate helmets, it would be trivial to update the helmet toggle to include them. Unless Bioware designed their system very, very badly, the game logic is not the issue.
As far as the actual models are concerned, you are correct. In order to implement a helmet toggle for the one-piece armor, they would need to segment the armor so that there is a head-piece to toggle. The thing is, I can't see this being that much harder than adding in the code/models to support it.You can already swap the normal body for NPC ones, and it couldn't be that difficult modifying the DLC armor to appear without the head (as well as adding in the head, if it isn't being rendered).
As far as model animation is concerned, it shouldn't be an issue. The armor is already animated, and the head is already animated. Sounds like a good candidate for code reuse to me.
As far as I can tell, the only thing preventing a helmet toggle is either a massive desire not to put in the effort, or a very, very badly coded engine that would make such changes embarrassingly difficult.
I call's 'em like I see's 'em. I'm a whale biologist.
Modifié par CatatonicMan, 20 avril 2010 - 11:32 .