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We need to have some sort of system to apply translations to cosmetic outfits when players are using specific player models. The list of these includes:
Completed
Model
Translations
Combine Soldier
Push any objects on thicker-than-normal body parts—e.g., the head due to the helmet and the chest due to the body armor—out and away from their parents. This would be as simple as multiplying the local coordinates of the object by some arbitrary scalar (whatever ends up working the best).
Zombie
The bones for the zombie player model's head are super messed up, but we could probably fix it just by rotating the PAC parts around the bone 90 degrees via the correct axis.
We'll also need to add a field or method to cosmetics to allow them to bypass this offset/translation/correction system if it shouldn't apply to whatever it is they are meant to do.
The text was updated successfully, but these errors were encountered:
We also can't discount the possibility that outfit replication across multiple types of player models, e.g., combine soldier vs. rebel vs. citizen, etc., might be too difficult and inconsistent for this kind of broad-spectrum adjusting to be sufficient. We might want to restrict the available player models to Half-Life 2 citizen models only, as that does best fit the theme suggested by the term "survivor".
We need to have some sort of system to apply translations to cosmetic outfits when players are using specific player models. The list of these includes:
We'll also need to add a field or method to cosmetics to allow them to bypass this offset/translation/correction system if it shouldn't apply to whatever it is they are meant to do.
The text was updated successfully, but these errors were encountered: