WIP Custom Models
Been experimenting the past few days with reading and using models from an external directory, mostly to try and let players add their own chassis models to the game conveniently.
So far, I've managed to import an FBX at runtime and "skin" the components onto the player mech. Pardon the really rough test model.
Armor levels and booster VFX are also taken from that single FBX so they can have all the cosmetic features of the built-in chassis models.
All it takes is having the proper naming convention and transforms set up inside the FBX.
And place it in the proper folder inside Walker_Data
Currently, it's only finding a specific FBX and placing it in a fixed CUSTOM slot. In the future, I'd like it to detect how many files there are in the "bodies" folder and create the same number of slots for use in the Builder. There should also be a way of dictating what stats the custom model will have. This will mean more model swaps should be possible and convenient like weapons or enemies.
Get Hammer
Hammer
Scratch that "Zoom-n-Boom" itch...
Status | Prototype |
Author | RedRoryOTheGlen |
Genre | Action, Shooter |
Tags | 3D, Arcade, Destruction, flat-shading, Low-poly, Mechs, Robots, Third Person, Unity |
Languages | English |
More posts
- Update #9Oct 18, 2023
- Update #8 Hotfix #4Aug 02, 2023
- Update #8 Hotfix #3Jul 28, 2023
- Update #8 Hotfix #2Jul 19, 2023
- Update #8 Hotfix #1Jun 29, 2023
- Update #8Jun 28, 2023
- Objectives WIP #2Jun 21, 2023
- Objectives WIPJun 14, 2023
- Update #7.5 Hotfix #1May 24, 2023
- Update #7.5May 17, 2023
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