Silverfang Posted December 22, 2015 Posted December 22, 2015 DISCLAIMER: These numbers and descriptions may not fit lore or represent the final implementation. Unlike my damage type concept these have little previous basis on older concepts such as the lost Running and Gunning manual.These are purely my initial thoughts on how armor could be implemented Original concept art by @@Resuruhttps://jkhub.org/images/ZcahlMF.jpg Armor in terms of stats makes health 1% more effective for every point of armor.It will only protect the body part it is attached to, a helmet only protecting the head, a breastplate only protecting the chest etc.It also protects against certain status effects, such as making flamethrowers less likely to catch you on fire or preventing or reducing bleed duration. In terms of actual damage reduced take (100 / (100+Armor)) Examples:25 armor → x0.8 incoming damage (20% reduction, +25% effective health)50 armor → x0.67 incoming damage (33.33% reduction, + 50% effective health)100 armor → x0.5 incoming damage (50% reduction, +100% effective health)1337 armor → x0.07 incoming damage (93.04% reduction, +1337% effective health)If you take a 100 damage blaster shot to the chest where you have 100 armor you would take 100, multiply it by the blaster's damage against armor aka hitpoint modifier (110% or 1.1 is the current working number), multiply that by the limb damage modifier, then multiply that by the armor damage multiplier (100 armor = 0.5x damage) ((Initial Damage x Hitpoint modifier) x Limb damage modifier) x (100 / 100 + Armor Value) = Final Damage((100 x 1.1) x 1.0) x (100 / 100 + 100) = 55 damage A headshot results in a 1.8x damage multiplier (we're using a 100 armor helmet in this scenario):((100 x 1.1) x 1.8) x (100 / 100 + 100) = 99 damage Keep in mind most weaponry does not deal 100 damage in a single shot and armor may not necessarily provide 100 armor either. Generic Armor typesKelshBasic protectionBarely reduces movement speedTricopperOffers moderate protectionHas a noticeable reduction in movement speed DurasteelHigh amounts of armorDrastically reduces movement speed Exmirai, Onysfx, Smoo and 2 others like this
Onysfx Posted January 15, 2016 Posted January 15, 2016 Would probably end up going for Kelsh armor myself, I'm constantly on the run after all. Smoo likes this
eezstreet Posted November 11, 2016 Posted November 11, 2016 This system has, by and large, been implemented, but I feel it needs a few extra explanations: First off, I lied, there is mesh based projectile collision in the game, and which mesh counts towards which body part is based on what the surface on the mesh is named:Anything that starts with:hips : Can be waists or legs, depending on where it hitstorso : Can be waists, arm, chest, head, or back, depending on where it hitshead : Always headr_arm : arm or hand, depending on where it hitsl_arm : arm or hand, depending on where it hitsr_leg : leg or foot, depending on where it hitsl_leg : leg or foot, depending on where it hitsr_hand : handl_hand : handThese values then translate into the following limb damage multiplier, and subtract from the following armor slots:foot: 0.5 limb damage; boot slotleg: 0.7 limb damage; leg slotwaist: 1.0 limb damage, leg slotchest, back: 1.0 limb damage, torso slotarm: 0.85 limb damage, shoulder slothand: 0.6 limb damage, gloves slothead: 1.3 limb damage*, head slot* most likely incorrect To recap, there are the following slots:Head slot: Helmets; may in the future affect the HUDNeck slot: Amulets, things of that nature (might not be physically represented on the player)Torso slot: Chest armorRobe slot: Jedi robes that are worn over armor. They don't provide any protection at all.Leg slot: Leg armorGlove slot: GlovesBoot slot: Boots, may in the future affect footstep soundsShoulder slot: Shoulder pads and pauldronsImplant slot: Not visible, they are special implants that you may receive. For developers, the .armour files have been removed and replaced entirely with new .arm files. The following benefits of this new system include:Improved performance. Using a new Ghoul2 lookup table, it will copy one instance onto your player instance, instead of having 5 different instances being animated at the same time. To put it in perspective, if there are 5 players with full armor before, it would have to have 25 different Ghoul2 instances before...and all of them are gone now (they've been put onto the player)Improved networking/less bugs. The armor networks through the playerState/entityState instead of being reliable commands for equipping and unequipping, reducing the network overhead and reducing the possibility for bugs to creep in. Also it extends the capability of features that we can have with armor.More robust files. It uses JSON arrays instead of splitting strings by commas, for starters.Here's a sample of a new .arm file: { ///////////////////////////////////////// // // Jedi Knight Galaxies - Armor File // Template (Stormtrooper Body Armor) // ///////////////////////////////////////// "ref": "sttorso", // The reference that links this to the .itm file "slot": "torso", // Which slot this goes in "ehp": 50, // Effective hit points - "Armor" in the GUI "movemodifier": 0.8, // How much to modify the movement speed by // Visuals - all done on the client "visuals": { // To specify a skin, use a * and the skin name. Here, it uses model_default.skin. // modelGroup specifies which model group this armor belongs to - it won't load the same model twice. "model": "models/players/stormtrooper/model.glm*default", "modelGroup": "stormtrooper", // armorOnSurfaces tells which surfaces we should -only- show on the armor. "armorOnSurfaces": [ "torso", "torso_body", "r_arm_shoulder", "r_arm", "r_arm_sleeve", "l_arm", "l_arm_shoulder", "l_arm_sleeve", "torso_augment", "torso_body_augment", "torso_waist" ], // bodyOffSurfaces says which surfaces to turn off on the player. "bodyOffSurfaces": [ "torso", "torso_holster", "torso_strap", "torso_bandolier", "r_arm_shoulder", "r_arm", "r_arm_sleeve", "l_arm", "l_arm_shoulder", "l_arm_sleeve", "torso_body", "l_arm_a", "l_arm_b", "l_arm_c", "r_arm_a", "r_arm_b", "r_arm_c", "torso_l_shoulder", "torso_r_shoulder", "torso_vest", "torso_armor", "torso_cowelbase" ] } } DarthDementous and Smoo like this
eezstreet Posted November 11, 2016 Posted November 11, 2016 What we need are some concepts for armor items specifically. Anyone got anything in mind?
Pande Posted November 12, 2016 Posted November 12, 2016 A while ago I came up with the concept of a basic armor that comes in a variety of .skins for each item. Tons of different metal types, colors, etc. I built some just now: Back:http://puu.sh/sfdmf/ec41df0802.jpg Bek, Smoo and DarthDementous like this
DarthDementous Posted November 12, 2016 Posted November 12, 2016 that's really awesome Pande. I don't know how compatible it'd be with every model, but maybe try taking a page out of SWG and allow for bits of Clone armour to be worn? most preferably parts from AshuraDX's model. I think Mandalorian armour would be quite viable as well, considering how the multitude of reskins out there mean there could be a lot of variation.
Bek Posted November 12, 2016 Posted November 12, 2016 I've seen the jkg concept art for the different armor types. It'd be totally sweet if that was implemented.
Futuza Posted November 12, 2016 Posted November 12, 2016 Here's some of the old concept art: Pretty sure a lot of it no longer exists. Smoo and Bek like this
Pande Posted November 12, 2016 Posted November 12, 2016 I've still got the bounty hunter, the rest is lost. Bounty hunter needs weighting because all I had to work with at the time was converted .xsi files or something like that. He's currently set up in Blender but I don't think attached to the bones yet. Smoo likes this
Silverfang Posted November 12, 2016 Author Posted November 12, 2016 I think the "Bounty Hunter" (it's pretty close to RIS armor from SWG) needs a little more work than that though, the UVs are pretty stretched (and mirrored?). It's based off of the Clone Commando model if I remember right Also, I think some of the zabraks still exist, though I think we opted to just use parts of the models? Smoo likes this
eezstreet Posted November 12, 2016 Posted November 12, 2016 In Phase 3 we will be focusing more on getting proper character models for all the races and basing the armor off of it. Right now it's a bit tricky because models don't use standard proportions and things can clip into one another. That being said, the basic functionality of the armor is there, and I don't think it's going to change very much between now and then. We can still make armor, but we should try and make a basic standard for proportions so things don't look awkward/funky later on. Smoo likes this
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