Were not know RS was not made with polys : 0xbt
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Were not know RS was not made with polys

    Megaomgchen
    By Megaomgchen

    Were not know RS was not made with polys, and im not very experienced with voxels but couldn't they use a plugin which redesigns and converts a 3d model made with voxels into polys and adjust/touch up the version rather than buy RS gold work from scratch, could be far simpler. (if it works, which I dont see why it wouldn't. Except the largest problems being the UV's and textures.No the issue itself is the armor simplifies the model entirely when armed, and is modeled to exactly fit the"empty" place on the personality version. They would have to picture it so it could wrap a new model, or remake it to match the new models dimensions exactly (which would be dumb as shit to replicate because they'd have to do it every time they upgrade models).

    A fantastic example of where this goes wrong is when people hit the leave cap on their character, although I am not sure it's possible now, it would just show a blank spot where that piece should be around. I guess you can observe this if a piece will not load. On occasion the glove version doesn't load so you have no hands and a trimmed arm. Some bits kinda show that close to the neckline, where something similar to the ethereal body just shows that your neck cutting into nothingness.The armor isn't made to be scalable to some version. Even just altering the backward shin thing females don't need them to redesign each single female leg piece into runescape, otherwise you would still have that problem the moment you equip any pair of pants.

    I am not too certain when they could take the previous models and make them scale to a new model with no looking like complete shit, but I bet it doesn't work otherwise they'd have done it by now.Can I get a supply on either of these claims? I've only dug into old versions of runescape client, so perhaps something has changed since then, but versions where definitely not voxels last I checked. But I have not looked at their engine recently so that I can not confirm this.

    As it mostly completely coming from memory I can not give anything concrete. The way I knew it was that every vertex (voxel in my mind ) had to be programmed and transferred individually to new coordinates in almost any animation. And that is why you get such weird blocky smoke and stuff, because that is one of the better methods for becoming 3D effects (another being just giving a 3D surface an animated feel ). A net is most likely the best way to place it, but needing to independently transfer each bit of that best buy osrs gold mesh between"frames" or anything is a far cry from the limb-based systems that a good deal of more competently developed games utilize (I think? I don't know that much).