Visible clothing underlayers

Old Crow

Hunter
I know it wouldn't be quite what many of us (including myself) would want, but what about a compromise of sorts, where the clothing liners (Tattered, Patchwork, Thermacore) were visible on our characters when armor is removed or where skin is exposed (ie like your arms when wearing the Commando Outfit)? With an option to hide/show the cap liner, like we can with head armor?
 
Although making it show when not wearing armor would be an easier option than layering clothing and armor, I'm not sure it's much of a compromise. All you'd get for the amount of work is being able to walk around in essentially long johns without armor. I'm not sure anyone is asking for that, so I don't know that it would really make anyone happy.
 
What if the clothing, was LODs, I think they can have up to 8 for an object.
I know it isn't a standard principle. But conceptually if you had say a piece of body
armor, it could be the same piece LOD0, LOD1 Tattered, LOD2 Patchwork, LOD3 Thermacore.
This would leave 4 LODs placeholders for other armor or distance render, which if I read it
correctly is the usual amount of standard LODs used.
 
unfortunately the armor needs another overhaul both visual and conceptual. but in a way the dlc sets would go untouched. the old system had more fun visual progression. where you moved on through 4 sets of armors(cloth>padded/scrap>>>leather/iron>>>military/steel). although the new system gives you more options its really just 2 levels now-half of what it used to be(primitive>>>final armor of choosing). i loved the moment i graduated to a full iron set and then got real hyped when i got steel. it would be nice if there was a state in between classic and new. also as op said, less cloth layers fused to the armor, have that show depending on what you have on the clothing layer beneath the armor.
 
unfortunately the armor needs another overhaul both visual and conceptual. but in a way the dlc sets would go untouched. the old system had more fun visual progression. where you moved on through 4 sets of armors(cloth>padded/scrap>>>leather/iron>>>military/steel). although the new system gives you more options its really just 2 levels now-half of what it used to be(primitive>>>final armor of choosing). i loved the moment i graduated to a full iron set and then got real hyped when i got steel. it would be nice if there was a state in between classic and new. also as op said, less cloth layers fused to the armor, have that show depending on what you have on the clothing layer beneath the armor.
How many people actually went through the armor like that? I certainly didn't. There was no reason to do so. I stuck to cloth until I had stamina to handle heavy and then switched. There wasn't any reason to deal with anything else. Besides, armor isn't something you typically progress through. You either choose to be light or medium or heavy and stay that way. There can be progression through multiple different armors of the same class, but you're not normally changing class.
 
How many people actually went through the armor like that?
first time im hearing that someone that avoided progression. i dont know as much for light but updating heavy armor was pretty important for survival. especially when you got the fittings/muffler/insulation mods
 
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first time im hearing that someone that avoided progression. i dont know as much for light but updating heavy armor was pretty important for survival. especially when you got the fittings/muffler/insulation mods
I didn't say people didn't use heavy armor. I said people don't progress through from each class of armor. Many only used light or only medium, but most who used heavy would start with light until they had stamina enough to handle heavy armor. But they typically just jumped from light to heavy or they skipped light and did medium then heavy. But that was only because wearing all heavy armor without enough stamina was punishing. It wasn't because they chose to progress through the classes.
 
What if the clothing, was LODs, I think they can have up to 8 for an object.
I know it isn't a standard principle. But conceptually if you had say a piece of body
armor, it could be the same piece LOD0, LOD1 Tattered, LOD2 Patchwork, LOD3 Thermacore.
This would leave 4 LODs placeholders for other armor or distance render, which if I read it
correctly is the usual amount of standard LODs used.
I don't really understand what you think making them a LOD would do?
It's my understanding that each LOD model is made a separate model/mesh/texture. It's no different from just making them separate textures or separate meshes normally.
 
LODs are basically decimated views of the same object. But it does not need to be
decimated. I got the thought from watching the Lod shifts with some of the trees,
and the tall cacti. There is one cactus model in particular that is actually larger
from a distance than up close. It looks like a Poseidon's trident.

Since an LOD view is a call to the same object, be it parent or child. I thought, what
if the same LOD0 for say the metal body armor is rendered 4 times, in the same game object
but if a person has the tattered chest piece, it would render the model but they would have
sculpted the tattered piece, and the armor into one mesh. and make a call to LOD1. and so on
for the others. Or since standard would be start at 0 and count up, the first 4 LOD views would
be the distant renders, and when up close, where LOD0 is normally rendered, a different call
would be made depending on the insulation worn.

LODs are duplicates of the same model, with adjusted tris. This way no seams, protrusions, just
1 solid model with the sleeves showing.
 
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