Armor Rendering - #212
Conversation
This adds configurable armor examples to the examples page as well as some examples on the offscreen render.
|
@Vatten is attempting to deploy a commit to the Hacksore's Team Team on Vercel. A member of the Team first needs to authorize it. |
|
I don't think we need to upload the leather material, since leather can be dyed, and the original materials all require an overlay (which we don't support yet), so we can skip that.Also, could you upload the material for the bronze armor? (I have files with the bronze armor material in my PR, or you can just bring them over directly) |
|
Alright, I've added the dispose. As for the warning, loadArmorToCanvas in skinview-utils does warn if the texture's dimensions are wrong. It doesn't check if the texture is a layer1 or layer2 texture though, but I feel like that's up to the user to provide the correct textures |
|
I'll close my pr #210 when it merged |



Hello everyone! Stemming from #210, I've gone ahead and opened this PR with my armor implementation. This is mainly for comparing and merging ideas and getting the best of both worlds.
It's complete with an api, controls on the example page, some offscreen render examples (although I just realized one of them is covering up hacksore's skin so do tell me if you'd want that changed lol)
My solution was to have an ArmorType object that takes in paths to both the layer1 and layer2 textures, and "compiles" them into an armor type. You would then use skinview3d.loadArmor with the armor types to place them on different armor slots.
You would initialize these armor types once, and reuse them everywhere, essentially only loading the textures once.
This is the example from the README:
From #210 I've also implemented @undefined303's idea of fallback armor with skinview3d.fallbackArmor()
This PR is dependent on changes in skinview-utils, a PR will open there as well