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Hit Pathing for Modders


TheSchwarz1

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Has anyone looked into Mesh to Hit pathing or mapping?

 

Hey there I have a dev question for those who have dabbled or run across this

 

Currently you can capture collision data for a hit by using the struct AttackCollisionData

You have properties in that struct like CoillisionBoneIndex, AttackBoneIndex, or VictimBodyPartHit,

 

Using indexes or bones from the collision switch over to the Agent class where you can drill into AgentVisuals.GetSkeleton().GetAllMeshes()

That dumps out <50 meshes that are applied to that particular Agent. Like the list below.

 

This is just a scrape of just the names returned not the full Mesh object: (I believe these are mesh names from what was a random Hillman)

"weapon_trail_mesh",
"body_male_a",
"body_male_a.lod2",
"body_male_a.lod3",
"body_male_a.lod4",
"body_male_a.lod5",
"body_male_a.lod1",
"hands_male_a.lod5",
"hands_male_a.lod2",
"hands_male_a.lod3",
"hands_male_a.lod4",
"hands_male_a.lod1",
"hands_male_a",
"head_male_a.lod1",
"head_male_a.lod2",
"head_male_a.lod3",
"head_male_a.lod4",
"head_male_a.lod5",
"head_male_a",
"head_male_a.1",
"head_male_a.2",
"beards_c_d",
"beards_c_d.lod1",
"beards_c_d.lod2",
"beards_c_d.lod3",
"beards_c_d.lod4",
"beards_c_d.lod5",
"hair_male_g_d.lod3",
"hair_male_g_d.lod5",
"hair_male_g_d.lod1",
"hair_male_g_d",
"male_eyebrow_8",
"bandit_1_c.0",
"bandit_1_c.1",
"bandit_1_c.lod1",
"bandit_1_c.lod2",
"bandit_1_c.lod3",
"bandit_1_c.lod4",
"bandit_1_c.lod5",
"boot_e.lod0.gen",
"boot_e.lod1.gen",
"boot_e.lod2.gen",
"boot_e.lod3.gen",
"boot_e.lod4.gen",
"boot_e.lod5.gen"

My question if anyone has run into this or knows what the link is between mesh and bone or mesh and bodypart?

 

Am I thinking about this the wrong way? Are the guts for rendering skin and items to the character/Agent body not as granular as I would like it to be.

Looking for anything resembling a point in the right direction.

 

 

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