If any parts of your mesh is without thickness and should be viewed from both sides remember to tick on Two Sided under General → Material Property Overrides. Most of the time it is easier to see how the armor will look if you assign the material to the mesh and have it open as reference as you are picking the colors. Also tick on the channels you are using, and use the respective colors pickers to find the colors you want for the armor. Then tick on Tintmask and both ticks on Use Custom Tintmask?. Once you have the new material in your folder, you can open the material and assign the armor set textures to the Tint Mask, Diffuse, Mask and Normal slots by dragging and dropping from your Textures folder, or searching for it in the slot roll down menu. That can be duplicated, then move the duplicate to the Materials folder for your armor set. In Content → Items → Armor there is a material instance called Material instances for armor materials can be duplicated from existing armor materials, but should preferably be a direct material instance for the Armor base ver2. Rule of thumb is that textures for Head, Hands and Feet should be set to 1024 Rule of thumb is that textures for Top and Bottom should be set to 2048 The texture size should always be assessed on an individual basis, and you should always check that the asset looks good when the material is assigned. Open texture and adjust the Maximum Texture Size slider. Shift + Select all the textures, right click and chose Asset Actions → Bulk Edit via Property Matrix…Ĭhange Texture Group for _D, _M and _TM from World to CharacterĬhange Texture Group for _N from WorldNormalMap to CharacterNormalMap This Message Log will pop up (it only informs about the bones in the human skeleton that aren’t used by this particular model), but you can just close and ignore it. Physics Asset - SK_human_female_Physics or SK_human_male_Physics Normal Import Method - Import Normals and Tangents In this window you need to make sure that the following options are set. When importing the FBX Import Options will open. If the armor is for a DLC you first need to make or locate the DLC_ → Items → Armor folder, then create the folders for your armor as normal, but make sure to name the folder DLC_ Inside the folder create a Textures folder, a Meshes folder and a Material folder. The armor weight class of your character determines your stamina regeneration rate.Under Content → Items → armor create a new folder with the name of the armor piece. Weapons with armor penetration reduce the effective armor the target possesses.ĭamage Reduction * (1 - Armor Penetration)įor example, if an enemy has 750 armor with 60% damage reduction, and you strike them with a weapon that has 40% armor penetration, the calculation would be:Ħ0 * (1 - 0.4) = 36% damage reduction Armor Class and Stamina Meaning +500 armor gives you +100% effective health, or +5 armor gives you +1% effective health.Īt this rate, the following milestones would require the listed armor rating: So damage reduction percent diminishing means that the value of armor is linear with respect to survival time.Īs of the Age of Sorcery 3.0 update, the formula used is:ĭamage Reduction Percent = Armor Armor + 500
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