I suspect that's because there's not enough up front communication about what each team is trying to achieve, and what it need it needs from the other team to be able to do it.
Hey we're the art dep, we are supposed to bug you Prog guys
And often its the other way around...
From a programming view, there's negligible difference in the work required either way.
All the is different is the texture, so no need changing the model...
This statement isn't correct.
Not meaning to be nasty or anything, but supporting multiple models for X-Corp soldiers is WAY down my priority list.
So far, in fact, that it isn't even on the list.
There is currently provision for supporting 4 models for X-Corp soldiers. "no armor", "combat armor", "powered combat armor" and "flying armor". The information on the image to use (for all but the no armor case) are held in item.xml. But there is no provision for variants of each of the four types. e.g. Sex, camo, etc.
Note, I'm not saying that I can't or won't support multiple models, just that I wasn't aware of the need to do this. And that if I do, then it needs to be prioritized along with everything else.
So, if we're going to have multiple X-Corp soldier models/textures then someone needs to tell me now what the plan is, so that I can prepare for it.
Also, does this mean we may have different alien models/textures as well? Note, there is provision for each rank of an alien species to get a different model, but assumes there is only one model for each combination of rank and species.
Edited by dteviot, 30 March 2008 - 12:50 PM.