Adjusted armor inflation values in skin editor

This commit is contained in:
MayNL
2026-06-21 00:49:42 -04:00
parent afd6c604be
commit 7df21c0132
+7 -6
View File
@@ -404,12 +404,13 @@ namespace PckStudio.Rendering
private void InitializeArmorData()
{
const float armorInflation = 0.75f;
const float armorLayer2Inflation = 0.5f;
var helmet = new CubeMeshCollection("HELMET");
helmet.Add(new(-4, -8, -4), new(8, 8, 8), new(0, 0), inflate: armorInflation);
var chest = new CubeMeshCollection("CHEST");
chest.Add(new(-4, 0, -2), new(8, 12, 4), new(16, 16), inflate: armorInflation + 0.01f);
chest.Add(new(-4, 0, -2), new(8, 12, 4), new(16, 16), inflate: armorInflation);
var shoulder0 = new CubeMeshCollection("SHOULDER0", rightArm.Translation, rightArm.Pivot);
shoulder0.Add(new(-3, -2, -2), new(4, 12, 4), new(40, 16), inflate: armorInflation);
@@ -418,19 +419,19 @@ namespace PckStudio.Rendering
shoulder1.Add(new(-1, -2, -2), new(4, 12, 4), new(40, 16), inflate: armorInflation, mirrorTexture: true);
var waist = new CubeMeshCollection("WAIST");
waist.Add(new(-4, 0, -2), new(8, 12, 4), new(16, 48), inflate: armorInflation);
waist.Add(new(-4, 0, -2), new(8, 12, 4), new(16, 48), inflate: armorLayer2Inflation + 0.01f);
var pants0 = new CubeMeshCollection("PANTS0", rightLeg.Translation, rightLeg.Pivot);
pants0.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 48), inflate: armorInflation);
pants0.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 48), inflate: armorLayer2Inflation);
var pants1 = new CubeMeshCollection("PANTS1", leftLeg.Translation, leftLeg.Pivot);
pants1.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 48), inflate: armorInflation, mirrorTexture: true);
pants1.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 48), inflate: armorLayer2Inflation, mirrorTexture: true);
var boot0 = new CubeMeshCollection("BOOT0", rightLeg.Translation, rightLeg.Pivot);
boot0.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 16), inflate: armorInflation + 0.25f);
boot0.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 16), inflate: armorInflation);
var boot1 = new CubeMeshCollection("BOOT1", leftLeg.Translation, leftLeg.Pivot);
boot1.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 16), inflate: armorInflation + 0.25f, mirrorTexture: true);
boot1.Add(new(-2, 0, -2), new(4, 12, 4), new(0, 16), inflate: armorInflation, mirrorTexture: true);
// Tool boxes handled by UpdateANIM method - May
tool0 = new CubeMeshCollection("TOOL0", rightArm.Translation, rightArm.Pivot);