diff --git a/PCK-Studio/Rendering/SkinRenderer.cs b/PCK-Studio/Rendering/SkinRenderer.cs index 52fe4e79..b432f603 100644 --- a/PCK-Studio/Rendering/SkinRenderer.cs +++ b/PCK-Studio/Rendering/SkinRenderer.cs @@ -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);