Originally Posted by
postwick
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Each province isn't a homogeneous environment. Koani has salt flats and mountains, for example. A base might have grass around it, then jungle. Should the camo have the same effect in the grassy area as it does in the jungle? When you start thinking it through, the complexity emerges.
Also, considering there are thousands of clothing combinations possible they'd have to account for that as well. Again, it's something I'd like, but the effort necessary is being underestimated.
If they just did big huge blanket areas like you suggest, the outcome would be terrible and Ubisoft would get blasted.
It really depends on what type of data can be accessed around the player, how quickly it can be accessed, and how often access is required. No flagging may even be required.
Create a map of game textures to clothing and give it a value. They may be able to just check immediate (sphere) textures to determine the total camo value based on the equipped gear. The same might be able to be done with grass and brush placements. This would not have to be done all the time, space out the query to 500ms or even 1 second or longer.
If it is possible to quickly determine local textures a simple key check on the clothing texture map would return 0 or a value. Then add up those values and you have a camo rating for where your guy is currently positioned.
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