Don't sync parts that are attached to a vehicle (they were flung away / car fell apart); softer plaid, calmer colors

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-09-27 08:40:46 +02:00
co-authored by Claude Opus 5.5
parent 3970ef130b
commit 477949e559
3 changed files with 59 additions and 17 deletions
+12 -10
View File
@@ -88,8 +88,8 @@ namespace MSCO
// Körper: Karohemd/Jacke, Jeans, Gürtel, leichter Bauch (wie die Leute in MSC)
pelvis = Capsule("Pelvis", r, Jeans);
torso = Textured(Capsule("Chest", r, Color.white), plaid, new Vector2(2f, 2f));
belly = Textured(Capsule("Belly", r, Color.white), plaid, new Vector2(2f, 1f));
torso = Textured(Capsule("Chest", r, Color.white), plaid, new Vector2(4f, 4f));
belly = Textured(Capsule("Belly", r, Color.white), plaid, new Vector2(4f, 2f));
belt = Box("Belt", r, new Color(0.2f, 0.13f, 0.08f));
buckle = Box("Buckle", r, Metal);
placket = Box("Buttons", r, jacketDark);
@@ -102,8 +102,8 @@ namespace MSCO
shin[i] = Capsule("Shin", r, Jeans * 0.92f);
boot[i] = Box("Boot", r, Boots);
sole[i] = Box("Sole", r, Sole);
upperArm[i] = Textured(Capsule("UpperArm", r, Color.white), plaid, new Vector2(1f, 2f));
forearm[i] = Textured(Capsule("Forearm", r, Color.white), plaid, new Vector2(1f, 2f));
upperArm[i] = Textured(Capsule("UpperArm", r, Color.white), plaid, new Vector2(2f, 3f));
forearm[i] = Textured(Capsule("Forearm", r, Color.white), plaid, new Vector2(2f, 3f));
cuff[i] = Capsule("Cuff", r, jacketDark);
hand[i] = Sphere("Hand", r, Skin, 0.1f);
}
@@ -159,7 +159,8 @@ namespace MSCO
brim.localPosition = new Vector3(0f, 0.07f, 0.15f);
brim.localScale = new Vector3(0.2f, 0.014f, 0.1f);
brim.localRotation = Quaternion.Euler(8f, 0f, 0f); // Schirm leicht nach unten
Transform patch = Box("CapPatch", headPivot, new Color(0.9f, 0.88f, 0.8f));
Color patchColor = Color.Lerp(jacketDark, Color.white, 0.35f);
Transform patch = Box("CapPatch", headPivot, patchColor);
patch.localPosition = new Vector3(0f, 0.115f, 0.118f);
patch.localScale = new Vector3(0.06f, 0.035f, 0.01f);
patch.localRotation = Quaternion.Euler(-25f, 0f, 0f);
@@ -175,20 +176,21 @@ namespace MSCO
{
const int size = 16;
var tex = new Texture2D(size, size, TextureFormat.RGB24, false);
Color light = Color.Lerp(baseColor, Color.white, 0.18f);
Color dark = baseColor * 0.62f;
// Weiches Flanell-Karo: wenig Kontrast, dünne Linien - wirkt aus der Entfernung wie Stoff statt Schachbrett
Color light = Color.Lerp(baseColor, Color.white, 0.1f);
Color dark = baseColor * 0.78f;
for (int y = 0; y < size; y++)
{
for (int x = 0; x < size; x++)
{
bool bandX = (x / 4) % 2 == 0, bandY = (y / 4) % 2 == 0;
Color c = bandX && bandY ? dark : bandX || bandY ? baseColor : light;
if (x % 8 == 1 || y % 8 == 1) c = Color.Lerp(c, Color.black, 0.45f); // dünne dunkle Linien
if (x % 8 == 1 || y % 8 == 1) c = Color.Lerp(c, Color.black, 0.25f); // dünne dunkle Linien
c.a = 1f;
tex.SetPixel(x, y, c);
}
}
tex.filterMode = FilterMode.Point;
tex.filterMode = FilterMode.Bilinear;
tex.wrapMode = TextureWrapMode.Repeat;
tex.Apply();
return tex;
@@ -375,7 +377,7 @@ namespace MSCO
Segment(cuff[i], Vector3.Lerp(elbow, handTarget, 0.82f), Vector3.Lerp(elbow, handTarget, 0.9f), 0.105f, 0.105f);
hand[i].localPosition = handTarget;
hand[i].localRotation = Quaternion.LookRotation(Vector3.forward, (handTarget - elbow).sqrMagnitude > 0f ? elbow - handTarget : Vector3.up);
hand[i].localScale = new Vector3(0.075f, 0.115f, 0.1f);
hand[i].localScale = new Vector3(0.085f, 0.125f, 0.11f);
}
}