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Implemented Hardhats; *Made Easy*

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Earlier there was a post to add hardhats that had alot of support, but was denied, presumably because modelling a new thing would take effort. Instead of using a new model for the hardhat, my idea was that we just recolor the existing army helmet to a yellow color, and lowering the stats or making it a cosmetic item only. Alternative ideas include making color variations for different factions Ex: White for CCA, Red for CMU, etc. It'd add more flavor to things like workshifts, especially if they involve heavy duty construction.

My personal preference for implementing it would be as a simple cosmetic item like the flat cap or boonie, if only to lighten the load of implementing it.
 
Earlier there was a post to add hardhats that had alot of support, but was denied, presumably because modelling a new thing would take effort. Instead of using a new model for the hardhat, my idea was that we just recolor the existing army helmet to a yellow color, and lowering the stats or making it a cosmetic item only. Alternative ideas include making color variations for different factions Ex: White for CCA, Red for CMU, etc. It'd add more flavor to things like workshifts, especially if they involve heavy duty construction.

My personal preference for implementing it would be as a simple cosmetic item like the flat cap or boonie, if only to lighten the load of implementing it.
I can't remember why the original post was denied, but it wouldn't even really take any modelling effort. The whole idea came up iirc because the Russian community uses similar models to use, and theirs has a hardhat.
 
The original was denied as the citizen models have hit the texture/bodygroup limit. Meaning if we want to add anything, we have to remove other items.

A better solution would be using the method of cigarettes, taking the hats/face coverings/beards/glasses and turning them into separate models that are attached to the bones. That way we'd have more room for clothing items on the body. and be allowed to wear multiple head items at once if clipping issues were resolved.
 
The original was denied as the citizen models have hit the texture/bodygroup limit. Meaning if we want to add anything, we have to remove other items.

A better solution would be using the method of cigarettes, taking the hats/face coverings/beards/glasses and turning them into separate models that are attached to the bones. That way we'd have more room for clothing items on the body. and be allowed to wear multiple head items at once if clipping issues were resolved.
Probably a good project for the devs to take on once they've finished with holsters
 
The original was denied as the citizen models have hit the texture/bodygroup limit. Meaning if we want to add anything, we have to remove other items.

A better solution would be using the method of cigarettes, taking the hats/face coverings/beards/glasses and turning them into separate models that are attached to the bones. That way we'd have more room for clothing items on the body. and be allowed to wear multiple head items at once if clipping issues were resolved.
That’s not how it works
 
We are not limited by the textures, those can be baked, we are not limited by bodygroups either, not yet anyway (no crashes via stress testing spawning a shitload of them), attachments are shit to work with, and I much prefer doing bodygroups, it was just easier for the cigarettes part because I wanted to have the flexes so the cigarette gets smaller over time/timing skin of the cigarette, and the smoke without PAC3.

Overall, more bodygroups just takes time because not all models use the same head positioning, size etc., much easier to do torso stuff because those can be copy pasted.

It has remained low priority because we already have a shitload but like I did with the kevlar, I’ll accept this but not define when it’ll be implemented.
 
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