Yup, makes sense if you can put wearables anywhere. Better than having a category called "shirt" and then fill it with shirts a jackets.
Bottom line, also Jacek wants to be able to determine the order of anything that might give a different result with a different order. On Fri, Mar 26, 2010 at 07:49:29PM -0500, Jacek Antonelli wrote: > On Thu, Mar 25, 2010 at 11:08 AM, Nyx Linden <n...@lindenlab.com> wrote: > > We're trying to make the system as flexible as possible. Think of it > > this way: you have a bunch of 'categories' or 'slots' - one for each > > type of wearable (pants, shirts, jackets). Inside each category, you can > > have multiple items up to a reasonable maximum. When you "wear" a shirt, > > it gets added to the top of the list of shirts that you are wearing. If > > you don't want it to be on top, you can push it down below other shirts. > > > > [snip] > > > > there is not a concept of a "shirt1" slot, vs "shirt 2" etc - the list > > of your shirts can change size according to how many shirts you want to > > wear at the time. The order in which you wear your clothing is > > completely up to the end-user who is constructing the outfit. > > > > a couple things to note with this approach: > > 1) the listed order of clothing probably will change to something that > > makes a bit more sense. > > 2) the list is wearable-focused, not texture-focused. Hence tattoos > > won't be split up into upper/lower/head, as they are a single wearable item. > > 3) the "order" will be able to be changed frequently and will not > > require any change to the item itself - only how it is stored in > > inventory. Hence, you don't need mod privs to re-order a shirt. > > > > Thus, pants are not inherently set to "pants 3", they're just pants! The > > consumer of said pants will determine if there are any other pants above > > or below it. This has the other advantage of allowing you to take a > > single pair of pants ("blue jeans") and having it be the bottom layer in > > one outfit, and the 3rd layer in a different outfit, even if they refer > > to the same wearable item! > > > > I hope that clarifies the proposed design - I hope to get more detailed > > information up in a central location sometime next week. In the > > meantime, keep poking at the proposal on-list! > > > > -Nyx > > I really like this design, for the most part. But I think it would be > much better, and would address everyone's wishes for more flexibility > in clothing order, if a few things were changed: > > 1. Instead of having categories for each wearable type (shirts, pants, > shoes, etc.), have categories for "layer" (as when getting dressed in > RL): > > * Outer Layer: jacket, gloves, shoes > * Inner Layer: shirt, pants, and skirt > * Under Layer: underpants, undershirt, and socks > * Body Layer: skin, tattoos, and (maybe) alpha > > This is just an example. I'm not picky about the number of layers, or > what they're called, or which types go in which layer. But the idea is > that higher layers render on top of lower layers. The same is also > true within each category, an Nyx said: higher items render on top of > lower items. > > 2. When a wearable is worn, it goes to the top of the appropriate > layer (as above). But the user can open up the outfit editor and drag > the wearable to any layer they want, or reorder the items within a > layer. I think this would be a good solution, because wearing clothes > would "just work", yet users still have total control over the order > of layers, with a simple and natural way of modifying the order. > > - Jacek > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting privileges -- Carlo Wood <ca...@alinoe.com> _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges