Currently, “pants” items have the ability to be textured so that they appear above the “shirts” items, this is the case with the black overall.
However, there are many cases where we would like to be able to do the same for “shirt” items and have those be worn above “pants” items. Would this be something that could be implemented eventually, allowing to make longcoats and so on ? I wanted to make coats for my mod but they are too short to look nice and it’s not yet possible to make those as character mesh replacement as I explained earlier, owing to the limitations right now.
An example of why I feel this feature should be looked at is because it would allow for more customisation for clothes. Right now, I’d like to make a dressing gown that occupies the “shirt” slot but with a texture that covers part of the legs while still allowing for any “pant” to be worn. I could split it into two items, one “pant” and one “shirt” but it would require many items to allow for variety.
The idea is to allow for something like on the right while allowing for a separate pant item to be worn. Current problem is that as shown in the center, the pant will override the shirt no matter what, and that’s precisely what I’d like to avoid if possible.
Several people have asked for revising the clothing system a few times to better support things like overcoats/suits or character mesh replacements.
Unfortunately, when it comes to this specific way of going about it, there can’t be multiple items competing for the same priority. If shirts had priority (either by default or through some item property), people would ask for pants to take priority over them instead.
I don’t think there’s a more correct answer for that. (Not within the currently-defined clothing slots, at least.) It seems to come down to preference based on what that person wants to create.
Your robe texture looks nice! It’s definitely not the same thing, but I do think this makes sense as a workaround. Though, I imagine that you wouldn’t need/want to create a variation for every pants item.
E.g., many vanilla items and cosmetics only have a single version. The Grocer Bottom (apron) and Pirate Top (tailcoat) are good examples, I think.
Several people have asked for revising the clothing system a few times to better support things like overcoats/suits or character mesh replacements.
I tend to agree with those who wish for an overhaul of the clothing items, and I would add that I fully support it being an ambitious overhaul even if at the cost of breaking existing mods (I think as a mod creator we would gain in the long run) if it did:
Give us access to more clothing slots (hand, wrist, elbow, shoulder, knee, neck, feets, belt)
Allow clothes that fit several slots (dress, jumpsuits, etc…)
Allow for some layering (shirt worn underneath a jacket)
Allow for more fine-tuning of the item properties (insulation*, flexibility**, etc…).
Old previews about Unturned II development left us with quite a few expectations and with games like Project Zomboid, we have learned to enjoy a lot of character customisation, even if UII is cancelled/on standby, I hope we get to see UI follow a similar path for its clothing system.
Unfortunately, when it comes to this specific way of going about it, there can’t be multiple items competing for the same priority. If shirts had priority (either by default or through some item property), people would ask for pants to take priority over them instead.
True, the current system is good enough tho fairly frustrating at times ahah ^^’
Your robe texture looks nice! It’s definitely not the same thing, but I do think this makes sense as a workaround. Though, I imagine that you wouldn’t need/want to create a variation for every pants item.
I was planning on making 5-6 different colours sets for the pyjama that would be worn underneath, and having an option to help me reduce the number of used ID for just the bottom section would have been very helpful ahah, but yeah if it’s not possible I’ll definitely do as you suggest.
*How much it protects against loss of health from weather (like in old Yukon)
**How much it impairs movement