> Applying new armory additions would be a simple as adding the content to be loaded thru MegaloScript functions.
Megalo only controls gametypes. It has absolutely no involvement in how the armor system functions. It isn’t even used outside of the Multiplayer (Forge/Customs/MM) engine.
> Those armory models are not cheap in the poly department.
This thread isn’t about adding new armor, but rather about allowing new combinations of existing pieces. Said combinations are already supported by the game engine; they just aren’t exposed in the GUI.
> i would theorize that each piece of something small like the wrists is probably around 1800 polies, plus or minus a few hundred for LOD’s and Cinematic versions.
Since nothing new is being added, poly-count isn’t an issue. Even so, I doubt it’s 1800 for something like a wrist piece; much of the detail is provided by bump-mapping. Cutscenes use the exact same models as normal gameplay, so they’re a non-issue.
> As for the API’s, it wouldn’t be a huge mess, just a little downtime on Live, to tweak them to work with the added function calls.
Networking modifications wouldn’t be needed, so no, there wouldn’t be any game-wide downtime. The MM servers are a different matter, though, since they’re connected to the armor render system (which would need updates, since apparently, it just ignores armor combinations that are at the time of this writing invalid).
> The other issue would be the fact that the new armor would not be native in the game resource files. Said armor could possibly be exploited and accessed since we have the current HDD tools to rip the stuff directly off it in a seprate compressed form versus having to properly decompress a map file and then decompress the individual tag into something uselfull.
Such “exploits” would be considered modding, and would be ban-worthy. I’m not so sure they would matter.