Originally Posted by
StephanM
With the current client I highly doubt it, here is why.
A shirt requires 1 model and 1 texture.
If every clan wants their emblem to be shown on a shirt the developer that goes over that (most likely Hellsniper) has to create a copy of both the model and texture, apply your emblem on the texture and add a new part to the xml code the game uses to have the shirt in the game.
Say the model is 500 kb and the texture is 50 kb, if 50 people want a different shirt with their emblem it would be 550x50=27.500 kb (27.5mb) kind of wasted just in having the same model with your random emblem.
Do not get me wrong, I like the idea but I do not think they will do this with the current client/system.
------------------------------- extra nerd dev talk -------------------------------
There would be a simpler solution that I came up with but that doesn't really make it the easiest case to do it.
If Hellsniper would add a simple plane onto the shirt model and assign a big texture file to it where he would have multiple emblems in it so he would only have to adjust the uvmap to show the current emblem on that certain plane.
Would be easier to work with but it doesn't reall solve the issue where you need the same model over and over in the client (which kind of bloat the client in size for like no reason > currently there is no way to use 1 model with multiple meshes/textures for the same goal but I have shared some thoughts about it with HexSmexo).