New Weight System

In this article I describe the principle of calculating new weight for equipment in the Resolver mod. You can read more about the study results here


In order to properly rebalance the weight of all items, I decided not to just estimate that “this item is lighter than that, and that one is lighter than that”, but to calculate the real weight of each item and then, if necessary, adapt them to the game.

Weight calculation

So let's remember a little physics. How is mass calculated:

m=V*ρ where m - mass, V - volume, and ρ - density.
That is, to find out the weight of each object, it is enough to know its volume and density. The first can be obtained in Blender by enabling the built-in 3D Print Toolbox plugin. And for the second one, I just scoured the Internet to get this table of densities:
Table Densities Bone 2 kg/m³ Silk fabric Essence* 300 kg/m³ >Light translucent 0.060 kg/m² Wood 400-700 kg/m³ >Plain with light sheen 0.100 kg/m² Gleam* 600 kg/m³ >Dense almost glossy 0.120 kg/m² Ice 900 kg/m³ Cotton fabric Wax 970 kg/m3 >Light translucent 0.070 kg/m² Tan leather 600-1200 kg/m3 >Common 0.150 kg/m² Hard tanned leather 1000-1400 kg/m³ Linen cloth Ceramic 1800 kg/m³ >Light 0.150 kg/m² Ivory 1850 kg/m³ >Common 0.230 kg/m² Porcelain 2300 kg/m³ Jute fabric (sometimes + linen) Alabaster 2500 kg/m³ >Mesh 0.190 kg/m² Glass 2500 kg/m³ >Rough (there are small pores) 0.380 kg/m² Flint 2600 kg/m³ >Dense 0.450 kg/m² Obsidian 2600 kg/m³ Woolly fabric Granite 2600 kg/m³ >Light 0.210 kg/m² Sandstone 2225-2670 kg/m³ >Light 0.360 kg/m² Quartzite 2680 kg/m³ >Thick 0.600 kg/m² Marble 2700 kg/m³ Limestone 800 - 2800 kg/m³ Papyrus 0.100 kg/m² Diorite 2720-2920 kg/m³ Parchment 0.150 kg/m² Jade 3000 kg/m³ Paper Titanium 4500 kg/m³ >Common 0.090 kg/m² Steel/Iron 7800 kg/m³ >Dense 0.120 kg/m² Bronze 8700 kg/m³ Copper 8900 kg/m³ Silver 10500 kg/m³ Lead 11300 kg/m³ Gold 19300 kg/m³ *density of Essence and Gleam is unknown and just taken from my head)))

Yes, for this it is also necessary to divide the model into parts where another material is used, and for fabrics and paper I simply calculated the surface (removing extra polygons in advance, in some cases removing the volume of the model), and multiplied by the density in m².

Note! All calculations are approximate, due to many factors: calculation of volume using Low Poly models, lack of accurate information about the materials used for some masks, materials baked into the texture were not always taken into account, etc.

Adapting weight to game balance

For adaptation, it is necessary that the real weight curve tends to the game weight curve, and the further the real value is from the game value, the more it should approach it. However, the adapted values must maintain proportions with other.

The most suitable result was obtained by taking the average between two values:

But since heavy objects still remained very heavy, we had to average it again to the game indicators:

I then lowered the values by 10% of the real value, which brought the heavy items even closer to the game value:

And finally, I lowered the final values by 6% in order to bring the values closer to the game balance, but maintain the ratios: