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Flashtoo

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Everything posted by Flashtoo

  1. Yes - this. To remove a feature requires taking the time and effort to remove it. It makes no sense to do that without a mechanical or code-related reason. If the reason for the removal is "The teleport system broke when we added this many new beacons, so we had to get rid of some" then that's fine, but for god's sake, tell us, don't just leave us with "we took away your toys because we don't want you to have it!"
  2. My understanding is that alternate dimensions happen when timelines diverge. Is this stated not to be the case?
  3. I'm going to assume you meant to say "the zone teleport system isn't powerful enough to travel to alternate timelines." Frankly, that doesn't hold water. First, Praetoria is an alternate timeline, and we have zone teleporters that go there. Second, game lore establishes that there are twelve ways of engaging in time travel, and in a lore dump, a dev stated that one of these ways is "whatever method your character uses." Give me one good reason that method shouldn't be "I have a time machine in my base."
  4. Not really, but a lot of base builders construct them out of multiple cupboards.
  5. Probably the phone booth cause we already have that model!
  6. This is only partially true. Let me break it down. 1: NPCs are only sometimes singular models with everything baked in. More often, they are divided into costume parts the same way PCs are, but those parts don't attach the same way or follow the same logic - examples include the Menders' signature shoulder and belt details, which are all one piece, not a shoulder detail, chest detail, and belt the way it would be for a player. Making them player-usable would require cutting up the geometry to make new parts. Additionally, some NPC costume pieces - even the newer ones - don't fit over the player models without clipping, such as Penelope Yin's boots, or without geometry gaps, such as the Victoria robot chest. However, there are plenty of NPC costume parts, even older ones, that could be made available to players because they demonstrably do fit over the player character models. The Carnival of Shadows boots happen to be one of these OK-to-fit parts - observe a manually edited costume file (which cannot be loaded because the part isn't supposed to be available for players): 2. Player models also use "baked-in" textures on lots of pieces already, just like the NPCs do. There is fundamentally no difference between a Ring Mistress's bandeau top and a player's Witch Lace chest. NPC models use the same geometry for their basic, close-to-body costume parts as PCs, with very few exceptions, to make it simpler for them to use PC costume textures, and as a result the converse (making those textures available to PCs) is not just plausible but in fact something that has already been done - we didn't have the Carnival of Shadows corset top or bottom back on Live, remember, and we have them now without issue. No, you will not be able to choose more than one customizable color on the Ring Mistress top if it's made available to players, because it would be a Top With Skin and the second color has to be the skin tone, but it's still correctly laid out to use as a texture for existing PC models. Paragon Studios gave out a lot of misinformation in the effort to simplify things enough for players without technical knowledge to understand, and it's a very unfortunate thing that we should be correcting.
  7. The Wooden Stag TheStag-13865 on Everlasting Irish pub in King's Row - more an RP space than anything, though there is tailor functionality in the form of a coat attendant and a bus stop that will take you to the rest of the city.
  8. How many bars does Paragon City need anyway? The answer is "at least one more" because I've just finished building an Irish pub. The Wooden Stag is now open for business in King's Row. TheStag-13865
  9. On that topic, can we make every phone booth in the game functional as a tailor?
  10. The tall boots that the Harlequin enemies wear are also different from the Carnival of Light boots - the Carnival of Shadows version has a curled flourish at the top edge. Those at least should be perfectly possible to port over for player use.
  11. Addendum: Probably not possible to do with the code, but what would be sweet would be if the 'Default' Propel list somehow detected what kind of map it was on and only pulled items from its surrounding environment, thus giving a real 'Darth Vader fighting Luke on Bespin' effect - crates, shelves, and forklifts if you're in a warehouse, filing cabinets and desks if you're in an office, cars, statuary, and street signs on an outdoor city map, rocks and logs in 'nature' maps, etc.
  12. My main will vehemently deny being a vampire, despite that he maintains eternal life by leeching off other human beings, so take that as you will. Got a close friend with a vampire PI character, too.
  13. +1 for this idea. Yes, I am aware that the Propel items are rendered clientside and everyone will see a different thing. HOWEVER I do not think this will prevent the desired customization's possibility. While being able to choose a single object would require a new animation customization for every single object, I do wonder about being able to choose between a few different Propel "lists" - Default (As current; random outdoor and indoor details) Miniature Singularity Gift boxes year-round Rocks (varying size and shape - meteor themed character, anyone?) Vehicles Furniture Books (Because I can't resist a pun on a potentially heavily legalistic character, lol) And other plausible ideas I can't think of right this minute. It'd still render clientside, of course, so with the Furniture list and any of the other suggested customizations (besides "miniature singularity" which would always be the same) one person might see a table while another sees a sofa, but for both players it would still follow the selected "furniture" theme.
  14. Hi Nyght 🙂 I haven't done a lot to decorate my main's personal base, because he's not that kind of guy, really, but I HAVE done the following - a wreath above the fireplace, some candles and greenery on the front windowsill, and a small tree: Would have liked to put some lights on the neighbors' bushes out front, visible through the window, but alas, particles, including the glow billboards from the lights that I would have used, don't render through that particular piece of glass. 😞 Pretty bummed about that actually, as it constituted about 60% of my decorating plans in there. Other than that, here are some of the decorations I put up in the main base for the group McCavity up there leads - some festive greenery along the wall in the great hall, and a tree in the living quarters using most of the same techniques already illustrated (but those agapanthus garlands were HUGELY fiddly to do, omg):
  15. Apprentice sumo wrestlers understand.
  16. The same applies to real as fantasy settings here. Some of those rock people, aliens, and robots DO identify within a gender binary (albeit in some cases a gender binary different to what humans to used to), to mirror those ordinary humans that don't 🙂 ("So what if I have complete flowers - I'm still a tree MAN!")
  17. Yes, this is my reason for seeing 'bright, but incautious' rather than 'hapless victim.' It also continues to mesh nicely with potential comparisons to a certain investigative reporter! Also, for the record, the difference between pan and bi as I've had it explained to me by actual other pan and bi people is not "bi people are attracted to both men and women while pan people are attracted to men, women, and other" but "both bi and pan people are attracted to men, women, and possibly other, but the nuances of the nature of that attraction differ." But that's not a discussion we need to be having in a thread about new mission ideas. +1 for combined Fusionette/Winkley hijinks, btw.
  18. This is slick. Excellent use of that acid green.
  19. I don't think of Percy as a chronic hapless kidnap victim - I think of him as a bright young arcanist who hasn't yet learned caution and is just a little too eager to get out and do field work, which ends up constantly getting him into trouble. Less Jimmy Olsen, more Lois Lane. In other words, yes, I agree, more 'rescue Percy' missions please
  20. Because geometry and textures/shaders are two completely different things. All the things you have cited are examples of geometry advances, dictated by changing and adjusting the skeleton and vertices of the character models, i.e. the 3D aspects of game graphics. The question of having two pattern overlays at the same time is one that concerns the 2D surface textures and is more closely linked to the inherent capabilities of the graphics engine itself. Some things just don't work together in a straightforward manner. However, as I said before: There is a workaround, albeit a hugely labor-intensive one, that allows a second instance of a pattern overlay to be present that wouldn't require a rewrite of the graphics engine. It would require the addition of new geometry, using the textures we already have, though it would require the addition of still more attachment points. A close fitting 'shell' geometry, basically a copy of whatever basic body part is underneath it whether it's a head, glove, pants, whatever, where the chosen color-overlay pattern dictates alpha transparency instead of color, in theory, be applied over top of existing pattern-overlayable costume parts, somewhat similar to the way chest emblems work presently. However, implementing this would mean creating a new 'shell' for each and every costume part currently available that takes pattern overlays, and almost doubling the number of attachment points on the character models. It's not impossible, but I want to make it clear just how much work would be involved in a seemingly simple change. Source: Been modding video game graphics with main focus on 2D aspects for at least ten years; have contributed 2D graphical work to Homecoming project. EDIT: Realizing I may have gotten a little off-topic into the nuts-and-bolts theory of the thing, I feel I should clarify that using this technique only for heads, thus allowing the mask-plus-makeup that was the original source of the question, wouldn't be anywhere near such an endeavor and would be very plausible as an addition if you ask me. If you were only applying it to heads, and then only the human heads that lack 'special' geometry (like not the wide-mouthed Talons head or the zombie heads, for instance), it would be only one additional attachment point and only three adjusted geometries.
  21. If a bunch of simple separate mask pieces were created using geometry designed to fit closely over the existing head model and respond to the weight sliders the same way, they could be added to the eye details category so as not to interfere with the face tint pattern - this is how the black arm and body tattoos on the Destroyers are done, while still allowing them the use of the Blend pattern for their orangeness. It would, however, require the creation of brand new assets, and it would either require the addition of a new attachment node to the character models or not be usable at the same time as other eye details.
  22. Yes, but in the context of what people used to do all the time, it was Doc Delilah, is what we meant.
  23. Makeup and masks aren't really "separate" costume parts the way face details are - they're surface patterns overlaid on the head part, same as choosing "Diablo" or "Blend" or whatever on your tights. That's why the eyebrows and any scars that are part of the face you chose show through the mask if it's colored anything but black. We do not have the technology to add two color overlays on the same piece. Agreed on the jewel belt though!
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