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Can you please add the 50/50 mask option to the rest of the costume pieces.


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Like metamorpho from DC, or the Red Devil from Project superpowers and I am sure there are others. Would be cool as heck.

 

split the chest and legs down the middle, the gloves would each be able to be a diff color as would the boots.

 

 

Thank you very much.

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Just a bump for this, would think it would be a fairly easy thing to add.

OH NO YOU DIDN'T

 

Well, the art doesn't seem as if it would be that difficult, assuming that the color maps were done reasonably (but you're right; this is Paragon Studios; it's going to be done pessimally). Getting it added as an option to the costume pieces, though; that's going to be the problem, given what we've been told about the arrays for options.

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This is just a vague memory, but I think it might actually be quite difficult.

 

If you look at the existing tights and patterns options, something that's true for all of them is they're all symmetrical. The only skin layer where this isn't true is faces, where the 50/50 is along with a few other asymmetrical options.

 

If this is an engine limitation it might not be possible.

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This is just a vague memory, but I think it might actually be quite difficult.

 

If you look at the existing tights and patterns options, something that's true for all of them is they're all symmetrical. The only skin layer where this isn't true is faces, where the 50/50 is along with a few other asymmetrical options.

 

If this is an engine limitation it might not be possible.

 

Now that you mention it, I have a vague recollection of Positron saying that this wasn't possible the way that the rendering was set up, because the left side of a character was a mirror of the right side, and except for things like skirts and capes, it would take a major change in how characters were rendered to do asymmetrical styles.

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If this is an engine limitation it might not be possible.
Now that you mention it, I have a vague recollection of Positron saying that this wasn't possible the way that the rendering was set up, because the left side of a character was a mirror of the right side, and except for things like skirts and capes, it would take a major change in how characters were rendered to do asymmetrical styles.

 

... except now we have assets that are rendered over top of the costume, that do things like wrap around an entire hand. (Remember shoulder kittens? Remember axes and swords are held in only one hand?) Now they would solve this problem by rendering a piece that sits slightly above the entire character. Just above skin tight, so that the layer underneath never clips through.

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... except now we have assets that are rendered over top of the costume, that do things like wrap around an entire hand. (Remember shoulder kittens? Remember axes and swords are held in only one hand?) Now they would solve this problem by rendering a piece that sits slightly above the entire character. Just above skin tight, so that the layer underneath never clips through.

 

... that duplicates the texture of each possible costume piece for each slot, and doesn't fall victim to the animation quirks that cause existing costume pieces to clip weirdly. So at a base, ignoring whatever clipping issues might arise, you're wanting to double the art resources for costumes just to create a single effect? And this is also ignoring the rendering load -- I recall when it was discovered that the lag and rendering issues in Grandville were the result of all the Arachnos buildings having complete original-issue Brutalist building architecture hidden under the Arachnos facades.

 

I'm not saying that asymmetrical costume designs aren't something that's worth setting up as a goal, but trying to implement one effect by troweling more graphics on top of the existing models in a way that isn't going to set up an ongoing way to produce additional asymmetric effects is probably not a good place to allocate the limited developer resources at this time.

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... except now we have assets that are rendered over top of the costume, that do things like wrap around an entire hand. (Remember shoulder kittens? Remember axes and swords are held in only one hand?) Now they would solve this problem by rendering a piece that sits slightly above the entire character. Just above skin tight, so that the layer underneath never clips through.
... that duplicates the texture of each possible costume piece for each slot, and doesn't fall victim to the animation quirks that cause existing costume pieces to clip weirdly. So at a base, ignoring whatever clipping issues might arise, you're wanting to double the art resources for costumes just to create a single effect? And this is also ignoring the rendering load -- I recall when it was discovered that the lag and rendering issues in Grandville were the result of all the Arachnos buildings having complete original-issue Brutalist building architecture hidden under the Arachnos facades.

 

I'm not saying that asymmetrical costume designs aren't something that's worth setting up as a goal, but trying to implement one effect by troweling more graphics on top of the existing models in a way that isn't going to set up an ongoing way to produce additional asymmetric effects is probably not a good place to allocate the limited developer resources at this time.

This is good information.

 

There are a bunch of these rendering issues out there. Maybe we should get a list going so we can have a better understanding of the "lay of the land" so to speak.

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