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Messages - SilverAgeFan

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16
Interesting.

We're definitely not done introducing new sets, event sets, or general recipes. I don't know exactly when the next round will be, but I'll pass this idea along to the team members doing the most work on related projects.

It might be of some inspiration to them. Thanks for posting it!

17
Our team does have a decent understanding of what makes MMs tick under the hood and all the assets required to properly flesh out a new powerset. Right now the obstacle is one of production schedule. As you might imagine, a new MM primary represents the most resource intensive of possibly any new powerset to make from scratch.

Note that the team is working to move away from powersets that feel like recycled or even upcycled elements of existing assets.

We definitely want to bring the server some new MM primaries. Your set proposal, in its broad strokes, has been definitely been noticed and discussed by the powerset developers on our team. But I cannot at this juncture confirm or deny any new MM primaries that may or may not currently be in production.

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General Suggestions and Feedback / Re: P&P RPG Powers in CoH: Rebirth
« on: July 15, 2022, 11:31:18 pm »
Hi there! This is an interesting proposal.

I'll make sure the powers folks are alerted to your idea. I know at least one of our devs has looked at the challenges of a mimicry power (not so much for visual shapeshifting, which honestly *might* be the easier part) but rather more for a Rogue-(the-mutant-not-the-game)-like powerset for absorption.

There are loads and loads of technical issues making powers absorbable within CoH. Trailing shortly behind that are loads of balance concerns. Not necessarily on the higher end of the power scale, but ironically, as we looked at it on the lower end. Like what is an absorber/mimicry character to do when they run into a pack of Rikti monkeys or the only enemy left standing to absorb and ready yourself for the next fight is a weak minion? Do you get their assault rifle or other weapons? Or do you just get certain attributes?

Anyways, despite these design challenges, know that some of what you describe are things that other devs have expressed a degree of interest in. Will these highly ambitious ideas ever bear fruit within CoH and our efforts?

Hard to say. Definitely not any time super soon!

However, our dev team does have lots of great things we do know are feasible and up to now have never been seen in CoH. And they are in active production. So even in a powerset like you describe doesn't make it to Rebirth, know that there are many exciting things coming over the next year!

19
General / Re: CoH Graphics
« on: April 28, 2022, 10:20:15 am »
I'd have to pull a sphere from the geos to do that. (Something I honestly won't have time to dig up for a while)

One of the tricks that CoH rendering uses to "smooth" seams further are the "multiply" layers in
a compound texture stack (an "X_ texture" or "trick"). When one of those gets flagged as a "sphere map"
it gets handled differently--projected onto the model dynamically.

This is used for reflections but it also has the effect of burying imperfections, much like "glazing layers" in
an oil painting--if that metaphor makes any sense.

Additionally, there are ways that CoH rendering seems to handle seams of a UV map and geometry back to itself
that blend really well. The asym work I've done I've found it quite forgiving making the vertical seams on the
chest and back disappear (both along the central axis of symmetry).

Where the CoH rendering is much much more finicky is where one geometry picks up the surface of another object.

This may again be connected to smoothing groups and how the graphics engine defines which edges to smooth and how.
Pretty sure CoH uses OpenGL rendering--which honestly is well above my paygrade at the moment.

20
We already corresponded on the Discord, but leaving a note here for anyone browsing.

This is being looked into. It's likely related to the asym work I did honoring the places where Cryptic and Paragon decided to use the skirt/shorts hips in the "with skin" category for female hips.

Currently exploring best means to address this for better in game display without perceivable distortion of pattern masks from their original creators intended layout on the character model.

21
General / Re: CoH Graphics
« on: April 20, 2022, 07:07:21 pm »
The UVW maps are all over the place.

They may have at times painted on the model which some 3d software prior to closure already allowed and then exported a guide document after getting some registration marks on their seams.

EDIT to add: CoH models are also allowed 1 smoothing group. Faces can be in that smoothing group or out, either all the faces on the model, none or some combination in between. This then tells the renderer to smooth the edges. Without smoothing groups, you end up with something like the quartz models from the DE with hard faceted faces.

22
General / Re: Rebirth Costume Tool Beta 0.3
« on: April 19, 2022, 04:55:55 pm »
Great work getting the upgrade for this tool together so quickly! Hope you get some good feedback from testers!

Let me know if you need anything from the Rebirth dev team to help you continue advancing the tool!

23
General / Re: Comments: STATE OF THE ISSUE: RI3
« on: March 23, 2022, 08:03:45 am »
Oh hey! Thanks for the words of support.

While the dev in me is totally focused on the cosmetic work I'm currently engaged in, the player in me (who has been able to see the WIP on the pool revamp) is also super excited for things to make it to live. As I understand it, the pool revamp is extensive enough that it will need to be broken into two (logically segmented) chapters spread over a couple issues. The fitness changes are sort of a preamble and represent by far the most concise adjustment.

Without locking in the devs spearheading the project to any specific change, I think I am allowed to say they are working from a philosophy that no single pool power should feel like punitively prerequisite and they want players to feel tempted to go deep into many of the pools. So I think you too will be excited by what is in store!

24
General / Re: Gallery: Show off your Asym Female Open Beta creations here!
« on: February 12, 2022, 03:29:08 pm »
Love seeing this!

Next update, females will be getting arm wings as well :D

25
General / Gallery: Show off your Asym Female Open Beta creations here!
« on: August 26, 2021, 08:55:30 pm »
This is a gallery to show off your discoveries and creativity with the new options on Rebirth's PTS and the Female Asym Open Beta. Please look in the Almost Tested section for a thread for posting bug reports and development related feedback.
Hi all! Feel free to show off anything and everything you've created with the new systems and options on Rebirth's PTS during our Female Asym Torso Open Beta.

Be it a masterpiece or a disaster from the random button, seeing what you all are getting out of the new options helps me (and my team, yes I have helpers now!!  ;D ;D ;D ) be better designers for our community.

26
This thread is intended for feedback. You can show off your creativity and screenshots in another thread I'm about to start in general!
Hi heroes, villains, and everyone in between!

Starting this thread as a place to collect feedback on the new costume options coming to Rebirth's PTS. Female asym torsos are about to go into public beta.

They include tons of new options, including a WIP test library of over 100 new pattern masks; new geometries such as the bell bottoms, jodhpurs, and single panel tights; new techniques such as Integrated Tights, quasi 3-color pattern masks, and multi-color pattern masks; and a revamped set of options for pants allowing you to create contiguous catsuits and unitards for your characters.

27
Solo TF/SF Options:

Question about this part of the future plans.  Will the Ouroborus version also allow the option for toggling ArchVillains into Elite Bosses, based on your notoriety settings?

Hi there Citizen Razor. I just spoke with the dev in charge of the Ouro crystal versions of TFs, and it sounds like yes indeed--AVs vs EBs will indeed be determined by your notoriety settings.

Vintage Positron and vintage Sister Psyche TFs (already available on the Ouro crystals) are being used as models for how the other ones will be implemented.

28
General Suggestions and Feedback / Re: Horns and Sunglasses
« on: May 28, 2021, 08:20:41 pm »
Dropping in with a quick reply to say this suggestion has been seen by the art dept. Not the first time we've heard this complaint. And it is something we'd certainly like to address at some point.

But do not expect it until after Issue 2. Possibly after Issue 3.

29
Back in early March of this year, while my work on Rebirth Issue 1 was winding down to just bug fixes and polish, I sat down and charted out the range of possible small, medium, and large art projects I could undertake for Rebirth's future development.

Some of the projects I weighed included: new full body patterns based on some of the capes players were loving on Rebirth's Public Test Server (PTS), our own version of full body glowing and animated skins that other players expressed excitement about while playing on other private servers, a more modest female chest piece which I refer to as single panel tights (and others in cruder terms call the "uniboob"), and even a player request for the classic golden age jodhpur style pant that we all associate with adventurers and pilots.

One thing all these projects had in common is they would add to our existing library, on top of the foundation we currently have. There was one other project that I was aware of out of the corner of my eye that was more foundational than any of these additions: full torso asymmetry. The promise of the idea always excited me. Back on live, I was definitely one of those in the costume forums floating the idea repeatedly to the Paragon devs. Back then, we were told there was no easy way and it was essentially impossible.

Truth is it was never impossible. But it always represented a lot of work.

The Challenge:

Early in City of Heroes development, the original team decided to use mirrored textures on central body parts. They would later go back and revamp heads, giving us the possibility of asymmetric faces. But they never got into the complex nest that is the torso library. Late in the development of the Live game, they would circumvent this, making new chest geometries for some First Ward enemies and even a new hip geometry used only by the post apocalyptic pants. These were nice add ons that gave a tiny taste of what chest and hip asym might do for the game's aesthetics. But they did nothing to attack the real problem: our massive and widely used library of symmetric legacy geometries.

I knew if I were to take this on I needed to take a systems approach, as I go into in my prior diary, and be thorough about it. Chest and hip asym would need to neatly bookleaf into our existing library of parts.

In our game, 3d objects all have what is called a UVW map (also called UV map for short by many 3d artists). This map tells the computer how to wrap a flat 2 dimensional graphic around the 3d coordinates to give it color, surface, and other details. It can even be used with bump maps or normal maps to give the lighting renderer clues as to how to shade fine surface detail.

The legacy male chest geometry has a map that looks like this:


The bottom of that image is the front of the chest. The top is the back. And the shapes jutting out to the left are the upper arm.

You'll notice that it looks like just the left half of the body. That is because the right half has been cleverly mirrored and folded to overlap exactly with the left side. In this sense, the original UV maps were very much like an old school paper doll you may have cut out in kindergarten.

What that means is that a texture intended to look like this


would actually show up in game looking more like this


Working towards a robust, viable solution:

So the first task was to take that paper doll and make sure it was no longer overlapping. There were a couple ways I could have gone about this. But I ultimately settled on a technique referred to as "tiling." Here, tiling is a fancy way of saying "repeat." This way, with the help of some of that X_ texture code I described in the last diary, I could implement chest and hip asymmetry in a manner that only required that I remaster (reformat and double up the graphics in an outside program like Photoshop) of the pattern masks and not every single base texture, normal map, compound mask, and glow map that players might employ. (There are over 350 pattern masks in game. The base patterns, normals, and glow maps are several times that!)

Also around this time, while doing bug fixes for Ri1, it became clear to me that I could not do this universally because some of the parts we use--both geometries AND textures--are utilized by enemy groups throughout the game. And I knew that those needed to be left alone or the scope of this project would just bloat to a place that was once again impossible for me to see through alone!

This is what the new UV map of the tiled version of the legacy male chest tights geo now looks like


With some rudimentary X_ texture code in place, I was finally able to look at the modified chest geo to see if anything was showing up properly.


It was close. Much further along than it had been. But you may notice there is a distinct streaking phenomenon on the left side of the figure's torso. At the time, I was certain my code was correct to make the graphic tile up properly. But clearly something was wrong.

The issue is even more apparent in this combination


It took me several days to maybe a week of experiments and digging deeper and deeper into how the game manipulates textures before I sorted out what was going wrong. In the games internal lingo, when referring to 2d textures, the letters `S` and `T` represent the dimensions x and y. I knew there was something that was locking out the S dimension from tiling, since it is a left right streaking.

The answer for me ended up becoming clearer when Naomi, an awesome art dev from the Homecoming server consulted with me regarding a graphic bug that Draggynn first identified on the Ri1 cape patterns: there were these little ghosted edges showing up on any of the alpha cut out capes. This was because the graphics were trying to tile. And the solution to fixing this was to get clampS and clampT flags associated with each of these new patterns. What these flags essentially do is tell the game "HEY, You! Graphics engine! Don't tile these graphics." On the capes, the chance of tiling meant the last row of pixels was sampling from the other side of the graphic and picking up a touch of the solid edge and trying to dither to it.

For the issue with smearing chests, I needed to do the opposite, and make the textures yell at the game and say "HEY, You! Graphics engine! TILE these graphics--especially in the S dimension!" It took a lot of digging and several experiments, but it turns out another flag that you can apply to textures is RepeatS. But this needs to be done at exactly the right place in order to override any clampS flag which can often be baked into the header of the legacy .texture files.

Though I was still nervous that all this alpha-stage research and effort was for naught, on March 20, 2021 something magical happened. I loaded up my latest iterations of changes, muttering to myself "if this doesn't work, I don't know if asym chests are possible." I went into the CC and to my test entry, started fiddling with the options and lo and behold


This is the first screenshot, to my knowledge, of a generalized asym chest piece in the game. It is definitely the first combination I laid eyes on and the first screenshot I took.

Current Development:

With the alpha proof of concept finally successful, I set aside my very sloppy alpha stage test assets and code, reverted the copy of the game I was working on to what was on PTS and then began taking notes. Long copious notes inventorying each and every geometry I would need to adjust for each and every gender.

I also decided at this point that it made sense to start integrating the new geometries that I'd identified as common standards that arguably should have been in from day 1, like the single panel chest for females and the golden age jodhpurs for all genders, but oddly never made it into the game. (The third, latest, and likely final addition to this short list is the '70's style bell bottom pants.)

It's definitely been a slow grind since the end of March through now. But I'm nearly done with the full system conversion for females, currently wrapping up some of the last categories of hips. Luckily, much of the X_ texture code I need to write, covering every single base texture entry in game for these parts, can be recycled across genders. So the first pass is always the most time consuming. I anticipate male and huge conversion will take about 50% the time it has taken to do the female model. (Plus a lot of time was spent perfecting the single panel tights and their associated chest details! But when you finally get to play with them in detail, I'm certain you will agree that it was time well spent!)


Addendum:

To underscore the scope and scale of this endeavor, this image is a capture of all of the geometries bundled into the female asym torso core system. Again, this is only for female characters. When I get to male and huge, they each will have their own bundle of converted geometries.


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Especially interesting about the Sport glove, do I see boots for hands in the future?  ;)

haha! no!! But I do want to eventually loop back to glove diversification for a second round. It would take custom mask maps on all the other models I've identified for the system, but I'd love to liberate those spider plates from the Sinister gloves for use with other parts!

All told I took notes on like 15 more possible candidates for the system in gloves alone.

As far as boots (for boots, not gloves!  ;) ), I anticipate those getting diversified after we've implemented asym boots on Rebirth.

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