/costumecreator.setskeleton male
/costumecreator.setskeleton female
Follow these with /CostumeCreator.randomcostume 1 several times each.
Again, you must be in the tailor, but mustn't be editing a costume; only as far as you need to be to see the paperdoll on the right.
I'm pretty sure that tech needed for storing attachment bones, geos and textures for vehicle models in the character costume save files could be devised with enough time and effort, as costume datas in demorecord files and costume saves are stored in the very same way.
It's an entry for left hand of female character model using tribal long gloves with leather type material.
Problem to solve would be how to set condition for making vehicle costume invisible unless character is actually using vehicle device (but there is already existing comparable mechanic, with travel power replacing character cape model when using cape glide).
The other question would be if vehicle models should be always visible in tailor, or only if player has such device equipped and turned on.
But even if all vehicle costumes would be always visible in tailor, in, lets say, new "vehicle chasses" tab, it shouldn't be really an issue - as right now we have only 4 chasses for jets, 2 for tanks and 2 for bikes.
And if players could preview all the vehicle models in tailor and play a bit with coloring them, it could be a nice incentive for buying a vehicle and having those models in the gameplay.
Unfortunately, game's management decided that it's better to rush things (again) and offer us a half-finished thing.
Which basically ends with product desirable for fewer players.
And they are losing potential income because of it.
For example - I've been buying grab bags and occasional keys for Taco boxes with leftovers from my other purchases, yet I've never tried to gamble for the Avalanche tank.
Why? because I don't like its color scheme, this ugly "winter" camo with strange "T-shirt" pattern, to the point when its better stats aren't enough compensation for its ugliness. Not to mention this color pattern is really suitable only for winter-themed characters.
Now, if I had a chance for tailoring tank color scheme to my liking then I might be trying to gamble for Avalanche.
Also, I'm not believing in any 'hard' work made with current different tank textures. I've made fair share of planes skins for Il-2 Sturmovik and textures for NWN models. Once you have a ready base 'clean' texture template for given model, making color and camo variations of it is really quick and simple.
Example from a different game, but:
Remaking this one (texture made by other player):
Into this one (texture made by me):
Was done in less than half of hour.
Obviously, I had ready 'clean' texture with things like dirt, smoke traces and markings on different layers made before, but don't tell me that developers working at game company don't have default templates for their own models, or already made graphic resources.
Besides, skins for CO vehicles are much, much simpler than skins for flight sims models.
There was no real hard or excessive work made with all curent vehicle camo pattern variations except for making original clean texture for every model.
Edit:
On the other hand, I must to correct myself. There is one situation when making simple reskins is a lot of hard work.
If CO has only like two or three dev's and it's the only one or two people who have to make all models and textures for all new game assets. Or CO tasks are given as a side projects to people working at STO or NWN.
But then, there is a failure at management level.
PWCryptic headmasters should finally realise the fact that you can't make a good product without investing in it before.
/costumecreator.setskeleton male
/costumecreator.setskeleton female
Follow these with /CostumeCreator.randomcostume 1 several times each.
Again, you must be in the tailor, but mustn't be editing a costume; only as far as you need to be to see the paperdoll on the right.
but its a tech talk 9 months necro so its worth it, especially if the devs are reading this information which is valuable. If it takes other devs or indy guys to give advice, why not?
I have no idea what they do in their office on their daily planner but, I would hope it would be the same brainstorming people have been doing in this thread already. Also the command line for skeleton mesh correction. Pretty useful stuff.
but its a tech talk 9 months necro so its worth it, especially if the devs are reading this information which is valuable. If it takes other devs or indy guys to give advice, why not?
I have no idea what they do in their office on their daily planner but, I would hope it would be the same brainstorming people have been doing in this thread already. Also the command line for skeleton mesh correction. Pretty useful stuff.
We're getting the ability to pool Drifter Salvage in the account bank despite the tech not allowing it, so hey maybe the Cryptic North manpower can make some of the tech not allowing it problems with some of these go away too.
On a side note, by this point I'm pretty dang sure color customizable vehicles just aren't going to happen, if I could just paint my Ridge-back white it'd probably piss off the people that shelled out for an Avalanche just for the color and all that. But what they maybe could do is just make a handful of new jets/bikes/tanks in various colors. I don't know what all goes into it but it seems like they could just copy the stats from one of the low tier ones and change the skin color and give it a new name and bam new device. If the vehicles were available in at least the 8 standard kindergarten crayon box colors it'd help them match people's heroes more and I figure would make more sales. I for one already have a tank on my main toon but would be pretty dang tempted to replace it if a green or purple one came out.
They would fit my 2 Mains characters theme PERFECTLY
(Saber Rider and the Star Sheriffs was my Childhood)
Vampire Hunter D also provides example of Cyborg Horses
and something Crazy
Let Mechanical Horse be a TvTrope for CO as well!! :biggrin: Please make it happen! I don't care for normal Horses I want ROBOT HORSES
POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
Ofcourse those Horses would be flying ones.
Since CO can't cope with ground based vehicles/mounts.
....
Something like that could work.
___________________________________
While she has been rescued
what diabolical mastermind
was behind the devious brain-napping of
the Volterrific Dr Cerebellum?
We're getting the ability to pool Drifter Salvage in the account bank despite the tech not allowing it, so hey maybe the Cryptic North manpower can make some of the tech not allowing it problems with some of these go away too.
On a side note, by this point I'm pretty dang sure color customizable vehicles just aren't going to happen, if I could just paint my Ridge-back white it'd probably piss off the people that shelled out for an Avalanche just for the color and all that. But what they maybe could do is just make a handful of new jets/bikes/tanks in various colors. I don't know what all goes into it but it seems like they could just copy the stats from one of the low tier ones and change the skin color and give it a new name and bam new device. If the vehicles were available in at least the 8 standard kindergarten crayon box colors it'd help them match people's heroes more and I figure would make more sales. I for one already have a tank on my main toon but would be pretty dang tempted to replace it if a green or purple one came out.
One of the biggest issues I heard earlier about the whole vehicle system is if they want ground vehicles, they will have to figure out a way to control player tilt axis when going down a steep incline. IE when your character stands on a slope, it doesn't stand in response to the slope. Vindictus and alot of other games have methods to address this by basically adding stance physics, so if you step on a rock while running forward you're foot doesn't step through the rock, but on top of it.
Since this games core engine is a bit dated, I would reflect back on what we used to use for playstation 1 games, when full scale physics just wasn't an option. Which was make the players axis respond and change only in certain areas where it would look fugly to do otherwise. Or take the extra long step and have the players axis respond based on perceived angle of decent, aka changing the way things animate.
Easiest thing for them to do to be completely honest is just patch in new physics and adjust leg animations to roll with the terrain.
Maybe someone has an idea for a loophole using whats already in the game, but aside from a slight variation of the powerslide I'm not sure that it would be easy. They could modify all animation schemes to react differently with terrain, but as it stands now this game is missing some pretty integral character physics.
I tend to believe that Cryptic uses a lot of technical excuses to hide the fact that thye don't want to do things. For exemple, aura coloring is already here in the nemesis tailor (you can color aura costume pieces sch as takofanes crown's aura), yeah how cool is it that you can make your worst enemy look as badass as you want and can't do the same for your hero ? Same for vehicle coloring, and SAME for ("sorry we can't make vehicles tilt according to the ground". Look at ooze tunneling or scarab tunnelng : oooh they can do it ! Well replace scarabs with a Harley Davidson and there you go, ground vehicles ! I am unsure about the foundry thing.. since Brou found a basic foundry menu in the code, I believe that foundry was also meant to be implemented, but what good would it do for Cryptic ? The answer is not as much good as the lockbox do.
And as some said, there's no need for more vehicle sugestions, let the devs focus on actual stuff.
I tend to believe that Cryptic uses a lot of technical excuses to hide the fact that thye don't want to do things. For exemple, aura coloring is already here in the nemesis tailor (you can color aura costume pieces sch as takofanes crown's aura), yeah how cool is it that you can make your worst enemy look as badass as you want and can't do the same for your hero ? Same for vehicle coloring, and SAME for ("sorry we can't make vehicles tilt according to the ground". Look at ooze tunneling or scarab tunnelng : oooh they can do it ! Well replace scarabs with a Harley Davidson and there you go, ground vehicles ! I am unsure about the foundry thing.. since Brou found a basic foundry menu in the code, I believe that foundry was also meant to be implemented, but what good would it do for Cryptic ? The answer is not as much good as the lockbox do.
And as some said, there's no need for more vehicle suggestions, let the devs focus on actual stuff.
I would say their key problems with auras vehicle coloring land vehicle tilts etc, need to be focused on. We don't need to be making up any more excuses for them. They can do that on their own time.
If you can figure out implementation of proper player tilt axis based on terrain you can also figure out a way to bring in wall climbing travel powers, and maybe even wall jumps.
If you can unhook the coloring of vehicles and make it an actual tab, you can sell vehicle paint jobs in the zen store.
If you can alter auras of nemesis then you can sell actual colorable auras in a lockbox or zen store.
That kind of stuff is actual stuff. While a foundry may well take over a year to implement in the current engine, a better train of focus would be well, since this stage of the champions engine is dated, why not transfer our assets from whats currently at use into the more updated version found in Neverwinter.
And you can't give the excuse "oh its not possible" it is possible, it just depends on how much work your team is willing to do to transfer geometries and assets over into the upgrade. Sure your server code guy is gonna have a hell of a task if even. But for the most part, If I can transfer assets from an old ps1 game over into unreal engine then I don't see why its not possible here. And this is given limited information about their current alterations to the engine with neverwinters release.
When discussing the issue with axial tilts on slopes, LordGar said jokingly that only unicycles would work as ground vehicles.
Captain Americlown wants a Harley-Davidson motorized unicycle!! (It's a perfect fit - the original Cap has been known to ride motorcycles, after all...)
"Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"
Hey, maybe we could have a sleigh this year before Christmas?
That... that could actually be cool, they could take one of the Grav Chariots and just Christmas it up a bit, red paint job, white trim, some holly or candy cane decals, maybe some kinda snowball based weapon if they feel ambitious and bam [Grav Sleigh Kringle] ready for action, get yours in the [Happy Holidays Lockbox] :biggrin:
Comments
Again, you must be in the tailor, but mustn't be editing a costume; only as far as you need to be to see the paperdoll on the right.
Also keep in mind: just because this can happen in the tailor does not mean there is a way to store this information anywhere or on anything.
Razira's Primus Database Page
Get the Forums Enhancement Extension!
This one is copied from costume save: It's an entry for left hand of female character model using tribal long gloves with leather type material.
Problem to solve would be how to set condition for making vehicle costume invisible unless character is actually using vehicle device (but there is already existing comparable mechanic, with travel power replacing character cape model when using cape glide).
The other question would be if vehicle models should be always visible in tailor, or only if player has such device equipped and turned on.
But even if all vehicle costumes would be always visible in tailor, in, lets say, new "vehicle chasses" tab, it shouldn't be really an issue - as right now we have only 4 chasses for jets, 2 for tanks and 2 for bikes.
And if players could preview all the vehicle models in tailor and play a bit with coloring them, it could be a nice incentive for buying a vehicle and having those models in the gameplay.
Unfortunately, game's management decided that it's better to rush things (again) and offer us a half-finished thing.
Which basically ends with product desirable for fewer players.
And they are losing potential income because of it.
For example - I've been buying grab bags and occasional keys for Taco boxes with leftovers from my other purchases, yet I've never tried to gamble for the Avalanche tank.
Why? because I don't like its color scheme, this ugly "winter" camo with strange "T-shirt" pattern, to the point when its better stats aren't enough compensation for its ugliness. Not to mention this color pattern is really suitable only for winter-themed characters.
Now, if I had a chance for tailoring tank color scheme to my liking then I might be trying to gamble for Avalanche.
Also, I'm not believing in any 'hard' work made with current different tank textures. I've made fair share of planes skins for Il-2 Sturmovik and textures for NWN models. Once you have a ready base 'clean' texture template for given model, making color and camo variations of it is really quick and simple.
Example from a different game, but:
Remaking this one (texture made by other player):
Into this one (texture made by me):
Was done in less than half of hour.
Obviously, I had ready 'clean' texture with things like dirt, smoke traces and markings on different layers made before, but don't tell me that developers working at game company don't have default templates for their own models, or already made graphic resources.
Besides, skins for CO vehicles are much, much simpler than skins for flight sims models.
There was no real hard or excessive work made with all curent vehicle camo pattern variations except for making original clean texture for every model.
Edit:
On the other hand, I must to correct myself. There is one situation when making simple reskins is a lot of hard work.
If CO has only like two or three dev's and it's the only one or two people who have to make all models and textures for all new game assets. Or CO tasks are given as a side projects to people working at STO or NWN.
But then, there is a failure at management level.
PWCryptic headmasters should finally realise the fact that you can't make a good product without investing in it before.
Correction: /costumecreator.setskeleton male_4arms
@IonutRO
Get the Forums Enhancement Extension!
but its a tech talk 9 months necro so its worth it, especially if the devs are reading this information which is valuable. If it takes other devs or indy guys to give advice, why not?
I have no idea what they do in their office on their daily planner but, I would hope it would be the same brainstorming people have been doing in this thread already. Also the command line for skeleton mesh correction. Pretty useful stuff.
We're getting the ability to pool Drifter Salvage in the account bank despite the tech not allowing it, so hey maybe the Cryptic North manpower can make some of the tech not allowing it problems with some of these go away too.
On a side note, by this point I'm pretty dang sure color customizable vehicles just aren't going to happen, if I could just paint my Ridge-back white it'd probably piss off the people that shelled out for an Avalanche just for the color and all that. But what they maybe could do is just make a handful of new jets/bikes/tanks in various colors. I don't know what all goes into it but it seems like they could just copy the stats from one of the low tier ones and change the skin color and give it a new name and bam new device. If the vehicles were available in at least the 8 standard kindergarten crayon box colors it'd help them match people's heroes more and I figure would make more sales. I for one already have a tank on my main toon but would be pretty dang tempted to replace it if a green or purple one came out.
ROBOT/CYBORG/Mechanical Horse
They would fit my 2 Mains characters theme PERFECTLY
(Saber Rider and the Star Sheriffs was my Childhood)
Vampire Hunter D also provides example of Cyborg Horses
and something Crazy
Let Mechanical Horse be a TvTrope for CO as well!! :biggrin: Please make it happen! I don't care for normal Horses I want ROBOT HORSES
Since CO can't cope with ground based vehicles/mounts.
....
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
My super cool CC build and how to use it.
Something like that could work.
While she has been rescued
what diabolical mastermind
was behind the devious brain-napping of
the Volterrific Dr Cerebellum?
This is the Batmobile from Batman Beyond. A reasonable future car-like design.
[SIGPIC][/SIGPIC]
@Hope1 ingame. PRIMUS Database Characters
One of the biggest issues I heard earlier about the whole vehicle system is if they want ground vehicles, they will have to figure out a way to control player tilt axis when going down a steep incline. IE when your character stands on a slope, it doesn't stand in response to the slope. Vindictus and alot of other games have methods to address this by basically adding stance physics, so if you step on a rock while running forward you're foot doesn't step through the rock, but on top of it.
Since this games core engine is a bit dated, I would reflect back on what we used to use for playstation 1 games, when full scale physics just wasn't an option. Which was make the players axis respond and change only in certain areas where it would look fugly to do otherwise. Or take the extra long step and have the players axis respond based on perceived angle of decent, aka changing the way things animate.
Easiest thing for them to do to be completely honest is just patch in new physics and adjust leg animations to roll with the terrain.
Maybe someone has an idea for a loophole using whats already in the game, but aside from a slight variation of the powerslide I'm not sure that it would be easy. They could modify all animation schemes to react differently with terrain, but as it stands now this game is missing some pretty integral character physics.
And as some said, there's no need for more vehicle sugestions, let the devs focus on actual stuff.
(°∇° ) #megalodon2015
I would say their key problems with auras vehicle coloring land vehicle tilts etc, need to be focused on. We don't need to be making up any more excuses for them. They can do that on their own time.
If you can figure out implementation of proper player tilt axis based on terrain you can also figure out a way to bring in wall climbing travel powers, and maybe even wall jumps.
If you can unhook the coloring of vehicles and make it an actual tab, you can sell vehicle paint jobs in the zen store.
If you can alter auras of nemesis then you can sell actual colorable auras in a lockbox or zen store.
That kind of stuff is actual stuff. While a foundry may well take over a year to implement in the current engine, a better train of focus would be well, since this stage of the champions engine is dated, why not transfer our assets from whats currently at use into the more updated version found in Neverwinter.
And you can't give the excuse "oh its not possible" it is possible, it just depends on how much work your team is willing to do to transfer geometries and assets over into the upgrade. Sure your server code guy is gonna have a hell of a task if even. But for the most part, If I can transfer assets from an old ps1 game over into unreal engine then I don't see why its not possible here. And this is given limited information about their current alterations to the engine with neverwinters release.
in all honesty I want to see more rugged powerful-looking vehicles.. like the viper hovertanks.
Captain Americlown wants a Harley-Davidson motorized unicycle!! (It's a perfect fit - the original Cap has been known to ride motorcycles, after all...)
- David Brin, "Those Eyes"
Get the Forums Enhancement Extension!
....
And playing by myself since Aug 2009
Godtier: Lifetime Subscriber
That... that could actually be cool, they could take one of the Grav Chariots and just Christmas it up a bit, red paint job, white trim, some holly or candy cane decals, maybe some kinda snowball based weapon if they feel ambitious and bam [Grav Sleigh Kringle] ready for action, get yours in the [Happy Holidays Lockbox] :biggrin: