I don't understand why all factions don't just have an unrestricted color palette.
I mean seriously, you can already make some pretty garish fed uniforms with the existing colors.
Opening up the palettes completely can't really make it any worse, and would in fact add a lot more freedom to character customization.
I mean what's the point of a uniform creator tool if you can't mix uniforms in the first place?
Why did the devs use different color palettes on the various uniforms at all?
(Most of the time even different color palettes on the same uniform)
Example:
The shoulder part is NOT black! Not to speak of the colored collar, which is much brighter than the chest color. (check it in-game you'll see what i mean)
I mean we actually pay REAL money for this, i expect good quality for it.
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
This is also why certain alien species only have access to particular hairstyles. The character editor has the ability to do a lot more than it currently does, but it's largely up to CBS Studios to decide what is allowed and what isn't.
Is it CBS' fault that Romulans don't have facial hair options?
But that's my point.
You can't mix the wells uniform with the Academy trousers for instance without getting two different shades of black. That was just an example, almost every non-plastic looking uniform has a different (internal) color palette.
Very annoying... :mad:
That's because the engine lays colours over the texture already present. And the Textures can be any number of colours. Very bothersome.
That's because the engine lays colours over the texture already present. And the Textures can be any number of colours. Very bothersome.
There is surely a way to make colors less transparent. I am not a 3d artist but i am versed in painting software and i am sure that there is a way to put colors on any texture without distorting the initial color.
I would be ok if it only where about saturations, but the darkest black should look like black, no matter what uniform you put on.
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
Each material likely has 4 main textures assigned to it. (there could be more for other things)
Diffuse - Usually the "Color" texture. In our case, these are mostly black and white.
Mask - Each color channel of the texture (RGBA) has a separate mask, which is used when applying colors
Normal - A bump map. This creates the bumps/wrinkles/etc.
Specular - Creates the specular highlights in certain areas.
The Diffuse textures actually have no color (for most uniforms). They are black and white. The color you select is masked off according to another texture (the Mask) to certain areas, and then multiplied over the original texture.
In a fully, evenly lit environment (which nothing in STO is), the color you would see on screen would be a product of the diffuse texture, and the color you picked. Pixels on the diffuse that are 100% white, will show purely the color you picked. However, there is a large variety of values of pixels, to give you the sense that you're wearing a shirt, or pants, and not just some single color paper cut out. So, if the pixel is darker than white, your chosen color is modified (multiplied) by that value.
Now add lighting into it, and you have a whole lot of different looks for any given color you chose.
In the cases cited earlier, the color of the TNG uniform is brighter on the texture, because it sticks out more than most of the rest. As such, it's final color multiplication would end up brighter. However, in addition, the color is pointed upward, and catching most of the light from above, while the chest is pointed sideways, and only catching SOME of the light from above.
Each material likely has 4 main textures assigned to it. (there could be more for other things)
Diffuse - Usually the "Color" texture. In our case, these are mostly black and white.
Mask - Each color channel of the texture (RGBA) has a separate mask, which is used when applying colors
Normal - A bump map. This creates the bumps/wrinkles/etc.
Specular - Creates the specular highlights in certain areas.
The Diffuse textures actually have no color (for most uniforms). They are black and white. The color you select is masked off according to another texture (the Mask) to certain areas, and then multiplied over the original texture.
In a fully, evenly lit environment (which nothing in STO is), the color you would see on screen would be a product of the diffuse texture, and the color you picked. Pixels on the diffuse that are 100% white, will show purely the color you picked. However, there is a large variety of values of pixels, to give you the sense that you're wearing a shirt, or pants, and not just some single color paper cut out. So, if the pixel is darker than white, your chosen color is modified (multiplied) by that value.
Now add lighting into it, and you have a whole lot of different looks for any given color you chose.
In the cases cited earlier, the color of the TNG uniform is brighter on the texture, because it sticks out more than most of the rest. As such, it's final color multiplication would end up brighter. However, in addition, the color is pointed upward, and catching most of the light from above, while the chest is pointed sideways, and only catching SOME of the light from above.
Then I beg to question, how come we can't get the option to edit these layers as well as the colors? It's possible in the game engine to do that as it can be done in Champions. Because if I want to mix and match parts that have different textures I can make sure the same parts have the same texture. Why some are lit from above and other from the side seems like an error that wouldn't bee to hard to fix. Just rotate the texture 45 degrees.
But allowing us to decide what textures to use as well as the specular areas would be a great improvement. Giving us a wider range of palettes for the metal parts as well as the colors so we can truly get uniforms to be just that uniform (which is their purpose). Of course that should go for badges, pins and patches as well.
Talking about patches. They could use some love too. Adding all the upper and lower case Greek letters. Adding an other (third) layer to put in the images on. And allowing us to add specular parts to them. Plus there really should be a place on the Fleet Holding's main areas where the patch is shown as either a huge patch or as a banner/flag. Maybe even on the outside of the station & mine. But preferable on the inside map. Make it a special project, just put it in there.
The textures in STO are much more specialized than the textures in Champs. In order to deliver a more realistic look, one shirt texture does not work on all shirts. It works on the shirt it was designed for.
I have no idea what you're talking about with regard to rotating the texture 45 degrees, or being lit from the side?
STO already has one of the best characters in any game, but wouldn't it be awesome if you had access to every uniform/body option from every faction/race? I don't expect to actually wear something like this in-game, but it would be amazing just to bring out the character creator's full unrestricted potential.
Now I get that there will be glitches/species differences, but the possibilities there are too great to ignore and I'm sure that workarounds can be found.
So is there anything like this out there? Any way to run the creator by itself? Anything that can achieve something like this (first rule)? If there isn't, is anyone interested in developing one?
Thanks in advance for any responses.
I just want the option to create a character in the game and then import it into the foundry, i have 2 mission i want to update but cant atm
Thanks alot cryptic for removing the import feature for charactors in the foundry ....
The textures in STO are much more specialized than the textures in Champs. In order to deliver a more realistic look, one shirt texture does not work on all shirts. It works on the shirt it was designed for.
I have no idea what you're talking about with regard to rotating the texture 45 degrees, or being lit from the side?
Sorry I misread your earlier post. Language barrier and all...
But it has to be possible to have different materials on all clothing as well as the option to change specular maps as well. Sure the different outfits have a different design to them but I think even I would be able to do that work and submit it to you for implementation, if I had t he right software.
*edit*
For instance the Wells uniform you have to use the color I2 on the top and I1 on the pants to match the colors but neither look black. Both look dark dirty grey.
okay guys, I love how many people are now talking about this, but I think it's getting a little off-topic. the color wasn't what I had in mind, but it's a good point. The costume pieces were the bigger concern, so there's nothing that would allow us to do that, correct? Tacofangs, can you give some confirmation or a response of some kind as to if this is ever going to be seen in-game or in the foundry? Maybe a separate program integrated into the game like demorecord? Thanks for all your responses
Exia@yiweitech U.S.S. Omega AssimilationisFutile
Nimoy's Task Force
Each material likely has 4 main textures assigned to it. (there could be more for other things)
Diffuse - Usually the "Color" texture. In our case, these are mostly black and white.
Mask - Each color channel of the texture (RGBA) has a separate mask, which is used when applying colors
Normal - A bump map. This creates the bumps/wrinkles/etc.
Specular - Creates the specular highlights in certain areas.
The Diffuse textures actually have no color (for most uniforms). They are black and white. The color you select is masked off according to another texture (the Mask) to certain areas, and then multiplied over the original texture.
In a fully, evenly lit environment (which nothing in STO is), the color you would see on screen would be a product of the diffuse texture, and the color you picked. Pixels on the diffuse that are 100% white, will show purely the color you picked. However, there is a large variety of values of pixels, to give you the sense that you're wearing a shirt, or pants, and not just some single color paper cut out. So, if the pixel is darker than white, your chosen color is modified (multiplied) by that value.
Now add lighting into it, and you have a whole lot of different looks for any given color you chose.
In the cases cited earlier, the color of the TNG uniform is brighter on the texture, because it sticks out more than most of the rest. As such, it's final color multiplication would end up brighter. However, in addition, the color is pointed upward, and catching most of the light from above, while the chest is pointed sideways, and only catching SOME of the light from above.
*Ahem* When I said colour, I meant Shade and Tint.
I realize it's often unavoidable, but it's annoying when it's the same clothing set. *cough*ferengi skirt*cough*
While it is not uncommon for a property owner to approve elements of a leased production in order to "maintain the integrity" of the property...
Is there any official answer from a CBS, Paramount, Cryptic, or PWE employee that has verified the claims that CBS is the reason we don't have full control?
Some of the arguments make sense--CBS has to ensure that STO portrays the Star Trek franchise in a positive light... but micro-managing every little detail of a game is virtually unheard of, and when it does happen, generally the producers would likely pull out of the project because of that kind of draconian control.
CBS saying "no you can't produce that episode mission because the plot makes Trek look bad" is reasonable... but "no you can't let your customers create pink uniforms" just seems... petty and unbelievable.
I've got to admit, I kinda like the idea. At least, I personally wouldn't mind if race-locked costume parts (Orion battlekinis, Nausicaan masks, etc) were available to aliengens.
Comments
I mean seriously, you can already make some pretty garish fed uniforms with the existing colors.
Opening up the palettes completely can't really make it any worse, and would in fact add a lot more freedom to character customization.
Why did the devs use different color palettes on the various uniforms at all?
(Most of the time even different color palettes on the same uniform)
Example:
The shoulder part is NOT black! Not to speak of the colored collar, which is much brighter than the chest color. (check it in-game you'll see what i mean)
I mean we actually pay REAL money for this, i expect good quality for it.
Is it CBS' fault that Romulans don't have facial hair options?
It might be? I honestly don't know, and I'm not willing to speculate on that particular issue. But it's certainly possible given past issues.
That's because the engine lays colours over the texture already present. And the Textures can be any number of colours. Very bothersome.
It is. Rommies had beards on tribble.
I would be ok if it only where about saturations, but the darkest black should look like black, no matter what uniform you put on.
Diffuse - Usually the "Color" texture. In our case, these are mostly black and white.
Mask - Each color channel of the texture (RGBA) has a separate mask, which is used when applying colors
Normal - A bump map. This creates the bumps/wrinkles/etc.
Specular - Creates the specular highlights in certain areas.
The Diffuse textures actually have no color (for most uniforms). They are black and white. The color you select is masked off according to another texture (the Mask) to certain areas, and then multiplied over the original texture.
In a fully, evenly lit environment (which nothing in STO is), the color you would see on screen would be a product of the diffuse texture, and the color you picked. Pixels on the diffuse that are 100% white, will show purely the color you picked. However, there is a large variety of values of pixels, to give you the sense that you're wearing a shirt, or pants, and not just some single color paper cut out. So, if the pixel is darker than white, your chosen color is modified (multiplied) by that value.
Now add lighting into it, and you have a whole lot of different looks for any given color you chose.
In the cases cited earlier, the color of the TNG uniform is brighter on the texture, because it sticks out more than most of the rest. As such, it's final color multiplication would end up brighter. However, in addition, the color is pointed upward, and catching most of the light from above, while the chest is pointed sideways, and only catching SOME of the light from above.
Then I beg to question, how come we can't get the option to edit these layers as well as the colors? It's possible in the game engine to do that as it can be done in Champions. Because if I want to mix and match parts that have different textures I can make sure the same parts have the same texture. Why some are lit from above and other from the side seems like an error that wouldn't bee to hard to fix. Just rotate the texture 45 degrees.
But allowing us to decide what textures to use as well as the specular areas would be a great improvement. Giving us a wider range of palettes for the metal parts as well as the colors so we can truly get uniforms to be just that uniform (which is their purpose). Of course that should go for badges, pins and patches as well.
Talking about patches. They could use some love too. Adding all the upper and lower case Greek letters. Adding an other (third) layer to put in the images on. And allowing us to add specular parts to them. Plus there really should be a place on the Fleet Holding's main areas where the patch is shown as either a huge patch or as a banner/flag. Maybe even on the outside of the station & mine. But preferable on the inside map. Make it a special project, just put it in there.
Recruitment: Neverwinter Online (spotlight)(wiki) - Star Trek Online Federation - Star Trek Online Klingon - Star Trek Online Romulan - Champions Online
Guild FAQs: Neverwinter FAQ - Star Trek FAQ - Champions FAQ ..........Facebook: Mattachine Guild
The textures in STO are much more specialized than the textures in Champs. In order to deliver a more realistic look, one shirt texture does not work on all shirts. It works on the shirt it was designed for.
I have no idea what you're talking about with regard to rotating the texture 45 degrees, or being lit from the side?
I just want the option to create a character in the game and then import it into the foundry, i have 2 mission i want to update but cant atm
Thanks alot cryptic for removing the import feature for charactors in the foundry ....
Sorry I misread your earlier post. Language barrier and all...
But it has to be possible to have different materials on all clothing as well as the option to change specular maps as well. Sure the different outfits have a different design to them but I think even I would be able to do that work and submit it to you for implementation, if I had t he right software.
*edit*
For instance the Wells uniform you have to use the color I2 on the top and I1 on the pants to match the colors but neither look black. Both look dark dirty grey.
Recruitment: Neverwinter Online (spotlight)(wiki) - Star Trek Online Federation - Star Trek Online Klingon - Star Trek Online Romulan - Champions Online
Guild FAQs: Neverwinter FAQ - Star Trek FAQ - Champions FAQ ..........Facebook: Mattachine Guild
U.S.S. Omega
Assimilation is Futile
Nimoy's Task Force
*Ahem* When I said colour, I meant Shade and Tint.
I realize it's often unavoidable, but it's annoying when it's the same clothing set. *cough*ferengi skirt*cough*
Is there any official answer from a CBS, Paramount, Cryptic, or PWE employee that has verified the claims that CBS is the reason we don't have full control?
Some of the arguments make sense--CBS has to ensure that STO portrays the Star Trek franchise in a positive light... but micro-managing every little detail of a game is virtually unheard of, and when it does happen, generally the producers would likely pull out of the project because of that kind of draconian control.
CBS saying "no you can't produce that episode mission because the plot makes Trek look bad" is reasonable... but "no you can't let your customers create pink uniforms" just seems... petty and unbelievable.