This is just a quick rant and a plea to Cryptic. After all the patches this week, I've finally reached a limit when it comes to these visually bugged uniforms. I've noticed these more on my female toons using the feminine stance. The antares and sierra uniforms have issues with overlapping textures where the female models skin will protrude through the uniform like it has holes. The rank pins and badges sink in and out of the uniforms as well. Especially in the feminine stances. This happens on both regular and open versions. The Dyson, Miner, LOBI mirror universe uniforms have issues as well. On male toons the short sleeved miner uniform is horribly bugged. It's ridiculous now especially with how limited our choices already are in game. So PLEASE Cryptic, pretty please with a cherry on top, please fix the uniform visuals. Right now you guys are doing an AOY, TOS event, yet the TOS uniforms are also messed up on the female toons on feminine stances where the rank on their wrists are cut in half.
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So it does sound like they are aware of the issue.
If anyone would like to provide some screenshots of other issues involving uniforms... I'll see if I can pass them along for the Character Artists to look into.
And character art is separate from ship art.
The resident forum voice of reason (I HAZ FORUM REP! YAY!)
Main reason for that theory is that, like the skirts, at a certain zoom point where the player model goes transparent to see through it, you kinda get a double ghost effect from the sleeveless, showing that there's another model underneath that top. You don't get that from the sleeved ones.
The resident forum voice of reason (I HAZ FORUM REP! YAY!)
What's odd is that they don't have to do it that way. The character models are actually broken into chunks: head and neck, torso and hips, arms, legs, hands, and feet. They can freely swap and replace pieces where they need to, in addition to culling parts of the mesh that can't be seen. So they don't even have to worry about parts of meshes that are clipping through the way they are now. In fact, that's how many 'clothing' systems work -- they have different 'special-case' versions of various body parts to deal with clipping issues, and use those versions in place of the default parts where necessary. Like with shorts -- the leg part of the mesh doesn't continue into the shorts themselves. It terminates where the two meshes meet. The shorts completely replace the hip, waist, and thighs part of the base character mesh.
Hell, I did something similar with my own stuff, and I quickly realized that trying to keep the base mesh present at all times was an exercise in futility, no matter how hard I tried. Even when the two meshes share the exact same topology and vertex weights, when they're deformed by animations and poses, there will invariably be pinching and folds, so one mesh intersects the other, creating clipping errors. It was just easier to use visibility groups to hide the parts of the mesh that couldn't be seen, and where the clothing mesh had significantly different topology, create a clone of the body mesh to merge perfectly with the clothing mesh and get rid of any overlap entirely.
And this will remain true for the foreseeable future until game engines start supporting real-time full-body cloth sims. That's still a ways out yet.
I've passed it up the chain.
The resident forum voice of reason (I HAZ FORUM REP! YAY!)
I don't see an issue with this, apparently the ingame models lack nipples, to even be considered NSFW, BTW do female caitians need to wear tops, seems like their goods are covered by fur anyways.
What about bugs with players saving uniforms and be able to use theme from multiple other characters not of that character i have that issue. My main character has saved uniforms that my alt character can access along with my TOS characters also.
I've noticed that if they're the same species, they do seem to share outfits woth other characters because it saves them based on species.
The resident forum voice of reason (I HAZ FORUM REP! YAY!)