Johnstone

Legend
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  1. Johnstone

    Epilogue

    Great story. Thanks.
  2. Quote:
    Originally Posted by VoodooGirl View Post
    If I can't get the textures, no great loss.

    Also, for base edtors; this is a great way to back up your bases (although many sprites will just appears flat planes.)
    You should be getting the textures no problem, it's the materials that it doesn't get. Although, I'm not sure if the extractor is getting the alphas, I think it is but haven't messed around with it enough yet. Through guess work I can probably tell you how the materials are set up for everything (RGB channel is Diffuse/Color map, Alpha channel is Specular, and then there's some fun stuff going on with the masking when you use patterns).

    Also, I haven't gotten a chance to try again, but I'll try what Arcana said about the vertex thing and see if I can make it work. I think the best place to grab the model will be from the character select screen though, unless a specific pose is desired.
  3. Quote:
    Originally Posted by MeanNVicious View Post
    Even if we couldnt play the game anymore - has anyone asked if its possible to get a copy of our account info ? Maybe whats on our account in the game data base so we could look back at our characters, descriptions, names, builds, badges, etc at a later date ? Ideally seeing it in a client side version of the game just to "look at it" all again. But if its just a basic data sheet or excel file I would love that too.

    Personally I had such a strong attachment to my characters and account. Its heart breaking to think I would even be able to look back at basic info of my characters again.

    Has anyone contacted any support about this ? Is it possible ? Could it be possible ?

    TY
    That would be nice. I was planning on ripping the models for most of my characters and copying their stories... But that's a ton of work considering I have over 50 characters on my home server alone.
  4. Or (like I said in another thread) they're just rounding down on the "Mayan Doomsday" and figured twenty or so days didn't matter in the long run.
  5. Quote:
    Originally Posted by Dark Energon View Post
    I'm going to be busy working on a business plan to pitch to a major tech company with deep gaming roots. I am waiting on feedback from Zwill and Posi regarding this, i send them a pm here on the forums and a reminder on Twitter.
    Basically, we have what they are looking for. A MMO, that has an established loving fan base, a great Dev team and standard setting interaction between those two parties. I am confidant that if the Devs contact me, we can set up a pitch that shows the compnany i am thinking of: What they get, what Paragon Studios were working on, what their return investment is, what Paragon Studios need in order to grow, a loyal fan base that might shift their own gaming war with their #1 competitor.

    This company has the money and the balls to buy the game, the studios, reinstate the devs and the crew, and even buy the license for the engine.
    All i need, is to get in contact with the Devs, and i am sure we can come up with a great plan, instead of a 'Save us' note.
    Good luck with that. (Seriously, that wasn't sarcasm. Really hope that works.)
  6. To be fair, maybe they believe the theories about the world ending on 12/21/12 and figured 11/30 was close enough.
  7. Johnstone

    Mythic

    Quote:
    Originally Posted by Starhammer View Post
    Dang, I just remembered... 8 years of play and never got around to doing a Dr Q yet. Hope I can find a group to squeeze one in... probably gonna be blowing a LOT of unused points on server transfers over the next couple months.
    I've never done one to date either. I've got plenty of server transfer tokens too, but if you find yourself on Guardian, I know a few people that will be sticking around and doing stuff like this til the day the servers go off (we're running Posi this coming Saturday, maybe I can convince them to do Dr Q the week after).
  8. This should have been released at Freedom's launch. Would've been totally innovative and awesome. Glad you guys released it now though as it gave me a good laugh, and I needed that. I love you guys, I wish I could've worked with you but that dream is dead for now (but I'm going to be watching and if I can get my resume in at a place that any of you go, I will do so).
  9. Quote:
    Originally Posted by SilverPharaoh View Post
    I will be here til the end

    I remember having to get hover before flight and going to the top of the Atlas statue
    I remember trying to land on the blimp
    I remember earning my first cape
    I remember Go.Hunt.Kill Skuls
    I remember my first Hami raid
    I remember City of Heroes
    Stealing your list, and adding one.

    I remember running the Grendel's Gulch Gauntlet.

    I'll be here til the end.
  10. Thanks for being awesome, Posi. I wish you the best in your future endeavors, I can't wait to play the next game you work on (or possibly work on the next game you work on if I ever actually get into the field I went to school for).
  11. Well, I uncommented that stuff and now my game is just crashing before it even gets started. I must have done something horribly wrong. I guess I'll come back to it tomorrow and see if I can figure it out.

    Commented those lines out again and it loaded up fine. Uncommented them again and back to crashing. Maybe I'll have to try with the beta server. Why can't this just be simple? >.<
  12. Quote:
    Originally Posted by Primantiss View Post
    Everything was way, way off centered, and virtually impossible to see unless you zoomed in exactly on it. I had to track em down using the Outliner and told Blender to "Center objects on Cursor". "Cursor" is kind of a mobile pivot point for Blender.

    Not sure if 3DSmax/Maya has any like-options, but they should.
    Yeah, in Max pressing Z will zoom(In Maya, it's F for Focus) in to what's there or what's selected. So after I deleted the UI elements, I hit it and I saw tiny little triangles, nothing that even remotely resembled a character. Maybe I'll try in Maya.
  13. Quote:
    Originally Posted by Primantiss View Post
    By the way, I used the char select screen, a lot less clutter I had to shift through to find the body parts.
    I guess I should try that again... When I tried, the only thing I managed to reliably get was the UI elements.
  14. Quote:
    Originally Posted by VoodooGirl View Post
    I realized I hadn't forgotten to rename the bin to OGLE and all that. Works fine now. Just importing to Blender and finding that every single LOD version of every model loads with it.

    I haven't tried it yet but I will shortly, but I recommend if you are looking to capture your characters - do it in your base. Smaller maps. Less to save/load. Will let you know how it went.
    Ah, yup, I had done that as well.

    And yeah, I did it from where my main was at the time... Night Ward. That was probably a mistake. I'll try in my base then... heh, I'll have to pay my base rent. But yeah, I tried doing it from the character select screen first because I figured that would be the best way to get just the character, but I ended up with just the UI elements, and the character got folded in on itself and relegated to the side as a few triangles with hundreds of faces.
  15. Quote:
    Originally Posted by VoodooGirl View Post
    Got it to work smoothly but .obj files were generated it seems.
    Do you mean "no obj files were generated"? If so, that was a problem that I was having and it was because I didn't change Program Files to Program Files (x86) since I'm on 64 bit. If that's not it, don't know what to say.

    Hopefully Arcana will pop in and let us know if we're doing something wrong though. It seems like mine and Primantiss' are coming out much different than in Arcana's first post as it looks like there it's actually in a CoH pose not the T-pose.
  16. Quote:
    Originally Posted by Primantiss View Post
    Well, there's my toon's pieces.

    The bad news is, I have to align them all properly.

    The good news is, she is T-posed!
    Yup, that's about what I ended up with when I opened it in Maya. That and the whole fricking environment. And Maya is stupid about zooming so I couldn't even get everything. I exported her pieces but I don't think I ever re-found her hair (I had found it before the rest and figured I'd get back to it after deleting more of the environment... It got lost.

    Oh well, now to see if I can open up her other pieces in Max and fix the orientation and ****. After dinner. This is proving to be a ***** of a process. I was planning on doing this for most of my characters... I don't think so anymore.
  17. Quote:
    Originally Posted by Primantiss View Post
    That's what I'm getting as well.

    Oddly enough, it rips my cape, and some random head pieces lol


    Also, no UV maps from the looks of things

    the buncha tris are likely auras, using alpha transparency for the various effects, similar to how leaves are on the trees.
    Yeah, no, I mean that I got literal triangles that had polycounts of 500-600 tris each. It was all folded in on itself. There was nothing resembling a character at all.

    Now I just tried a grab from in-game. But 3ds Max is choking out on me trying to import the obj. My computer is on its last leg already and really isn't happy about this. Maybe I'll try Maya...
  18. Quote:
    Originally Posted by Arcanaville View Post
    First: I have a dropbox link to OGLE for those that can't find it on the internet, which is probably all of you at this point because the thing seems to be in witness protection.
    ...

    1. Directories. There will be some references to the GLintercept directory created when you installed that above. If you didn't change it, the main thing that you might need to fix is on a 64-bt OS it was probably installed into "Program Files (x86)" and the config file just says "Program Files". You'll need to fix that, depending on what OS you run on.
    I was actually able to find it. Had to use the wayback machine, but got it. No luck so far with it aside from extracting textures, but I didn't think about the directory thing. Adjusted that now. Trying again. No 3D printer for me, but if I can have .objs of my characters that's awesome for me. Thanks for this, Arcana.

    edit: So I got it working in that it exported an .obj, but I tried it from the character select and it just got all the planes from the UI and gave me a bunch of tris way off on the side that I assume was my character judging by the polycount. Trying from in-game now.
  19. Quote:
    Originally Posted by _Ariel_ View Post
    I sure can!

    How about Saturday September 8th @6pm PST we run Possie #1 and #2!
    I'm in. I can bring anything.
  20. Quote:
    Originally Posted by Tunnel Rat View Post
    I love this movie.
    And I love all of you and the way you sass each other. It's actually kind of cool that the game is ending, you guys get to say whatever you want and not worry about it (much).
  21. TonyV, I wish you luck in this and offer my services to be used in any way they may help. The ediblepoly.com link in my signature links to my portfolio. I'm mostly focused in 3d Modeling, but have some experience with code (mostly AS3, but some C and while I can't write it, I can read just about any code and make sense of it), and I'm a proficient writer. I currently have negative monetary funds, but offer any of my skills to aid in this endeavor.

    Ian
  22. You're awesome, bAss. You lived the dream I wanted to.

    The game may be going away, but obviously the community is still alive and great. *hugs*
  23. I will miss you all. Thank you to the devs who made it all possible. CoX is what inspired me to go to school for game design. Currently not using that degree, actually writing a novel, but CoX has been a huge part of my life. Thank you for all your devotion, devs.
  24. Thanks, devs.

    I grabbed 35S6-BTAT-7UZR-YXRX-QR3F & 35S6-J76G-TET5-FKD5-X8CP from the most recent list. (in case anyone checks before entering random codes)
  25. Rain of Tomatoes!

    Awesome. Never heard of these before. Love em.