Samuel_Tow

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  1. Quote:
    Originally Posted by seebs View Post
    It might be a bit too much silly for some of the more serious players to feel comfortable, though, which is one of the reasons it'll never happen.
    That's a pretty big understatement. I complain about team-only content, bad writing, bugs, developer direction and so forth, but the bother these present for me PALES IN COMPARISON to the sheer towering rage something a simple as "funny Freakshow" tends to inspire in me. Or "funny Nemesis," for that matter. This has the effect of yanking me out of the atmosphere so hard it pulls me out of my socks.

    The funny Freakshow joke was funny once. They're idiots, and it's funny to see idiots hurt themselves, at least when they're unrepentant bad guys. It wasn't funny twice, when they were going to school, but at least it was endearing. It has been annoying and irritating every subsequent time it's used, and these days it's getting to the point it's becoming insulting. And that's just one example.

    There is room for humour in a serious work. In fact, the original Lethal Weapon was a pretty good example of mixing in humour with an ostensibly serious story. However, once you insert comedy into a story, it becomes very difficult to take ANY part of it seriously, which ruins the dramatic effect. And once you start adding parody, you've pretty much guaranteed that not only will I never be able to see the work as anything even remotely seriously, but you've ensure I won't want to see it at all.

    Parody and breaking the fourth wall has no place in City of Heroes. Yes, instances of that do exist, and they are very unwelcome and disruptive. The very last thing I want is to add more to the mix. If I ever got the point where I could go "Screw it, do whatever." then I'm not going to stick around to see what gets done, because at that point I will no longer care about the game. But as long as I care about this game and its lore, then I do not want to see City of Heroes make a complete fool of itself while yelling "Laugh! Laugh, damn you!" in my face.
  2. Quote:
    Originally Posted by GuyPerfect View Post
    Ow ow ow! The same thing every five seconds over and over and over and over and over and over and over! My artistic sensitivities have never been so sore. )-:
    Pretty much my impressions, as well. I lasted about the first minute of this before it started feeling like I was listening to some kind of large construction equipment working. Never was a fan of that kind of music.

    Of course, if we're going to be talking about music in the game to begin with, we first need to make the whole thing worth unmuting my music volume, because what's in the game, between zone travel and ambient mood music is terrible. The few good tunes, such as that inside Yin's Market are not worth turning game music back on when most of the time the "music" is not worth listening to.
  3. Anecdote time:

    I was making a new costume for my shapeshifter dragon girl, so I needed to change a copy of her default dragon costume into another, much smaller human costume. I did this by copying my other human costume and altering that, but because I was speaking with Serge who doesn't change model and height values, she ended up REALLY tall. Because I didn't want to load the other save and start all over again at the cosmetic surgeon, I resolved to import the proper sliders from the proper human costume into the improper human one.

    Turns out the programme I wrote for this had quite a few bugs in there, but sure enough, it did exactly what it was supposed to and swapped my sliders from one costume to the other without affecting any colours or costume pieces. So it works, and it works pretty well.

    If anyone wants to test this for me, shoot me a PM and I'll send you a copy. Like I said, it's not dangerous.
  4. Quote:
    Originally Posted by seebs View Post
    It's power sets that explicitly refer to the video game context and take advantage of the fact that they are in a video game. Essentially, it's power sets that work at the level of "beating someone's head against the side of the comic panel"; they work in a way that requires the person using them to be fully aware that this is a video game.
    I'm going to have to disagree with this idea on the fundamental reason that it takes the piss out of what is ostensibly a serious game. Yes, there are (crappy) jokes all over the place, but by and large the game is not a self-referrential, self-aware comedy, and I wouldn't want it to become one. I HATE games, movies and generally stories that do that. This is a big reason why I can't play any of those cartoony PRGs that have hammers with 100T written on the side and where enemies fly up and crash into the screen.

    I don't want joke powersets in this game. Ever.
  5. Samuel_Tow

    Blaster Nukes

    Quote:
    Originally Posted by Bosstone View Post
    BB one-shots Sappers before the fight has begun.

    Nuff said.
    So does Blaze.

    *edit*
    So does Char, come to think of it. Not kill outright, but equivalent nonetheless.
  6. Quote:
    Originally Posted by seebs View Post
    We need that in CoH.
    Define "need."
  7. Samuel_Tow

    Blaster Nukes

    Quote:
    Originally Posted by Bosstone View Post
    BB still does slightly more damage than Blaze on my build, and I've tweaked the colors so the effect is incredible. There is no other Fire Blast power that gives me as much joy to use as BB, just because it looks so cool. Blaze, by contrast, is pretty meh. Sure, it's an excellent power numbers-wise, and it's a huge part of what makes Fire so scary effective, but...it's a bigger version of the Fire Blast power. There's no fanfare or spin or anything sexy on it, whereas BB is a giant SPEAR of light and fire.
    It's a question of feel for me. When I play my characters, ESPECIALLY my Blasters, I play them by gut more than anything else. If I stop to think what power I "should" be using or what power would fit the character, it means I'm dead, because I don't think fast enough. What this means is that I develop an almost instinctive sense of what I want to use and what I DON'T want to use. Every time I go to fire a power, I'll tend to fire the one I most "want" to use, and like it or not, that's the one which has proven to work the best and save my *** the most often. In Fire Blast, that's Blaze. Simple as that.

    Now, there's something to be said about fanfare and flash when I have a spare minute to plan ahead, which is really the only time I think to use snipes - just for the hell of it. But they don't feel like powers I want to use, because they don't feel like powers that are very useful. And like it or not, the things which motivate me to want to use them the most are the ones that are the most useful, which is to say the things that get stuff dead and the things that keep me from getting dead. For Blasters, Snipes ain't it.

    Really, I wish that the powers with the greatest fanfare and rule of cool effect were also the most useful ones. Snipes should be the kind of powers I want to use all the time, not the ones I use when "I might as well." But they're not, which is why I want to see them improved.
  8. Samuel_Tow

    Blaster Nukes

    Quote:
    Originally Posted by Gaming_Glen View Post
    Egads... I don't measure how effective an attack is in DPS or any other damage measurement, but how much fun I'm having with it. And I have lots of fun with Snipe attacks. The same goes for nukes. When I found out that Thunderous Blast is ranged, unlike Nova and Inferno, I got all school-girl giddylike.
    Oh, I don't measure DPA without reason, either. I still measure things by how much fun I'm having. But one day I stopped to think... Man, I HATE using my snipes. It's like I want to use them, but it feels like such a burden and so much trouble. Why is that? Maybe they're just not good attacks? Let's run some numbers. Oh, OK, I see! THAT'S why I didn't feel like using them. Because they're just not very good. OK, it makes sense now.

    I don't go into characters to analyse them, but when I've actually gotten a feel for a character and something feels wrong, I try to figure out why and solve the problem. To this day, I've not been able to find a snipe I liked to use, and I've tried probably all of them aside from Moonbeam. They just feel like a waste and a liability, and that's on a "what is fun" to use level. Every time I think of what power I want to use in battle, snipes are just about dead last. I'll always pick Blaze, Power Burst, Bone Smasher, Cosmic Burst, Tazer or even Power Push over a snipe, and I pretty much the only time I'll actually WANT to use them is when the last enemy in a spawn takes off running or when Aim and Build Up aren't recharged yet. Or when I can afford to goof off, which on a Blaster is exceedingly rare.
  9. Well, I wrote up a pretty simple Java programme that takes the sliders out of one costume and adds them to another costume, and it works reasonably well. It'll even check to make sure you're copying within the same model skeleton.

    I'm not sure how legal it would be to distribute it, though, considering it is kind of messing with the game's files. Besides, I wouldn't know where to host it either way. If anyone wants to test it out for me, though, be my guest. The worst it can do is is produce is override an existing costume file with one that won't load if you don't treat it right. I didn't exactly bother to put in too many safeguards

    But, yeah, the process is entirely too simple.
  10. Oh, those cheeky developers! When you leave sliders at their default settings, they don't actually save to the file So, I assume, if the parser doesn't find any value for face sliders or model scale, it just defaults to middle value.

    Why would you do that?
  11. Quote:
    Originally Posted by BrandX View Post
    You know...it could just be Sam's pics throwing me off. They're way more defined than the images you showed, which makes a difference imo.
    They're more defined because they use the male skin textures. It's the only thing I had to work with
  12. Samuel_Tow

    Blaster Nukes

    Quote:
    Originally Posted by Gaming_Glen View Post
    You must be playing with different Snipes than I do.

    They have awesome damage, you can get within regular range and start the fight with a snipe, take down annoying opponents (i.e., sorcerers) in one shot or require minimal followup to finish (dang sappers being resistant).

    I especially love the knockdown from AR's snipe.
    They have "above average" damage, at 2.7 scale. That's right around the scale damage of Bone Smasher, though it deals a little more thanks to AT mods, or almost on the nose of the 2.67 scale damage that Head Splitter does (in a cone) for Scrappers with an equal damage mod, half the animation time and no interruptibility.

    Furthermore, the power simply animates far, FAR too slow for the above average damage it does. Your typical snipe has a 4.67 second animation time for 2.7 scale damage. Even ignoring Blaze, which is borderline cheating, Power Burst has a 2 second animation for 2.12 scale damage, which is very little less damage for under half the animation time. I don't want to get into DPA calculations, but I will say this:

    When you hit Aim and Build Up, you have a little over 9 seconds' worth of 162.5% damage buff, in which time you want to pump out as much raw damage as possible. A snipe ain't it, because the damage it does is not even remotely worth the time it takes to pull one off, and that's if you don't get interrupted. The only worthwhile way to open with a snipe is to use it BEFORE Aim and Build Up, which then means you have to spend almost two seconds activating those, which is a bad thing to do when you just aggroad a spawn potentially containing multiple things that can chain-hold you.

    I can understand that people enjoy having that one really big, really long-ranged, really slow attack. I'd personally love to have one, myself. Snipes ain't it. They're too weak, too slow and FAR too situational for what the powers bring to the table. Even Assault Rifle's Sniper Rifle being brought down to 3.67 seconds is still too long, and that lacks the benefit of Aim.
  13. Quote:
    Originally Posted by BrandX View Post
    You know Sam, it could be that they see your character, see the wider sliders, and assume it's a female player.

    You hear it on the boards all the time...girls don't make super skinny girl characters. Girls don't make characters such and such way.

    Of course, none of that's true. There is no rule as to what a character will look like, based on the gender of the player. But people other like to think there is, and maybe you're just catching those players.
    True, that's possible. There's this myth that when guys make female characters, they're always busty cheese cakes and when women do it, they're always conservative and stylish, so you can always tell who made what. I, personally, don't buy it, but it is out there, and I've seen many people discuss that over the years.

    However, I have some doubt that this guy had the mental faculties to make that kind of predictive stylistic judgement Granted, quality of spelling on the Internet isn't a foolproof indicator of personal intelligence, as some very intelligent people are also lazy and type like complete idiots just the same. However, what really makes me think that is barging in on a total stranger, making demands and proceeding to pester and insult them is not the hallmark of a discriminating person who thinks this far ahead.

    In my case, though, I don't think I tend to leave much room to speculate on what the gender of the player behind the character is when I team with people, as I just don't tend to ever be "in character" and "I'm not the kind of guy who" tends to be a big part of my regular expressions
  14. Samuel_Tow

    Blaster Nukes

    Quote:
    Originally Posted by Furio View Post
    Solo, they're only really useable to start a fight, unless you slot heavily for interrupt time redux. Otherwise, you'll just get hit and it won't go off. Of course, if you do that, it'll hit for crap damage, or miss alot, or rarely be up, relatively speaking. In a team setting I use mine as part of my chain against hard targets, no issue with em there, for me at least.
    More specifically, snipes take far too long to deal far too little damage (REALLY crappy DPA, in other words) making them a poor use of Aim and/or Build Up. They have the advantage of range, but to take advantage of that means to fire at a range from which you can't follow up, and their unbuffed damage is not all that remarkable. There really are very few situations where using a snipe is at all worth it (mostly when Aim and Build Up haven't recharged or if you have neither), and very few of them use it for damage.

    You can't use Snipes in combat with any reliability, and even if you could they wouldn't be worth it. They're far, far too situational for the short recharge (and damage) they are given. Dominator snipes have the right idea, scaling up to 3.56 (from the 2.7 that Blasters have), but Dominators are an exception to practically every rule.

    I take and use my snipes in a team setting, that much I'll admit, but I do so for lack of decent recharge to cycle my other attacks or, as is the case for Assault Rifle, for LACK of other attacks. Had I the option to just cycle my more normal blasts, as I do with Archery or Fire Blast, I would scarcely ever use my snipes, as I do with Blazing Bolt and Ranged Shot.

    The reason I bring Snipes up is that I have a general gripe with Blaster power balance and all the oddities they are given that don't really seem to be all that great. Nukes on their own are fine. I could question them, but they're fine. But add snipes, questionable support powers, underpowered pets, absurd-cast bombs and so on and it's just one more thing on a pile of many others.
  15. Samuel_Tow

    Blaster Nukes

    Quote:
    Originally Posted by Furio View Post
    Exactly. They're already absurdly powerful with just SO slotting. Inferno will outright kill almost every minion it hits, leave LTs around 25% or less from death and catch the attention of (the now very injured) bosses. The rest of the full nukes are also the relatively exotic damage types, as far as resistances go, and do the same thing with the side-grade (as opposed to upgrade) of secondary effect mitigation. Seriously, if there wasn't that downside of the crash they'd be practically an "I Win" button. As it is, they're an "I win with a modicum of preparedness" button.
    When multiple damage components hit and when you catch some AoE. But nukes don't always land all their damage components. In fact, you run a chance of only landing one. You only "win" if you use them to open a fight, and even then only if you actually kill everybody.

    Blaster nukes are a weird thing. They're balanced by really long recharge, they're balanced by highly unpredictable damage, they're balanced by a total drain and they used to be balanced by STUNNING you when you used them way back when, so they've already gotten at least one straight upgrade. To my eyes, Nukes as they are now, along with Snipes as they are now, are all leftovers from a very... Odd idea of balance that used to linger around the time of Launch. I don't want to cripple the powers, but I honestly don't feel they deserve ALL of those drawbacks.
  16. You know, I caught a glimpse of a Something or Other Judgement on Live (I forget what) via power links, and... It looks really cool, but it makes me really wonder what the point of Blaster crashing nukes is if these things are better. I don't mean to crosspost essentially the same thing, it just feels like this is the right place to talk about this.

    In fact, the first two things that came to mind when I heard about an upgradable AoE were "Cool, now my Scrappers can be even more awesome!" and "Wait, what about my Blaster's nukes?" And to be honest, I still don't know what to say about it.
  17. Quote:
    Originally Posted by Electric-Knight View Post
    Definitely check the dates those costumes were saved, Sam...
    Things may have changed a few times, but certainly when the Science Booster came out and allowed for changing model types and such.

    Sort them by date and/or re-save a bunch in game now and test on those.

    Best of luck!
    Yeah, that's what I was thinking. Probably gonna' have to re-save all my old files just to make sure. Really, though, if I can pin down the format, the costume files aren't all that complex to parse. They're downright simple, especially considering they're delimited with new line symbols. The files aren't big, either, so it shouldn't take much memory to work on them.

    Yeah, I'll try to have something done at some point tomorrow, just to prove a point if nothing else.
  18. Quote:
    Originally Posted by rian_frostdrake View Post
    i still disagree strongly with you about the sliders though, raising physique on the female model makes them puffy, not defined, simply cinching the waist does nothing to remedy that, as i said before, a convincing look muscular character is going to have definition on top of a lean physique, the current physique slider makes them look fat rather than powerful because it just widens the existing physique, rather than just the areas that muscular development would occur. thus we get the Jennifer Lopez with a massive cheesecake effect, which im not upset with, mind you , but it aint a good look for me making a powerful street fighter type female character. i want to make that character here, she exists elsewhere, where there are more sliders, but i'd prefer her here, and implementing this would make it possible to do here.
    I'll agree with "puffy," but if we consider that there's nothing we can do about the model at large, I feel that by FAR the largest problem with female models is the skinny arms. The only real way to make a female look like she has muscular arms is to crank the muscle slider all the way to the right, which does give her decent arms... But also gives her a continental butt.

    The only solution that I can see to that is to just give women the ability to swap their hands. Now, I've been saying this for a while, but that's not as wild as it sounds. Foreshadow already does that. Seriously, go to the hollows and check him out. That's what those rings around his shoulders are for. The way he does it, it looks like, is to use the existing Robotic Arms tech, only his robotic arms aren't robotic. They're human. That's why he gets those big unique biceps. Yeah, I'll admit it would be weird to have the rings on women (they're what helps the arms join the torso in a non-ugly way), but it's better than nothing.

    A proper muscular texture would help, because those tend to give definition to the muscles and make them look like they're bigger than they are, making women's sausage arms look like they have a bit more shape to them. This doesn't change the model, but it LOOKS better. Moreover, having actual arm swaps would help significantly, as well. It would let us keep a leaner body while still having bigger arms.
  19. Quote:
    Originally Posted by rian_frostdrake View Post
    for the record, this is my current project, rather pleased with the look, and has gotten comments, he looks like a hero, right? http://i57.photobucket.com/albums/g2...8-18-57-41.jpg
    Suuure! Looks perfectly heroic Seriously, though, cool costume. Watch out for weirdos out there

    Quote:
    Originally Posted by Gaming_Glen View Post
    I've often wondered why some people/characters seem to get more attention than my female characters. Maybe mine look more like a character created by a guy: Barbie-doll look (I prefer blondes, okay?) but chest slider is NOT all the way to the right (just 2/3rds) ; while other people's characters and clothing styles might indicate a better chance there's an actual female player behind the character?
    That's actually an interesting topic. To my mind, weird characters seem to catch the eye of a particular type of person, because they tend to stand out a lot. Just the other day, for example, I saw someone say IN BROADCAST "Ew! Slime Girl smells funny!" I didn't catch that until after I was out of the D, though. Point is, Slime girl stands out. A lot. Even in her non-glowing version. Some people just walk around and don't care, but some do stop by to wonder why the hell this thing exists.

    I can only speak for myself, but I know my eyes kind of skip over "ordinary" looking characters, by which I mean essentially people in clothes. I appreciate that that sounds awfully inclusive, but consider that over half of our skin tones are non-human, and over half of the human ones are black, yet I always seem to see people use the same 3x3 colours top right. I don't read into that, it just doesn't catch my eye. However, whenever I see, say, a blue woman or a green man, or even a full robot, I go and have a look, because it's interesting an unusual. I can only imagine my weirder designs catching the eyes of even weirder people. Considering the kind of... Things I've had to get past to even find material for some of these, I can kind of see how that could be problematic.

    I don't, however, get many leeches on my female characters, even though not all of them are very conservative. Hell, I have one who goes around in chainmail bikini. I attribute that to the fact that the game has such a vast supply of cute girls, be they piloted by men or women, that the chances of attracting a lech are fairly remote. The game lacks, by contrast, a very large supply of weird and undefinable characters, so when you do take one out for a spin, you're essentially mopping up all the potential weirdos, since there isn't much else for them to see.

    An unfortunate side effect, to be sure, but the costumes are worth it.
  20. Samuel_Tow

    Blaster Nukes

    Quote:
    Originally Posted by Furio View Post
    But that's exactly what would happen, Sam. To quote Castle, "balance is as balance does, punk". I'm fairly certain there'd be a lessening of the nukes in some way to settle accounts for gaining that bit of blue bar, leaving even more to mop up, or taking even longer between uses...personally, I like it the way it is. Boom. Blue. Consume.
    This kind of uncompromising "quid pro quo" approach to balancing is the one thing I don't think I ever agreed with Castle on, and for one simple reason: It assumes that things are balanced correctly, and we just need a different interpretation of that balance. This makes it incredibly difficult to pitch for an increase in ANYTHING, even in absurd cases like Cloaking Device or Voltaic Sentinel. It ensures that balance of all things is cosntantly attempting to remain static, often in the face of what people actually do in practice.

    I don't feel Blaster nukes are balanced well as they are now. What I feel should happen is not a case of adding usability at the cost of damage or recharge. It's a case of making them better. I know this seems like a ludicrous statement considering how much damage they do, but the problem is that Blaster nukes more than almost any other power in the game are balanced by annoyance. As people have explained already, their drawbacks can be mitigated in one way or another. The biggest thing they do, at least to me, is make it so I don't want to bother. And that's not good.
  21. Samuel_Tow

    Blaster Nukes

    Quote:
    Originally Posted by Furio View Post
    edit--And either way it's used, it wouldn't perform the way it does if it were a FA/RoA type power. Nukes act as an exclamation point. "This fight ends *now*!" (ok there's a bit of mopping up, but you get my meaning), and sure, sometimes the fight is over because I'm dead. The mini nukes, on the other hand, are commas.
    And herein lies the problem. Almost always, nukes will leave "some mopping up..." WHICH YOU CAN'T DO, because you have no endurance, no recovery and no toggles. Now, granted, there are ways to... Kind of mitigate this, most popularly inspirations. But then inspirations can help you overcome a great many limitations, up to and including God Mode crashes.

    Here's what I've been saying all along: I don't mind a big boom that costs A LOT and kills ALMOST everything, provided it still gives me at least SOME means to clean up after it. Like I said - having the power cost 40-60 points of endurance and be immune to endurance reduction slotting and buffs would still constitute a significant "dip." Hell, you can take that up to 80 or 90 now that everyone has Fitness. Even just a little is better than nothing at all.

    What can just a little buy me? Well, it can buy me a single use of Blaze or possible Consume. It could allow me the ability to fly so I can get the hell out of there. It can buy me the chance to hit Frozen Aura, or even Hybernate. Or, at the very least, it can help me not drop all of my toggles.

    I don't really ask or expect Inferno to act like Rain of Arrows (though a Blackheart style Heart of Darkness sort of pillar of flame into the sky would be cool), in that I don't want Inferno to be any weaker or recharge any faster. I don't want nukes to be more USEFUL as much as I want them to be LESS SITUATIONAL.
  22. Quote:
    Originally Posted by Scythus View Post
    That's a pretty awesome look. I'm tempted to steal it.
    Feel free But you can thank the people at the costume redesign thread who came to my aid and helped me put it together. Even if it picks up weirdos, it's still worth it, I think
  23. Quote:
    Originally Posted by Shadow State View Post
    I believe Tool Tips are what you mean and as far as i know its a bug and I agree it should be fixed.
    Mouse over tool tops, yes. And I also agree. They were very, very convenient when shopping. I have no idea why they disappeared, but the last I heard was this was a bug. I would very much like to see it fixed.
  24. Quote:
    Originally Posted by Jade_Dragon View Post
    No, I've got to agree. Even the picture that Samuel_Tow posted, that woman's legs are twice the diameter of her biceps. Her waist is only slightly wider than one of her legs. Take a look at that picture of She-Hulk again, her legs do not look like that.
    In both pictures, I've had to cheat a LOT with the sliders, and I've just about maxed out what's possible. Both women have their "muscle" (which for women translates into "butt" for some reason) slider, and the waists of both are almost as high as the waist slider will go. The green one has very narrow hips, just to make her butt look slightly less giant when she bends over for combat pose, as well. When you push the sliders as much as I have, the models start to behave in weird ways.

    Quote:
    The problem is that the Physique Slider is proportional, so wider body parts become even wider in proportion. Moving the slider out increases the leg diameter more than the arms. There really does need to be a slider that balances the upper and lower body out, expanding the upper body while contracting the lower. (or just leaving it alone) And I'd want this for males, too, there are many of my male characters that I want to have large upper bodies and long, lanky legs, particularly for my werewolf and dragon characters, and you can't do that.
    I have to agree with this. I have a general taste for aesthetics which favours longer legs and larger feet, and not just for women. The problem, especially with women with the sliders set high, is that they end with giant breasts and giant butts, but tiny little hands and feet. That's one of the reasons both of the characters I posted are wearing large boots and gloves. These are the only options in the game with a larger hand and foot size This is especially true for characters with digitigrade legs, hooves to be precise. I tend to want these to be big, but the game simply won't let me, as I can't control hand and foot size. This is especially noticeable on the Huge model where the chest balloons much faster than anything else.

    Quote:
    Samuel_Tow's pictures are also obviously covering up the woman's shoulders in order to make them appear larger. (That is why they look like "fantasy", it isn't because that's the style he's looking for)
    Precisely. I often say I have to "cheat" to get that kind of muscular look, for the simple fact that I have to cover up the model's key points with bulky gear to make her look like she's bigger than she is. In both instances, I've used large shoulder pads to both elevate and extend the shoulders, larger gloves and boots to make the hands and feet bigger, and actually very small heads to make their bodies seem bigger than they actually are. My methods may be questionable, but one REALLY has to push the editor to produce anything even remotely like this, which I think speaks to a limitation in the editor, itself.

    Quote:
    I'll also point out, as I have plenty of times before, that while it is possible to increase or decrease the depth of the male chest, it isn't for females, as that is their Breast slider. So when the Physique is at its minimum, the chest is actually by default too deep. It sticks forward too much. The Physique slider should actually increase diameter more in the X direction in the chest and waist, and more in the Z direction in the arms and legs. But it would probably just be easier to make that a separate slider as it is for males.
    The body sliders are VERY limited, and this touches on something I've talked about before. The female waist is too thin at all slider settings, because the waist slider only works sideways. It can make the waist wider or narrower, but it cannot make it thicker or thinner front-to-back. The "chest" slider isn't worth mentioning, but widening the chest IS possible via the shoulders slider. Only that still works left-to-right only, and leaves the actual rib cage flat. You can, in effect, make a woman in City of Heroes wider or narrower, but you can't give her any real volume beyond the mislabelled "muscle" slider.

    Quote:
    Originally Posted by Electric-Knight View Post
    It's worth pointing out that the point of Samuel's hack jobs were to circumvent the fact that the game's female character model couldn't be adjusted to well simulate a hulking super woman... But the use of texture inferred a more muscular look that reaches a pleasing compromise for some who desire such options.

    Those pictures are not perfect representations of what is desired... they are embodiments of the feasible possibility within the limits of the game. And our Art Lead for the game even took notice and may be up to something about it (that would look better than Sam's simple [albeit, pretty cool] hack job).
    And then there's this. Yes, precisely. I originally made this to prove a point, which is that the game - as it is right now - can draw up a muscular female texture in a way that's at least passable. If I could do this with NO artistic skills and a piece of software that was outdated five years ago, an actual artist with access to development tools should be able to make something far, far better. What I did was nothing more complicated than replacing the female skin textures with the male tights textures (because the make skin textures have nipples O.o), and it's still been good enough that a fair few people have actually liked it enough to want to use THAT in the game.

    I make no qualms about this: I suck. An actual professional can likely do much, much better than my hack job. And the mere fact that this always gets so much attention when I post it tells me that there's room in the game for a female muscular texture.
  25. Quote:
    Originally Posted by Shadow State View Post
    I agree completely, the existence of a work around shouldn't be used to justify not implanting something. Power's can be saved as a whole or as just the primary or secondary alone, I don't see any reason not to make costumes savable as a whole or broken down into outfit or scales.
    You know, I could probably write a programme to do that. It should be as simple as reading the first 19 rows off the "scales" file then reading the rest of the "costume" file and just writing that to something.costume. Hmm...

    *edit*
    There's something weird going on with costume files. It seems like some of them have a CostumeFilePrefix value right at the start, yet some of them don't. The values appear to be "huge," "fem" and "male." I think older costume files don't have that but newer costume files do. Furthermore, some costume files have a BodyType value right at the end of the header, yet some don't. The only BodyType values that I've seen so far have been 1 for Female costumes and 4 for Huge costumes, but Male costumes don't have that variable at all. It could be assume.

    If I can pin down the exact format of these things, then copy-pasting slider values automatically should be easy. So easy, in fact, that I'm not sure why it hasn't been done already.