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Posts
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Joined
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Quote:Hey, you can't even imagine how awesome this guy looks when he starts busting out the awesome fight moves, or playing an electric guitar. Okay I admit he is a bit creepy when he starts hugging things. This mesh was linked entirely to standard Sims 2 skeleton and outside some unfortunate limb folding when jumping on a couch he ends up very convincing. If I can pull this off with my limited 3d modeling skills, the pros among the devs here should be able to get chairs and bus stops doing awesome karate moves if they want.But if I see a dude with a swatch of tentacles where his lower body should be... Yeah, I can see that I won't be using that for my martial artists any time soon.
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Quote:Well, there is certainly enough space in those roomy offices they have in Atlas for two contacts in each. You could choose who to do the mission for depending on what sort of thing you wanted to fight. And they could trash talk eachother in the mission descriptions ("Well, you could do *her* stupid job, but that's hardly heroic.") I may try one of the ones from Galaxy after taking another stab at Rick Davies in any case, as I'm finding this whole goofy project fun to pursue: I haven't even thought about the background information on these NPCs in years.Don't forget that with the total Atlas revamp and the destruction of Galaxy City, several of the current low level contacts mightn't be around in I21 - especially as so many of them doubled up with each other - like I'm pretty sure that there won't be 10 contacts in City Hall for the 5 origins.
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Yeah, it also forced me to give him those huge ugly pants do to the mounting point cutting through any normal pants unless he was built much more muscular then I was happy with. I'll give him his foot back and try some different torso/eye options tonight and see what I comes up with.
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I decided to take a stab at Rick Davies. I don't know wether to be happy with the result or not. Nothing comes close to his shirt of course (jester was an interesting failure on that path), so I ended up with an argyle sweater vest. And the bald guy on a phone vibe isn't much to work with in the first place... Background has him as one of the first power armor users but to injured to keep up heroics, so being a jerk I decided to represent those career ending injuries by scarring up his face and chopping off his foot (I even tried the pirate hook, but that was pretty laughable). The belt and gloves I threw in as leftovers from the Horatio armor (alas poor Yorick) and I have him actually tinkering rather then just chatting with his girlfriend Caitlin on the phone all the time.
Failure? Success? Should I have gone with the pirate-hook jester thing after all?
Attempt 1 Code
Code:{ CostumeFilePrefix male Scale 3.779 BoneScale -0.6901 ShoulderScale -0.7912 ChestScale -0.6044 WaistScale -0.4629 HipScale -0.8451 LegScale -0.1 HeadScales -0.5333, 0.5524, -0.1143 BrowScales 0.5943, 0.579, 0.5752 CheekScales -0.7029, -0.6229, -0.6476 ChinScales -1, -0.619, -1 CraniumScales 1, 1, 1 JawScales 0, 0, -0.03809 NoseScales -0.1848, -0.7219, -1 SkinColor 246, 187, 170 NumParts 28 CostumePart "" { Geometry Pants_Baggy Texture1 Pants_Slacks_01 Texture2 None DisplayName P887196332 RegionName "Lower Body" BodySetName pants Color1 49, 49, 97 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry Jackets_Sleeves Texture1 !Chest_Skin_V_Tanker_01 Texture2 !Chest_V_Pattern_Tanker_02 DisplayName P566009771 RegionName "Upper Body" BodySetName Jackets Color1 115, 115, 115 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard Texture1 skin_v_head_49 Texture2 None DisplayName P687117166 RegionName Head BodySetName standard Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry Smooth Texture1 !Glove_V_ExoProto_01 Texture2 !Glove_V_ExoProto_01_Mask DisplayName P3937616722 RegionName "Upper Body" BodySetName Jackets Color1 183, 135, 40 Color2 59, 59, 59 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry V_MALE_BOOT.GEO/GEO_LLeg*_Villain_Pirate_02 Texture1 !Boot_Villain_Pirate_Smooth_02 Texture2 !Boot_Villain_Pirate_Smooth_02_dual DisplayName P2104750136 RegionName "Lower Body" BodySetName pants Color1 38, 26, 0 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry V_MALE_BELT.GEO/GEO_Belt_Longbow_Belt Texture1 !Hair_V_Helmet_Longbow Texture2 !Hair_V_Helmet_Longbow_Mask DisplayName P177456852 RegionName "Upper Body" BodySetName Jackets Color1 59, 59, 59 Color2 255, 190, 63 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2681220175 RegionName Head BodySetName standard Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry Eyepatch Texture1 Solid_01a Texture2 Solid_01b DisplayName P2793026233 RegionName Head BodySetName standard Color1 115, 115, 115 Color2 31, 31, 31 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2281134661 RegionName "Upper Body" BodySetName Jackets Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P772741860 RegionName "Upper Body" BodySetName Jackets Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2371314042 RegionName Head BodySetName standard Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry V_MALE_TOP.GEO/GEO_Top_Vest_02 Texture1 !Top_V_Vest_Shirt_02B Texture2 !Top_V_Vest_Shirt_01_Mask DisplayName P828551227 RegionName "Upper Body" BodySetName Jackets Color1 97, 30, 30 Color2 97, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry N_Male_Steampunk_01.geo/GEO_N_Sleeves_Shirt_Clsc_Steampunk_01 Texture1 !X_N_Male_Sleeve_Skin_Clsc_Steampunk_01 Texture2 None DisplayName P90216369 RegionName "Upper Body" BodySetName Jackets Color1 97, 30, 30 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P1848153390 RegionName Head BodySetName standard Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P546439883 RegionName "Lower Body" BodySetName pants Color1 102, 0, 34 Color2 49, 97, 49 Color3 102, 0, 34 Color4 49, 97, 49 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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Quote:I like it this one a lot: Very vibrant but still totally professional.I have a different suggestion for Prince Kiros Nandelu. Specifically wanted to do something with the Red, Black, Green color scheme.
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Quote:Okay, since it seems the common suggestion I tried a version with the the camo pants (a darker blue to better match his original pants). Also set the gloves to the same darker blue color which makes them a bit less aggressive.Go with the camo pants with a single color so the boots read like REAL army boots and color the gloves either red or black. Done.
Code for new version
{ I just noticed that part of the label for the beard was replaced with **** by the forum swear filter. So to use this code you'll have to replace "Van_****" with something more appropriate }
Code:{ CostumeFilePrefix male Scale 2.863 BoneScale -0.7604 ShoulderScale -0.2418 ChestScale -0.6154 WaistScale -0.3059 HipScale -0.1802 LegScale -0.03297 HeadScales -0.28, 0.21, 0 BrowScales -0.42, 0.47, -0.4 CheekScales -0.39, 0.58, -0.4 ChinScales -0.64, -0.6, -0.52 CraniumScales -0.35, -0.55, 0.29 JawScales -0.32, -0.57, -0.58 NoseScales 0, -0.17, -0.57 SkinColor 221, 168, 107 NumParts 28 CostumePart "" { Geometry V_MALE_PANTS.GEO/GEO_Hips_Mastermind_Millitary_Pants Texture1 !hips_Army_01 Texture2 !Hips_V_Camo_01 DisplayName P887196332 RegionName "Lower Body" BodySetName pants Color1 0, 20, 61 Color2 0, 20, 61 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Tight Texture1 !chest_skin_V_zombie_01 Texture2 !SF_CHEST_Top_12 DisplayName P566009771 RegionName "Upper Body" BodySetName Tight Color1 0, 0, 0 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard Texture1 !X_Male_Face_Skin_Steampunk_02 Texture2 None DisplayName P687117166 RegionName Head BodySetName standard Color1 194, 241, 126 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Smooth Texture1 skin_fingerless_01a Texture2 skin_fingerless_01b DisplayName P3937616722 RegionName "Upper Body" BodySetName Tight Color1 0, 20, 61 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_BOOT.GEO/GEO_Lleg*_Work_Boot_02 Texture1 !Boot_V_Work_Boot_02 Texture2 !Boot_V_Work_Boot_02_Mask DisplayName P2104750136 RegionName "Lower Body" BodySetName pants Color1 31, 31, 31 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_BELT.GEO/GEO_Belt_Security_Belt_05 Texture1 !X_Officer_Belt Texture2 None DisplayName P177456852 RegionName "Upper Body" BodySetName Tight Color1 194, 241, 126 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_Male_Hair.GEO/GEO_Hair_Slick_01 Texture1 !Hair_V_Slick_01 Texture2 !Hair_V_Slick_01_Mask DisplayName P2681220175 RegionName Head BodySetName standard Color1 31, 10, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_EYES.GEO/GEO_Eyes_Mirror_Glasses_02 Texture1 !X_Mirror_Glasses Texture2 None DisplayName P2793026233 RegionName Head BodySetName standard Color1 212, 0, 0 Color2 51, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Tight Texture1 Base Texture2 !Emblem_V_DNA DisplayName P2281134661 RegionName "Upper Body" BodySetName Tight Color1 0, 69, 204 Color2 97, 30, 30 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P772741860 RegionName "Upper Body" BodySetName Tight Color1 194, 241, 126 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Beard_Van_**** Texture1 Beard_01a Texture2 Beard_01b DisplayName P2371314042 RegionName Head BodySetName standard Color1 31, 10, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx Auras/Male/binary/Binary_Eyes.fx Geometry None Texture1 None Texture2 None DisplayName P3636920680 RegionName Special BodySetName Binary Color1 31, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P1848153390 RegionName Head BodySetName standard Color1 194, 241, 126 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P546439883 RegionName "Lower Body" BodySetName pants Color1 194, 241, 126 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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Quote:Was just going on some bits from the Dev Chats Highlights July 22 thread. Specifically:Was able to check out the market while at sdcc and I did not see any of the "costume card" characters. What I did see was similar to what you get during the Halloween event. I was hoping to pick up the paragon police one I think they gave out at pax a few years back, but didn't see it.
Quote:They will be offering the costume codes in the Paragon Market.
"The air of exclusivity is a bit stale."
"Those of you selling them on ebay, take that!" -
Antonio Nash, the mutation origin contact, was a member of the Outcasts when growing up and has the amazing power of solving math equations fast. So I gave him a more street-ready look to push the mispent youth angle, along with binary eye aura (it looks really cool close up in red) and the calculation emote to demonstrate visually his awesome super power. And of course the DNA logo helps show his current job while still pushing the Outcast look since they often have t-shirt logos.
{ I just noticed that part of the label for the beard was replaced with **** by the forum swear filter. So to use this code you'll have to replace "Van_****" with something more appropriate }
Code:{ CostumeFilePrefix male Scale 7.137 BoneScale -0.7604 ShoulderScale -0.2418 ChestScale -0.6154 WaistScale -0.3059 HipScale -0.1802 LegScale -0.03297 HeadScales -0.28, 0.21, 0 BrowScales -0.42, 0.47, -0.4 CheekScales -0.39, 0.58, -0.4 ChinScales -0.64, -0.6, -0.52 CraniumScales -0.35, -0.55, 0.29 JawScales -0.32, -0.57, -0.58 NoseScales 0, -0.17, -0.57 SkinColor 221, 168, 107 NumParts 28 CostumePart "" { Geometry Tucked_In Texture1 Cargo_01 Texture2 None DisplayName P887196332 RegionName "Lower Body" BodySetName TuckedIn Color1 49, 81, 97 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Tight Texture1 !chest_skin_V_zombie_01 Texture2 !SF_CHEST_Top_12 DisplayName P566009771 RegionName "Upper Body" BodySetName Tight Color1 0, 0, 0 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard Texture1 !X_Male_Face_Skin_Steampunk_02 Texture2 None DisplayName P687117166 RegionName Head BodySetName standard Color1 194, 241, 126 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Smooth Texture1 skin_fingerless_01a Texture2 skin_fingerless_01b DisplayName P3937616722 RegionName "Upper Body" BodySetName Tight Color1 0, 69, 204 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_BOOT.GEO/GEO_Lleg*_Work_Boot Texture1 !Boot_V_Work_Boot_02 Texture2 !Boot_V_Work_Boot_02_Mask DisplayName P2104750136 RegionName "Lower Body" BodySetName TuckedIn Color1 31, 31, 31 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_BELT.GEO/GEO_Belt_Security_Belt_05 Texture1 !X_Officer_Belt Texture2 None DisplayName P177456852 RegionName "Upper Body" BodySetName Tight Color1 194, 241, 126 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_Male_Hair.GEO/GEO_Hair_Slick_01 Texture1 !Hair_V_Slick_01 Texture2 !Hair_V_Slick_01_Mask DisplayName P2681220175 RegionName Head BodySetName standard Color1 31, 10, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_MALE_EYES.GEO/GEO_Eyes_Mirror_Glasses_02 Texture1 !X_Mirror_Glasses Texture2 None DisplayName P2793026233 RegionName Head BodySetName standard Color1 212, 0, 0 Color2 51, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Tight Texture1 Base Texture2 !Emblem_V_DNA DisplayName P2281134661 RegionName "Upper Body" BodySetName Tight Color1 0, 69, 204 Color2 97, 30, 30 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P772741860 RegionName "Upper Body" BodySetName Tight Color1 194, 241, 126 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Beard_Van_**** Texture1 Beard_01a Texture2 Beard_01b DisplayName P2371314042 RegionName Head BodySetName standard Color1 31, 10, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx Auras/Male/binary/Binary_Eyes.fx Geometry None Texture1 None Texture2 None DisplayName P3636920680 RegionName Special BodySetName Binary Color1 31, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P1848153390 RegionName Head BodySetName standard Color1 194, 241, 126 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P546439883 RegionName "Lower Body" BodySetName TuckedIn Color1 194, 241, 126 Color2 76, 197, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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Figured I'd join in with something really bland: The Super Group Registrar is just an overweight guy in a suit. But hey, that's his thing and you don't see him complaining (just coughing a lot) so I salute his efforts.
Code:{ CostumeFilePrefix male Scale 10.34 BoneScale -0.6198 ShoulderScale -0.8099 ChestScale -0.4055 WaistScale 0.1393 HipScale -0.8099 LegScale -0.1 HeadScales -1, 0.5524, -1 BrowScales 1, -1, -1 CheekScales 0.07619, -1, -1 ChinScales -0.0381, -1, -0.5333 CraniumScales -1, -1, -1 JawScales 0.5714, 0.5905, -1 NoseScales 0.3048, -0.6286, -1 SkinColor 246, 187, 170 NumParts 28 CostumePart "" { Geometry V_MALE_PANTS.GEO/GEO_Hips_Pants_Biz_Slacks_01 Texture1 !Hips_V_Suit_Slacks_01 Texture2 !Hips_V_Suit_Slacks_01_Mask DisplayName P887196332 RegionName "Lower Body" BodySetName Pants Color1 0, 11, 31 Color2 255, 0, 173 Color3 0, 20, 61 Color4 255, 0, 173 } CostumePart "" { Geometry Jackets_Sleeves Texture1 skin_bare Texture2 None DisplayName P566009771 RegionName "Upper Body" BodySetName Jackets Color1 255, 255, 255 Color2 255, 0, 173 Color3 0, 20, 61 Color4 255, 0, 173 } CostumePart "" { Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard Texture1 skin_v_head_78 Texture2 None DisplayName P687117166 RegionName Head BodySetName standard Color1 255, 0, 88 Color2 255, 0, 173 Color3 0, 20, 61 Color4 255, 0, 173 } CostumePart "" { Geometry Smooth Texture1 skin_bare Texture2 None DisplayName P3937616722 RegionName "Upper Body" BodySetName Jackets Color1 0, 20, 61 Color2 255, 0, 173 Color3 0, 20, 61 Color4 255, 0, 173 } CostumePart "" { Geometry Smooth Texture1 smooth_01 Texture2 None DisplayName P2104750136 RegionName "Lower Body" BodySetName Pants Color1 0, 0, 0 Color2 255, 0, 173 Color3 0, 20, 61 Color4 255, 0, 173 } CostumePart "" { Geometry V_MALE_BELT.GEO/GEO_Belt_Security_Belt_05 Texture1 !X_Officer_Belt Texture2 None DisplayName P177456852 RegionName "Upper Body" BodySetName Jackets Color1 0, 20, 61 Color2 255, 0, 173 Color3 0, 20, 61 Color4 255, 0, 173 } CostumePart "" { Geometry V_MALE_HAIR.GEO/GEO_Hair_Old_Bald_01 Texture1 !Hair_V_Old_Bald_01 Texture2 !Hair_V_Old_Bald_01_Mask DisplayName P2681220175 RegionName Head BodySetName standard Color1 0, 0, 0 Color2 97, 30, 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Apparently the promo npc costume powers they give out at conventions are going to be sold now. If the Rikti Mentalist, Coralax, and Freak Boss costume powers are available then I'm grabbing them, the hoverboard, and the +10 slots to enhancement tray thing without hesitation. I'll consider it to be the Extreme Wardrobe Malfunction Booster (well, the first 4 things anyway).
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Quote:I see that armor structurally (maybe with the glow toned down a little) and think Galactus, Space-Knights (the other ones who were a lot less bland then Rom himself), various Asgardians from the Thor comics when they armored up, some of the stuff when a hero or villain would strap on some power armor to compete or find some ancient one-shot relic, Celestials, and a bunch of stuff from super hero manga. It certainly doesn't look like something I'd expect to pop up in a D&D game.It showed that no matter what he thinks CoH is about, at its core, it is about comic book superheroes. It has strayed from that with all this crazy glowy mythical armor.
So I'd say its filling specific elements of the super hero genre rather then straying at all.
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Yin is represented by a tiger if I recall, so "passive" in a stalking predator sort of way...
Back on topic though I'm not a big Galaxy goer, so other then low level badging there I'm not going to be very broken up. But removing it seems ill-concieved if CoHF increases the player base as hoped. There is bound to be some of the incoming player base that would like a less frenzied environment and with a numbers boost there would be enough people there to justify the zone for them. Since they are changing the building look of Atlas, they could easily justify both zones being attacked and rebuilt to explain why the look of things suddenly gets altered. -
Quote:I think a more interesting question is how is the ski and winter mission content going to interact with free players. Will they have to buy their way in or are we going to have massively packed slopes (which would be awesome)? Though I shudder to think what an increase in player count from freedom could do to gathering those stupid glowy presents.I've been wondering... what's going to happen when the Winter Event starts up later this year? A fair percentage of the high-level characters are packing fire-based nukes and/or fire procs these days; are the Winter Lords going to just melt away?
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I think horror is still possible in a super environment if it is sufficiently alien and/or invasive to what you consider your safe zone. A hero dealing with an entity that has no discernable motive, no truly set form or list of capabilities, that can appear in any location (no matter how private) at any time while remaining largely unnoticed, and that doesn't even seem interested in the entire hero-villain conflict at all would be troubling. Having massive powers or a personal connection to the supernatural could make a super even more vulnerable to fear when something that doesn't fall into their genre passes through, taking something of value and only leaving some telltale clue that it ever was there. All your powers and knowledge reduced to triviality by something that may not even realise you exist, and probably wouldn't even care if it did...
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Quote:It has 3 unlocks (rikti and a couple of crey) that look okay, but considering the full array of possible science fiction energy weapons the list size is sad. Maybe we would see a couple more if they ever made a pure Pulse Rifle power set, though in that case I'm sure some people would be unhappy about another weapon set (and a partially scavenged one at that) being added.Last I checked, Pulse Rifle had two options - the stock Pulse Rifle and the "I shoot lasers out of my bagpipes."
Quote:Titan Weapons needs to have a 180 degree cone teleport attack! Charging Strike or whatever you want to call it, just telepart in swinging that huge weapon! -
I'd like to see the following as Titan Weapons:
A branch with a beehive on it: Hopefully with its own swarm and honey dripping effects.
The full range of polearms that AD&D made me want to look up back in the day.
A caber.
Bronze Knight's explosive melee option: That's just pure entertainment.
A two-handed Macuahuitl as tall as a man... Actually some one-handed ones in a more rational scale would be pretty awesome to.
A lot of the later weapons from the Dynasty Warriors franchise (somebody had pictures up the thread).
A two handed chainsaw on a stick.
A car muffler.
A totem pole.
A ladder.
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One thing I'm hoping is that when momentum gets going it grants you a bit of defence or mobility. I used to play at sword fighting with a friend of mine a lot, invariably I'd use a long pipe or board and he would go with smaller and lighter pieces of the same. I'm not a very agile person but I found when I got those things spinning around enough the backswing would help me jump to evade his jabs pretty effectively (and he usually was busy getting out of the way once it game back around).Though I'm guessing people who trained more professionally with stuff would be able to point out various things wrong with my theory: Considering we were basically trying to club eachother in fancy ways learned by watching bad fantasy films, and several times caused eachothother painful if superficial injuries, it doesn't reflect a high level of common sense on our parts at the time.
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Quote:If you exclude stuff that is unmistakably their IP (like how a Bolter looks or the specific design of a SM backpack). Its not *that* hard to come as close or closer then for many other sci-fi IPs. Other then a few things (the exact design of a bolter) the devs would have to set out specifically to rip off stuff to get closer... For instance the biggest issue with SMs seems to be that we don't have a shoulder with logo, which I'd imagine is more a technical issue then a legal one. And orcs just need a wider, more brutish face to seem correct to me. The biggest thing lacking in general would be to have a 1 sword + 1 pistol power set as that's pretty notorious in the IP, lacking in City, and common enough in fiction (watch most pirate movies) that nobody could be sued for it.Yeah, have you even tried to make proper looking SM armour? Or an Ork? You cant even get close, and I have no doubt that's by design.
I think its silly to believe they could be sued for a chainsaw on a stick that doesn't specifically look like *that* chainsaw on a stick: Otherwise the makers of Fallout would have been in court over the Ripper.
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Quote:Amazing stuff. Over half this list (particularly the options without built in ties and shirts) are things I specifically was complaining to my wife about wanting addressed in the pack, but was sure would never be even looked at again once implemented. Hopefully this a sign of a trend for future packs (or even a little tinkering with old ones).I went and pestered El Topo and Cheryl for a list of things that we can confirmed as fixed internally specific to the Steampunk Pack.
That being said, I do hope that once the complete final list rolls around there are versions of the backpack and wings that don't have the strong inherent colors so they can be better retoned. I haven't checked the live version, but if the gold stripes on the ends of the sleeves are still not recolorable that would be awesome to.
Still I'm overjoyed on the list of changes so far. Just awesome. -
I was aiming for a more generic commissar. I might try a Gaunt-like build later today (different cape, mantle, jacket, belt, shoulders, and sliders) just to see how it comes off...
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The parts contribute to a pretty functional Commissar for Warhammer 40k fans...
Though it would be far better without the stupid boiled in always black bow tie: If I wasn't hiding it I would have used red rather then black on the cloth parts of the torso piece (often they have a some red cloth peeking out from under the chest armor piece) and would have definitely considered use of the skull bolo to add that extra piece of skull decor that the Warhammer universe thrives on. Not to mention I would have also rather had red trim on the sleeves instead of gold. But in spite of those issues he still came out pretty nifty.
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I had a weird thought about using the goggles in the new hat as the actual eyes of a character and came up with this... thing.
I'm figuring Illusion/Sonic Controller with some very vibrant power colors, but can't seem come up with a suitable name.
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Perhaps, but what really sets a pack apart for some (including me) is its ability to apply to multiple character concepts. Versatility is key. Overall I'm seeing a lot in this pack that will work for non-steampunk characters, but a limited color selection cuts down that number from what it could potentially be.
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Is "Remittance" taken? That's what I would try.
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Quote:I could envision a chainsword ( http://wh40k.lexicanum.com/wiki/Chainsword ) with big steam vents.What exactly would a steampunk blade look like, that a Red Cap Dagger won't cover? Or a sabre?