Sonic_Moonbeam

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  1. [ QUOTE ]


    It's marketing and advertisement which means more people will come to the game.

    [/ QUOTE ]

    Maybe more in the future but if their intention was to generate new people to the game via store shelves, it seems marketing may be off. From everyone posting here, they found it at a few Game Stops but only had 1 or very few copies. I am sure there will be more on shelves in the future but you would think the developers would at least list retailers that will be carrying their product so current players could find a copy if they wanted the disks. It must have been printed and shipped a while back since it has the Paragon Studios logo on it. Also, I am curious about Cryptic Studios still being printed on the box as well..I thought they parted ways? Also the map that comes with it needs to be revamped, that one looks old.

    I, myself, went to Game Stop on my lunch just to see and was told they didn't have it and wouldn't be carrying it since (their words) "no one has any interest in City of Heroes so we won't be carrying it". I said "Hmmm it's odd that a lot of people posting on our forums seem to be finding at least 1 copy in most locations". The young guy looked as he was talking and said they had 1 old copy of Good vs. Evil if I wanted that but that they wouldn't be carrying Architect. I said thanks and then another guy behind the counter said let him check if they had any scheduled to ship to them. He says to idiot #1 "Computer shows we got a copy" to which idiot #1 says "oh really? (looks in same place) Yep, here it is..I apololgize...this one is blue" LMAO!!! he actually said that the reason he overlooked it after his long "we won't be carrying it" speech is because the box was blue this time. Idiot!
  2. Yes, it appears that the most wanted costumes will be appearing in packs to buy.

    That said....Do I smell a PB sash in the Natural pack? hmmmm?????

    SexyJay, those are the most beautiful costumes. Your work is greatly improving and I'd like to thank your new assistant, too! Bravo!
  3. [ QUOTE ]
    Sonic, My 'puter isn't that great actually. One of the tricks I use is to launch my demo playback at a reduced resolution, which lets me crank up more detail level without stalling my CPU or graphics card. I use Balshor's demo editor to launch and select 720x480 (TV/DVD resolution) as the size. I figure that anything larger than that is wasted even if I burn it to DVD. Give it a try!

    [/ QUOTE ]

    ooo, I'll try that Star, ty for the advice.

    Dark, I already do what you suggested after I tried once to use FRAPS in-game and I saw quickly that was not the way to go. Thanks for the advice, though, and HAPPY BIRTHDAY! (dons her party hat)

    One day I'll finish my masterpiece I've talked about for years. GAH! Just this week alone, I've thought of 2 more complete stories to tell through video but I can't finish one. GAH!
  4. wow, that was fantastic, Star! I loved the music and I was especially impressed with the resolution! I've never seen the game look like that to me, I got crappy hardware I guess. Using Fraps to capture with it seems to slow down my playback and I guess my video card was outdated the day it came out but the game is quite playable to me but I wish it looked as good as your video!
  5. Have you found them yet? or is your project over? I have a SG mate who has a weapon/shield and asked him about these "moves" and he didn't have a clue about them.

    In case you havn't found them and are still currently working on your project, I did see an animation on the MA test server that has a "sword point" and I might could get you that animation if you are still interested. I'll get it for you unless you are on there yourself. I assume you would just change out the weapon.
  6. Congratulations, Balshor! You deserve /e claps all around. I couldn't get by without your editor but like most, I can only use what you have written. Good luck in your new career. I have enjoyed working with animation over the last few years and I think I would love a career in some kind of game/movie animation but sad to say I never had any kind of class and really can't afford it but your hard work (and everyone elses) has given me a tool to use to make me feel like I have. So a thank you for that as well.
  7. Well, I certainly know how that is!! I learned by making short clips and such until I felt comfortable with the editor. Balshor's editor made a world of difference for me (no offense to any others, I just was able to understand it better). I then decided I wanted to make a video but if I was going to do so, I wanted to make a really neat one with the editor. I chose my song, my location and then based on what was in the codex and from what MOVs and FX I had seen in the game, put it all down on paper. I filmed a good bit of it then got bored and quit. I got new computer and had a renewed interest in it. I did a bit more then I got busy and couldn't work on it any more. I got the urge again this week to work on it again and am up to 1/2 way finished! LOL! This whole process has been more than a year. I noticed last night I had "Fraps.com" watermarked on top as I used to use the free version until I purchased it so some shots have it and some don't..oh well SO....I am once again excited about finishing it with new ideas.
    My biggest undertaking is getting 100s of NPCs all together as a crowd and I know no other way than placing them one at a time. I think that task is what led me to give it up in the first place. I wish I had 50 people to stand and let met demo them, then let them move and demo again until I had the area full. Hopefully I'll have it finished in a few weeks and I'm gonna work on it diligently!
  8. [ QUOTE ]

    So I'd need to place like 1 or 2 more of those smoke stacks.

    I'd need one to the right of those guys and then one inbetween the camera and them. I have no idea about the PYR and POS stuff and which direction is which.


    [/ QUOTE ]

    What I would suggest is to copy that FX if you like it and give it a new Reference #. Then, change its POS by changing the first coordinate to +/- 10 units and see which way it moves it. Then you have a reference for which way to go. For example, using this POS ( 10.1234 -25.1234 65.1234 ) change the 10.1234 to 20.1234 and run the demo to see which way it moved. Same applies to the 3rd set of #s. This will also help you learn about POS movements.
    As a note, since that smoke has a wide range, you may need to make a larger POS movement to discern which way it was moved if it isn't obvious.
    As to which way they move, the first set of numbers (X) moves you East/West, the 2nd (Z) moves you up/down and the 3rd (Y) moves you North/South. You need to know what angle you are filming/facing in order to know which way it will move you. Honestly, I just always do what I suggested and move one way a few units to see which way is which and then I'm good.
  9. Just FYI, I did the 2nd respec and I got the red bubble FX. Its already in the codex, I just didn't know the name.

    POWERS/RADIATIONCONTROL/RADIATIONCORESHIELD.FX
  10. In addition to what the others have suggested, you may have copied and pasted NPCs and changed their POS/PYR but failed to check and see if they had any other POS/PYR. Sometimes I did this and they would simply disappear or not appear until I saw I had to delete any other POS/PYR related to them because if you don't it moves them from where you had them to their next POS on the map so they won't appear where you placed them.
  11. Sin, as Relentless said, you can use the smoke grenade

    Maintained POWERS/GADGETS/SMOKEGRENADECONTINUING.FX

    I like using the Striga vent smoke but I move it like 30 units down into the map to get the top of the smoke, which is what the following does:

    0 10 NEW Puddle
    0 10 NPC Puddle
    0 10 POS 888.40625 35.09375 -1215.59375
    0 10 PYR 0 3.129317 0
    0 10 FX Maintained 1564 WORLD/LAIRS/STRIGAISLE/VENTSMOKE.FX
    0 10 FXSCALE 10.000000 10
    0 10 ORIGIN ENT 0 0
    0 10 TARGET ENT 0 0

  12. Sin, I loaded it into Balshor's editor and took a look. It was doing what you said it did. I then did a "resort" (don't know what editor you are using or if you have that feature) to resort the time into order. It placed all the "NUL" commands on top and wouldn't run so I deleted them and ran the demo again. This time it played and seems to play just fine so I took out all the other references but you and Manticore to shorten. Other than that, I changed nothing..looks like you had it right but must be a sorting issue.
    Can I post that here or where can I do that?
  13. Being from a RP group, this has to be the most awesome feature to come along! I love the concept. That said, I hope these missions will function similar to "the arena" in that they can be created and then allow it to be available, for example, to your Super Group without it being available to everyone out there. Many stories for us would be continuations of stories we have created that no one would get anything out of if they didn't know the backstories that we have had for years. I hope a feature exists like this.

    Looking forward to this new content! Thanks.

    ..and I touched the AWESOME BUTTON! O
  14. thanks, JW, that is the one I was looking for! You wouldn't happen to know the FX for the red radiation bubble you get in Terra Volta respec do you?
  15. Hi, everyone! I can't seem to find the MOV and FX for the Ghost Widow animation I think is called soul storm. Its the one where they spin around in the fetal position (sort of) up in the air. I don't play COV much so I wouldn't be able to demo in her presence using that. Thanks.
  16. what about the movement for ankle, wrist, fingers and toes? I know emotes can do that but the ragdoll movements can't, right? It would be nice it toes could point and fingers move out (like pointing). Great work on the poser. I can't believe how much work you have done on this.
  17. Our group is a role play group and I'm sure I can speak for many when I say that the new architect mission generator is the best thing we could ever hope for. Finding a specific mission that fits our story can be tough...like finding specific items or people. With this new system we can create the appropriate mission for that story. Thank you so much!!! This feature will ensure I play for a long time.
  18. Well, congrats to all you who made it! I just stopped over to look and will review all again before I make my vote. I know how hard it is to make them and all are very good indeed. I really don't like to be negative in any way, however...2 of the entries "I" do not see fitting the "show your darkside" theme when there were many others that seemed to do better job on that. But..I am not a judge and I will have to decide to vote for one of you and that is going to be hard enough! Again..../e claps all around! Great job to all of you. I hope one of you enjoys your new Matrix car!!! yeahhhh!
  19. [ QUOTE ]
    Quinch, the range is 0-1023, with 511 being the "neutral" location, and 255 = 90°. All joints at 511 is this default pose; set the leg to 255 (90°) and you get this; set the upper leg to 255 and you get this, set BOTH to 255 and you get this. I'm trying to find some software on the web that allows the animation of skeletons and exporting each joint data, hopefully I can find one that's not expensive and allows the range of values for the angles to be defined.

    [/ QUOTE ]

    I am trying to wrap my head around this so I have a few questions based on what I've read. So.. in the following example below, the first 3 set of 8 numbers are for the right knee and is PYR? then sets 4-6 are the right hip, etc... OR is the first 11 sets of numbers ALL Pitch then the next 12-23 are Yaw and then 24-33 Roll?

    00000085 is right knee Pitch?
    000001FF is right knee Yaw?
    000001FF is right knee Roll?

    if that is correct, then what are A, B, C,D, E & F values for and how did you arrive at putting in 511 for the default pose you posted? where do you insert the 511 values? Thanks!


    EntRagdoll 11 7000 7020 00000085000001FF000001FF0000021B00000201000001DF000001BD
    00000200000001FF000002250000020200000224000001FF00 0001A5
    000001FF0000025B000001C500000192000002010000027200 0001FF
    000001FD00000297000002300000020C000002110000021B00 0001EA
    000001F8000001F2000002260000020500000203
  20. well, I had "some" success with it but, yeah I think its hosed! I can get it close but not accurate. If you want to take a look and maybe salvage some shots from it, here is what to do. I use Balshor's editor mostly and I know the time codes are a little different format I think. BUT...go down to the first POS movements on you toon (in this editor it is about 63,000). Then look up your first RUNPRE MOV which was about 1347 for me. Do a filter to get only the POS and PYR lines from 63,000 forward. ONce you have them filtered, then DEDUCT the amount between 63,000 (or first POS) and the first MOV RUNPRE and change the time to reflect that. Basically you are moving all the POS and PYR commands down to match the time of the first RUNPRE MOV command. Then, do the same for the CAM commands so the CAM will follow. He runs down the hall, pops an inspiration and then goes about his business but as it goes longer, the animations get farther and farther off. Like I said, try to salvage what you can if you have to have it or just re-record. Sorry!
  21. could you post the demo file somewhere so we can take a look at it?
  22. [ QUOTE ]


    Wow! The number of views on Babytoons really shot up. Good vid, well deserved.




    [/ QUOTE ]

    I noticed that, too as I have been watching all the videos over there you guys are doing. Great job! I also noticed that the ones with the 2 highest #s of votes are listed in the "featured user movies" section. Is that fair to the others? I know voting isn't "officially" started but that does draw more attention to them for people to return and vote who might not be looking at the contest page but watching the "featured" section of videos. Just a thought! And yes, Babytoons is great and so are the others.
  23. no problem, sweetie! Just leave a plate of cookies on the table on your way out! As a side note, leaving Oatmeal Raisin will get you priority attention next time!!!
  24. [ QUOTE ]
    Thanks, V. No dice. I believe it has something to with the first line of code. On pure trial and error instinct I copied your first 0 1227 line of code into mine. With that I could get the demo to load -- but with an invisible man on my screen... without it ... and only your Cape code added the Demo wouldn't load at all.

    EDIT: I have no idea what I'm talking about. LOL.

    [/ QUOTE ]

    looks like you don't have the other line for capes(which I think is the mantle?) and you can't add it in at the end. Each "PARTSNAME" line is for something specific..like Detail 1, belt, shoulders, etc... Line 16 and 18 of the PARTSNAME are the ones for the cape. I plugged in your color from your color scheme and it looks great. Also..make sure this toon has a POS, PYR. If you are adding it into another demo, you have to give it a position or it won't show up where you need it and I think it needs HP, HPMAX (hitpoints) but not sure.

    0 1451 NEW "Lord Darkfyst"
    0 1451 COSTUME 4 ffffff 15.214469 0.657457 0.000000 0.495238 0.611512 0.110623 0.328728 0.000000 0.000000 0.560000 0.000000 0.210000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    0 1451 PARTSNAME Tight leather_03 none 000000 1f1400
    0 1451 PARTSNAME Tight skin_bare none 660044 660044
    0 1451 PARTSNAME V_HUGE_HEAD.GEO/GEO_Head_V_Asym_Standard skin_v_head_33 none 00a9ff 1f1400
    0 1451 PARTSNAME Spike Tech_Retro_01 none 990067 1f1400
    0 1451 PARTSNAME Spike Tech_Retro_01 none 660044 1f1400
    0 1451 PARTSNAME V_HUGE_BELT.GEO/GEO_Belt_Spikes_06 !X_V_SpadR_Spikes_01_Metal none 660044 ababab
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME V_HUGE_SPADR.GEO/GEO_SpadR_Spikes_14 !Emblem_V_Spikes_01 !Emblem_V_Spikes_01_Mask 000000 e3e3e3
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME Breather Tech_01a Tech_01b 1f1f1f cc0087
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME Full Cape_Top_01 none 660044 660044
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none Cape_01 none 660044 660044 660044 660044 capes/CapeLongHuge.fx
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
    0 1451 PARTSNAME none none none 00000000 00000000
  25. [ QUOTE ]
    That puts me out of the race then, since my entire concept was wound around my voice actors.

    *Heavy Sigh*

    Good luck to the rest of you, though.

    [/ QUOTE ]

    well, chances are that if anyone with voice actors is a finalist, they would ask for the release forms from your actors giving all right to you...at least that is the way the rules read to me. They would have to send you release forms to sign your submission over to them and that would probably be when you would submit them as there is no mention in the rules giving email addresses, phone #s, etc. to send them to with a submission.