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Thanks for all the feedback on possible Granite Armor options, guys. This is what I took away from the conversation, after reading this thread and BaBs older one on the same subject:
1) Some people like the size change and Devouring Earth model in the current Granite Armor.
2) Other people do not like the Devouring Earth model.
3) Virtually everyone would like customization options for Granite Armor, but not everyone is willing to lose the Devouring Earth model or the size change for those extra options.
Though I feel there is slightly more support for a generic customizable Granite Armor, there is still a sizable group that is attached to the Devouring Earth model. This makes me hesitant to do away with the model, even for the sake of expanded customization. Also, I fear the generic model will bear a resemblance to this legendary poo-man I keep hearing about.
I know we always say we cant make everyone happy, but this really looks like an issue where a bigger time investment will make a lot more people happy. I will take both increased customization and Devouring Earth model proponents into account if there is time allotted to work on Granite Armor.
Also, I should remind everyone that at this stage, I cant even attach the typical Soon label to this project. It is a feature I am looking into, and it does not currently have a release date.
Quote:Any chance that working it into the Costume Editor could happen AFTER Weapon Auras were added to the game? By which I mean, I think that it would be a good enough compromise to add Weapon Auras to the game that are initiated with slash-commands for many of us who want them, and have done so for years.
Thats not a bad idea, RavenSoul, but as you mentioned later in your post, its not very user-friendly, and therefore its logical to assume that few people will use it. If the FX department invests a significant chunk of time into a new feature, I want to make sure that feature is easily accessible to a lot of our players.
Quote:Hey Tunnel Rat, remember that thing you said last time you posted here about putting additive particles in from of nonadditive particles? I think you really ought to consider doing that for the new Volcanic Aura, because right now the "lava" is too transparent to actually look like lava.
Thanks for the suggestion, Vanden. To use this technique for an aura, or any persistent effect, would require a consistent screen of nonadditive particles. For aesthetic reasons, I didnt want to have a lot of thick smoke spawn indefinitely around the character, so I made the tradeoff of having slightly transparent lava sprites.
Quote:Just a quick post to give a *thumbs up* on the double lava effects in the signature arc. The moving dual textures are a fairly elegant, effective and economical solution for conveying something as complex as flowing lava. Good job there! ^.^b
Now if ONLY we could someday get similarly animated textures on our characters... >.>
Thank you, SilverAgeFan, but all the credit for the lava textures goes to Chris Gregory, one of our awesome environment artists. In his own words, It's a combination of a photo of a worn crosswalk (for the dark fractured islands of lava) and roof tar (for the hot liquid lava underneath).
Chris did a presentation for the Paragon artists awhile back about his technique, and he is an unbelievably creative guy. One of the ground textures in the Underground was actually based on an egg he burned. Thats right; where we see a botched meal, Chris Gregory sees opportunity.
As for getting those textures for characters, all I can say is that Ive seen our character team do increasingly amazing things.
Quote:Tunnel Rat, I just wanted to say thank you for the Volcanic aura. It is PERFECT for my Mister Halloween and finally addresses my long standing issue with most eye auras not playing nicely with hats. Thank you! ♥
Thanks for letting me know, Goblin Queen! Im so glad those eye auras worked out for you! -
Hi guys! First off, thanks for all the fantastic footage and information on Dr. Who! Looks like I have another TV show to get into (maybe after I see Ghostbusters 2). :P And as always, it was great fun to talk to many of you during our last impromptu Ustream!
Quote:You can have this RITE NAO! With I21's launch, Boils has a Head and Head and Arms option. (The Feathers aura should also have a light version.) I omitted it initially because I couldn't imagine anyone wanting boils on just their heads. Then I saw your awesome character concept and I was enlightened.Also... I have to ask... Slime and Boils auras for Heads and/or Eyes, pretty please???Sorry about the wait on this one. Unfortunately I checked it in too late to make the I20.5 patches.
I can understand your request for a Slime head aura, but unfortunately with the very vertical shape and movement of the sprites involved, they would either be obscured by or clip noticeably with the head.
Quote:What about some dragon ink tattoos thrown into that holographic/form-fitting aura category as well? Threw the Victorian decor chest aura on a character with a jacket and just love watching it roll across the back, like some strange magic biker jacket. Makes me think the Tsoo inkmen if they get targeted for a revamp could use a combat-chest dragon ink aura to great effect.
Quote:Long before he left, Christopher Bruce, AKA Back Alley Brawler spoke at length about weapon auras and essentially discarded that particular idea as unworkable. The way he explained it, adding auras to weapons would require that every weapon-and-aura pairing to have its own copy of said weapon, producing both humongous weapon lists that become cluttered and constituting a maintenance nightmare. Do you have a solution to this problem via new tech, or are you just considering rolling with it anyway?
I wouldn't call it new tech, though maybe a new technique. I believe the solution would be similar to what we did for Path Auras, which activate with an indicated animation state. If each weapon has its own animation state, the need to add an unwieldy number of options in the menu may be eliminated.
I agree with BaBs that having to implement all those menu options would be a deal-breaker. I'll spend some time on this and see what's possible.
Quote:If I had the choice, I would make all of my sprites non-transparent in their interiors as I simply prefer monolithic uniform dense single colours.
Unfortunately, I don't think an opacity slider is going to help you with this. The reason many fully saturated hues are transparent is that they are mid or low value colors. This basically means that if you were to convert them to grayscale, they would appear to be gray or dark gray. With additive particles (particles that add light to the scene), the only truly opaque value is white. Anything less bright than white will have some degree of transparency. So an additive blue, for example, cannot be opaque, and will always be influenced by colors in the background.
There are ways around this, such as setting additive particles in front of nonadditive particles. Pyronic does this, which makes the colors brighter and less influenced by the background. However, most of the older effects use purely additive colors. If I get the opportunity to make alternate effects for some of these additive sets, I'll take an approach closer to what we did with Pyronic.
On the more broad subject of the possibility of an opacity slider, if the time involved is anywhere near the time we needed for color customization, I'm afraid the answer will be no. I don't feel it adds enough to the game to justify that scale of time commitment, especially with the growing possibility of implementing a way to suppress other players' effects. If you're having trouble changing the opacity of your powers with the current system, I'll leave you with a good rule of thumb. For bright sets, choose colors from the left side of the palette for increased transparency, and for dark sets, choose whitish colors.
Quote:The best possible "replacement" of FX for Hasten would be to snag Synapse's signature movement blur effect and simply apply that to characters.
Trouble is, I don't know how "deeply hardcoded" Synapse's signature movement blur aura effect is. Maybe Tunnel Rat could tell us?
Something like the Synapse aura is simple enough to implement for players. It can't be custom-tailored to the pattern of your costume like Synapse's is, but it can certainly be color customizable with one color as an aura, or with two colors as a theoretical alternative to Speed pool power effects.
Feycat - Just saw your post before I posted. The dark, opaque afterimages in the Dual Pistols attacks and Dimension Shift emote are the result of a bug. This will be fixed and reverted to the original look in an upcoming patch.
In other news, I expressed on the last Ustream marathon that I believed Granite Armor could be made customizable. I'll be devoting some of my free time to exploring this possibility. The trade-off would be that the Devouring Earth model is done away with, and replaced with a more generic-looking model that is placed over the character's body, similar to the rest of the Stone Armor powers.
I'd like to hear your thoughts on this trade-off. Thanks to those who have already posted their opinions! -
Awesome clip! Thank you very much for posting this, Snowzone!
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My apologies for not posting in this thread for almost exactly a month, guys! Everyone in the studio has been incredibly busy preparing for the launch of Freedom, and I haven't had much time to post in the forums. Thank you very much for continuing to post your suggestions! Finding time to post can be hard, but the FX team always actively reads this thread.
Quote:Italics represent my clarification, Zyphoid. Hope you don't mind. I’m seeing a lot of requests that would tie into Pools Customization, so let me elaborate a little on what’s involved here.Before they said there was no way to do it (pool powers customization), but with the incarnate powers it seems there was a way found to do it. Just don't allow the pool to appear in the creator till it is chosen as a power.
Most importantly, this isn’t a task that requires only FX time. To implement these options into the powers customization screen, we need UI and code time. It’s true that we’ve already added an additional heading to this screen for Incarnate powers, but that was just one heading. We will need to add several headings to the powers customization screen to implement pool powers customization. And by several, I mean more than the screen can currently support. We also need code to help us address the question of whether all of the possible ancillary, patron and regular pools are visible in the screen at character creation, or whether they are added later in the game as you choose your powers. The first option will require code time, and the second option will require more code time. Then we'll need a UI artist to revise the powers screen and make sure it's as readable and attractive as possible.
I know some of you are really dying for an update on the state of pool powers customization. Being one of many people necessary for this feature, I'm not the best person to share this information. When and if there is solid information, we'll make an announcement.
Not a bad idea! I can get on board with Weapon Auras, and elemental variations of weapons. I'll look into this.
Quote:Glow Tech Chest Emblems, similar to the flat plain ones but with glow FX, some could potentially be animated too as per the Victoriana aura.Quote:I REALLY liked the look of the Victorian Decor aura not just because of the pattern but because of the way it's overlaid like some sort of shaped forcefield around the body. There should be more auras like this, maybe tech themed ones with beehive barriers and magical ones with runes. And depending on the way it looks, some tinted bubble auras would be a pretty good neutral one as well.
Quote:Power customization (including alternate animations) for custom critters in AE/MA? As well as a FX suppression slider?
As for an FX suppression slider, are you talking about changing the opacity of your powers? Or something that suppresses other players' effects beyond what the Max Particle Count graphics option can do?
As far as opacity goes, you can actually achieve more transparent effects by selecting darker colors. (This works best with Bright palettes.) I've seen suggestions for an opacity slider for powers before, but I think choosing darker tones addresses this request fairly well.
If you're talking about the suppression of other players' or unnecessary effects, then this is something we're looking into.
Quote:Hey Tunnel is it possible to get the "stars" from the Loyalty emotes as auras?
Quote:Speaking of the 7 year Loyalty emotes ... would it be possible to get Loyalist and Resistance versions of these emotes? Please?
Finally, I see there may be some confusion between character art and effects requests. Effects mainly cover things like powers, auras, costume changes, and the like. They do not include things like the bioluminescent glows introduced in the Mutant Pack, shaders or animated costume pieces. This is also not the best place to propose themes for booster packs or suggest character animations. These requests are outside my field and I'm not the best person to provide information on them. Please post these suggestions in the appropriate "All Things Art" threads so the right people can see them!
Anyway, it's great to see that this thread still lives. Thanks again for all your thoughts and ideas. I'll do my best to drop by more frequently! -
Wow, this thread has really trended into requests for alternate effects for existing powersets! Like Ive said before, I have some personal interest in this project, and Im glad to see that player interest is strong as well. The FX team has a lot on our plates right now, so I cant make promises about more alternate effects coming to pass just yet. But in the meantime, Im very interested in hearing which powersets you think could use some new effects love.
Quote:The introduction of trail auras has generated some issues that Id really like to resolve. We realize you guys want to use them with your regular auras, and that youd like for your regular travel effects not to obscure them. I cant give specifics on our progress on these issues, but its something were actively looking into.I look forward to us being able to sport dual auras and I hope that gets scheduled fast. Even so, another major weakness of the trails is that often times the effect is semi-obscured by the effects of other powers. My lightning trail on one character is fairly unnoticeable when super speed is toggled on and it honestly looks a little silly when the character is walking.
Quote:Would it be possible to make flying path auras. I.E. contrails.
Quote:The glowing rainbow aura that pops up whenever a Dominator's Domination inherent ability either can be or is activated feels a bit odd and out of place considering what it's supposed to represent. A way to change it, and possibly other inherent power effects, or simply a choice between a couple different colors would be awesome.
Hahaha! You can get pretty close to a rainbow theme with some sets when you choose colors red and green (bright palette). Theyll make yellow when they overlap, which gives you enough of the spectrum to suggest a rainbow effect. -
Quote:While a dual aura system is currently unscheduled, it is something we have explored while attempting to break off path auras from regular ones. Ive shared concerns about performance with you guys before, and the FX team is currently tossing around ideas about how a dual aura system can avoid the pitfalls that some defense auras currently demonstrate.I'm a fan of being able to use miltiple auras of multiple types. I would, if I could, have constant Wisps circling around my character, combined with a basic Eye Glow which triggers only when the character enters combat.Quote:I really dislike the ‘Ice Cube Man’ effect that this power has. It has, subconsciously, prevented me from rolling an Ice Tank, a Cold Domination user or using the Cold Mastery epic.
And lag issues with powersets are always a concern. Ive seen a lot of player interest in alternate FX for various sets, especially some of the older, uglier ones. Its a project Im interested in myself, and Ill pass along the idea to the folks who schedule my tasks. And the FX team will definitely remember that players dont like having their costumes obscured.
Also, thanks, Zamuel and Srmalloy, for highlighting that magma bug thats quite a stinker! Ill investigate. -
Thanks for the continuing ideas and suggestions, guys! I've addressed a couple below, but don't panic if I haven't mentioned your specific request - we are reading and noting all of them.
(And while I can't comment on specifics for new systems like dual-auras/ dual-color auras, and a way to turn off certain power effects, I want to at least acknowledge that I've seen them and know you want them. Generally, they'd require a significant chunk of programming time, and our programmers are absolutely swamped for the time being. We won't forget about these requests, though.)
On a sidenote, a couple posters are asking for things like character textures, stances and animation-driven emotes. They're great ideas, but not something the FX department is involved in. But we don't want good ideas to go to waste! Please post them in one of Noble Savage's "All Things Art" threads so the right people can see them.
Quote:Great question, Nieromaru! We typically release our auras and other FX goodies with new issues, or half issues like 20.5, and booster packs. There are lots of reasons for this, but one of the more important ones is that it makes the QA and publishing schedules much more manageable. New auras have to be viewed, evaluated and tested by these departments, and it's much more orderly to do this when a lot of other new stuff is going into the game, rather than trying to schedule according to the whims of a rogue FX artist.In your replies you talk about lots of cool things you can do with auras, and especially the new trails. You even seem to imply that you have at least partially working versions already made. So what is it that shrinks all these ideas down to the slow trickle of stuff that actually comes out?
Another factor is that FX time is shared by a lot of other tasks besides auras. We are constantly working on effects for new powers, villain groups, zones, cutscenes, storyarcs, etc. An issue full of new powers and content, like I20, doesn't always leave a lot of time to devote to auras. Still, we realize how important character customization is to our players, and we do schedule time for that. We just can't focus all our time on auras and nothing else!
Quote:The new auras on the Ascension armor makes me thing that the Combat Auras could be expanded, and well. I would like to see an options added for Combat auras that animates like the H.U.D. except is for the whole body. It would give a great energy armor feel, versions could be done that have about ever origin theme.
Quote:Not sure if this has been asked for, but I would like a super-subtle eye glow aura. I mean, so subtle that you can barely tell it's there. I have alot of characters that are 'super normals' or whose powers shouldn't really affect their appearance that much. It might also be nice for the RPers or others who have 'secret identity' costumes, to give a subtle hint that the character is more than they seem to be.
On the subject of eye auras, Goblin Queen (sorry, I can't find your post, but I've read it) has asked for eye glows that don't clip with hats. This can be a little tricky, since the tech that would usually push the glows in front of a hat's brim also pushes them behind the back of the head, when the character is viewed from the back.
Creating a very small eye aura may be the answer to both of your dilemmas, however. I'll keep it in mind for future auras.
Quote:
On a path aura related note: Tunnel Rat, PM me with your demands for what sort of bribe it might take to get you to add a path component to the Origins Pack toxic vapor aura--thinking toxic goo globs, akin to how Shivan "flesh" is depicted in game.
For that matter, I'd love to hear everyone's feedback on the 20.5 auras, especially the path auras. It's the first time we've released a big batch of these, so I'd like to know your reaction to them. -
Just wanted to drop in quickly and let you know Im still keeping up to date on this thread. (And not just me, but the other fulltime FX artist, too!) Thanks again for the great ideas! There are quite a few that have piqued our interest and we hope to start exploring them soon.
To answer a couple of questions:
SilverAgeFan and Mothers Love asked about our involvement with fog. If youre talking about the fog, as in Dark Astoria fog, no, I believe these settings are determined by environment artists. But particle fog, like you see on the shores of Neutropolis, are all us. That particular zone was a great step forward in terms of environment effects, and were hoping to go in the same direction with future updates.
Vanden asked if FX artists implement their effects as well as create them. With powers, we need help from designers, but after they do the initial set-up, we can change the power as we please. Most other things, like environment effects, auras, and costume change emotes, we can handle ourselves (but occasionally have another artists help on, especially for environment). In terms of adding effects options to procs, or customizing proc-based powers like the Incarnate Interface set, unfortunately, we do not have that capability at this time.
And thank you, Razorstrike, for the lovely mock-ups! There are some great ideas in here. Well see what we can do. -
Hey folks,
Thanks for the feedback. Ill take a look at Barrier and a couple of the other powers with multiple complaints. In the future, Ill try to avoid powers with an intense pulse, and spread the word to the other FX artists. This is about the best I can do with the limited time and notice that I have. Unfortunately, its impossible for me to fix every effect that causes someone discomfort, but I hope to fix some of the outliers that have triggered the most complaints.
A few of you have proposed a system that allows players to suppress certain effects or turn off buffs placed on them by other players. This is a possible long-term solution, but one that requires a significant amount of coding time. Since our programmers are swamped right now, this system is likely a long way off, if it is greenlit at all.
Sound effects are not a part of the VFX field, so I encourage those who are physically bothered by them to forward a list to Zwillinger or Avatea. Also, kindly keep this thread clear of complaints about effects that you merely find annoying or ugly. You are free to critique any effect in the game in other threads, but lets save this space for people who suffer migraines or seizures related to the VFX. -
Thanks for posting about this issue with Barrier, guys, and sorry about the late response. People who are not prone to these kinds of visual triggers occasionally have trouble recognizing them, so I have a few questions for those who are bothered by this effect.
What part of this effect is causing issues? The initial activation effect, with the giant globe? Or the smaller continuing effect that is local to each player? Both?
What specific qualities of this effect are causing issues?
Ill be using this information to revise the effect, hopefully to the point where everyone can view it without discomfort.
As a side note, is anyone aware of any footage of the old Sonic effects, and if so, could you post it here? I have heard about them, but they were before my time, so I dont know what the original powers looked like. Im hoping this will help the FX team avoid similar issues in the future.
EDIT: I'm focusing on Barrier since that seems to be causing the most issues at the moment. If other effects are physically bothering you, however, please continue to list them in this thread, as well as describe what specific qualities make them troublesome. -
Requests that are relevant to the FX field: CHECK!
Drama-free posts: CHECK! (And THANK YOU!)
You guys are making some fantastic suggestions, a couple of which may already exist and are awaiting their release into the wild.
A few people have asked about the Clunker aura in the Steampunk pack, specifically if the oil path can be separated from the flying cogs, and vice versa. Yes, it can. It is also color customizable. On the same note, I greatly appreciate all the suggestions for future Path Auras. Many are doable. Since its been asked, path auras are not limited to decals on the ground, and can contain rather complex particle movement. So things like fire, smoke, frost, bugs, etc., are completely in the realm of possibility.
Also, what the you guys dont like Hasten?
Im kidding.
Ive seen a metric ton of requests for pool/epic/ancillary powers customization. (And no, asking for it is not breaking the rules at all.) Im a long way from promises on that one, but all I can say right now is that your requests have been noted, underlined, and bolded, as have qualms with the default travel power effects.
Apologies for the short post, but today is a busy day. Ill try to address more of your stated requests and concerns in the coming days. -
As promised, here is the new, shiny All Things Art FX Edition suggestion thread. Got some great ideas for new auras, power effects, power customization, or environment effects? Please post them here! Its a surefire way to get the Paragon FX artists to see them. Ill be checking this thread several times a week, if not daily, and will comment and answer questions as my work schedule allows.
VFX is a really broad term, so allow me to clarify what FX artists working on CoH actually do. Basically, we do all the sprite-based animation in the game. Things like superpower effects and auras, as well as depictions of natural phenomena like wind, dust devils, fire, etc., are all part of our repertoire. Ultimately, we design how these things look in the game, but not how they behave. While we work very closely with designers, we don't actually develop game mechanics or write content. On the same note, we rely a lot on programming to add new capabilities to our engine, and need their help with features requiring new tech. So keep in mind when requesting things like new powersets or new systems that FX are only a small part of the equation.
I do want you to be as creative and unrestricted in your suggestions as possible, though, so if I see a really killer suggestion for a powerset, or something similar, I'll check with the right people at the studio to see if it's a possibility. Just realize that some requests will need the go-ahead from other departments, in addition to the FX team's.
To keep things efficient and friendly, I have a few requests to make.
1. No drama! Please keep your posts limited to suggestions and questions about FX processes and capabilities, and avoid shooting down your fellow players ideas. Feel free to voice support for suggestions you like, though. If you want to have a debate about the merit of someone elses idea, please start another thread for that. This is to optimize the process so I can review ideas more quickly.
2. Everythings possible. Not everything is probable. If you have an idea that would consume a lot of time and studio resources, feel free to suggest it. BUT!!omg!! Please realize that suggestions that require the creation of new systems, or involve several departments, are time-consuming and expensive to implement, and would have to be pretty revolutionary to be seriously considered.
If youre not sure whether your suggestion is feasible or not, heres a handy little guide:
Tunnel Rats Guide to Feasible Suggestions
1. Your suggestion involves existing tech or features. (Examples: New themes for auras, alternate FX for powers, ambient environmental effects, etc. Basically, fleshing out a feature that already exists in the game.)
2. Implementing your suggestion would mostly require an FX artists time, with limited or no involvement from other disciplines. (Examples: Similar to the examples for #1. Suggestions like a weather system for outdoor zones are cool ideas, but would require lots of time from the coding department, and are less likely to be implemented.)
3. Your suggestion is something that would be popular with a large portion of the player base. (Will your idea be appropriate for a lot of character concepts Generally, I'm trying to stay away from suggestions like, "I recolored Energy Blast to look like Cheez Whiz, please make an American cheese slice aura." Be creative, but be practical, too.)
4. Still not sure? Just ask. Ill try to be open about what we can currently do, and whether commonly requested features are within our reach.
A lot of you have made some great FX suggestions in previous All Things Art threads. Ive tried to keep up with them, and have even implemented several. But if youre concerned that an FX artist is not aware of your ideas, I encourage you to repost in this thread. -
Hi guys! Thanks for all the nice comments, I feel very welcome here! Cant wait to start some more in-depth FX dialogue with you next week. Ill be shamelessly stealing Noble Savages All Things Art thread idea and making a new one for FX-based requests.
To answer Le Blancs question, my parents claim that my name is Romanian, though I have no Romanian heritage (that I know of). I suspect it is a misspelling or reimagining of the original name.Tends to be a good conversation starter, though.
EDIT: My smiley broke.