Ultra Graphics and reflective costumes
Good point. There's a lot of costume parts that are shiny, but not completely reflective-looking. Would they get the ultra graphics treatment? I guess we'll find out.
my question is how many times it will reflect if you set 2 reflective surfaces next to each other..
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All I will say is that if they are going to add reflective effects to existing costume pieces, the reflective version should be an added option, like we have with "plain" and "metallic" on some pieces.
Firstly, being shiny isn't appropriate for all characters. Some of us like them as they are now.
Secondly, not everyone will be able to use Ultra graphics, and those that don't, can't really see how a highly reflective costume looks. I don't want to look stupid and not know it.
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What I want to know is will we see floor-length reflective mirrors in Icon?
@Golden Girl
City of Heroes comics and artwork
Let me pitch again for what we should be asking for:
For all costume pieces to have the same set of textures so that they can be perfectly mixed and matched.
Example textures: Matt cloth (regular clothing); Shiny cloth (spandex); Matt Leather; Shiny Leather; Rough Metal (rusted, worn, scratched); Shiny Metal (non-descript reflective); Reflective (metal, glass, crystal).
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Let me pitch again for what we should be asking for:
For all costume pieces to have the same set of textures so that they can be perfectly mixed and matched. Example textures: Matt cloth (regular clothing); Shiny cloth (spandex); Matt Leather; Shiny Leather; Rough Metal (rusted, worn, scratched); Shiny Metal (non-descript reflective); Reflective (metal, glass, crystal). |
High-depth reflections are usually only present in Ray-tracing renderers due to the obviously math-intensive work required. There are various work-arounds for environmental reflections that are fairly efficient for a single reflection -- the hero is reflected in the window pane but the window pane is not reflected back in the hero's mirrored glasses.
I would second the call for the 'standard' textures for most costumes. I get so irritated that I can't get the 'shiny latex' look on anything but a fortunata.
I actually do think all costume pieces need to have an option to be reflective (or not), but I ESPECIALLY want to see all metallic type costume pieces have that as an option. And I'd actually want to see the CoV metallic pieces redone a little to have their sheen applied a little more, err... Skillfully. Right now they have two options "looks right," "covered in cooking oil." But at least they can be shiny. Older metallic options, like the various metallic shoulders and metallic costume pieces, can't be shiny because they pre-date the advent of shininess.
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I'm just looking forward to seeing cars made out of metal instead of felt.
What I want to know is will we see floor-length reflective mirrors in Icon?
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(FYI, it's not a reflective floor. It's translucent with an inverted replica of the room UNDER the floor.)
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The Mentor Project
I want to know if we'll get marble floors that are actually reflective, unlike the shenanigans with the floor in City Hall. Sure, it LOOKS reflective, but can you see yourself or the City Rep in the 'reflections'?
(FYI, it's not a reflective floor. It's translucent with an inverted replica of the room UNDER the floor.) |
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I DO want to know what happens to City Hall's floor, though. Right now, the "fake reflection" works on all graphics settings, but come Going Rogue, what will happen to it? Undoubtedly we'd have a REAL reflection as a variant, but will that override the old reflection? Won't two City Halls AND a reflected City Hall just lag the place too much?
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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They'll probably just remove the fake reflection, so you only get reflections on higher settings.
@Golden Girl
City of Heroes comics and artwork
Like that's hard to do. Actually, I DON'T want to see up super heroines' skirts, but the game doesn't really allow me, especially if that skirt is on one of my own super heroines. Put up a skirt, fly. Welcome to upskirt city.
I DO want to know what happens to City Hall's floor, though. Right now, the "fake reflection" works on all graphics settings, but come Going Rogue, what will happen to it? Undoubtedly we'd have a REAL reflection as a variant, but will that override the old reflection? Won't two City Halls AND a reflected City Hall just lag the place too much? |
Formerly known as Stormy_D
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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So Ultra Graphics mode has reflections. On environmental geometry. On costume details. This got me thinking today as I biked home from work: what about tights with varying degree of reflections? Personally I'd prefer shiny tights to remain as they currently are in UG mode, shiny but diffuse. But I'd love to see a couple new tights categories introduced (that in non UG mode would default to looking just like shiny or a little bit shinier respectively).
Reflective Tights that blend a dynamic reflection in somewhere around 10% for that high sheen look. (May also be good for a "wet look" for aquatic types as well...)
and
Mirrored Tights that blend in a dynamic reflection at 70% - 90% for that mercurial T2000 look.
I know I know, supposedly high polished armors and other details will have reflective elements. And that is cool and all. But we have so many tights patterns already. It would be great to be able to play with reflective costuming and all those patterns without needing to rely solely upon armor. Something about sleek and reflective that says "super human" to me.
Anyways, since this isn't the suggestions forum, guess I'm curious if anyone else is starting to get excited at the prospect of reflective costume bits and if there are any ideas you've already thought of--such as fully mirrored shields and what not--that you'd like to see when GR hits.