Jetpack Costume Pieces
/signed. JETPACK HUZZAH!
Asked for quite a bit (along with other back items, quivers and scabbards most commonly.) I *think* the only reason we haven't seen them is a case of wanting them to look good... as opposed to floating off the back or being embedded in it if you're anything but a specific body size with default sliders.
Personally, I'd like to have two back items - one for any "straps" and such (for things like the Vanguard, Valkyrie, etc. chest pieces - or just do the same for them as for the samurai set, which works as a fully surrounding piece,) and one for back accessories like jetpacks and whatnot.
Asked for quite a bit (along with other back items, quivers and scabbards most commonly.) I *think* the only reason we haven't seen them is a case of wanting them to look good... as opposed to floating off the back or being embedded in it if you're anything but a specific body size with default sliders.
Personally, I'd like to have two back items - one for any "straps" and such (for things like the Vanguard, Valkyrie, etc. chest pieces - or just do the same for them as for the samurai set, which works as a fully surrounding piece,) and one for back accessories like jetpacks and whatnot. |
And in the reverse case the jetpack would not always be against your upper back during specific animations and, at other times, woulc stick out just under your chin.
-Rachel-
That is a great idea they should have done it a long time ago but it not to late!
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There's also the issue of animations. When your character bends his or her body for a specific animation the scabbard or backpack or jetpack or whatever needs to not clip. Currently there are two back Anchor Points. The waist point (for waist capes and trench coats) and the shoulders (for capes) Assuming the Shoulder slot was used there are certain animations which could make a jetpack clip through the body completely and come out of your crotch.
And in the reverse case the jetpack would not always be against your upper back during specific animations and, at other times, woulc stick out just under your chin. -Rachel- |
I can't be bothered to think of something amazingly wise or witty to show how much of a genius I am, just take my word for it.
Well it seems more complicated than I originally thought, but they already have got jetpack animations and models in the game which as far as I can tell work fine on both characters and npcs, I am simply surprised that they didn't expand on it a little bit (which surely the devs can do with their godly powers) ages ago and simply make it so for example the Raptor pack could be a permanent costume choice.
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Make a character using the Huge body type, maxxing out all the sliders. Level the character up to the point of getting a Raptor Pack from the Mayhem Safeguard. See how the pack embeds itself into the character's back?
Now make a character using the Female body type, pushing the sliders the other direction to make the tiniest character possible. Level her up to getting the Raptor Pack. See how the pack stands out from her body as she moves around using it?
Move either character around while flying, firing off various attacks - see how the pack really doesn't move in a consistently logical way in response to that?
They really don't have character animations done to cover all the points Steampunkette mentioned.
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It seems to me that this will be in the game eventually. The devs just want it to be perfect (as usual.)
Try this experiment -
Make a character using the Huge body type, maxxing out all the sliders. Level the character up to the point of getting a Raptor Pack from the Mayhem Safeguard. See how the pack embeds itself into the character's back? Now make a character using the Female body type, pushing the sliders the other direction to make the tiniest character possible. Level her up to getting the Raptor Pack. See how the pack stands out from her body as she moves around using it? Move either character around while flying, firing off various attacks - see how the pack really doesn't move in a consistently logical way in response to that? They really don't have character animations done to cover all the points Steampunkette mentioned. |
I can't be bothered to think of something amazingly wise or witty to show how much of a genius I am, just take my word for it.
Anyone else hoping that, at some point, they re-build the character rigs?
No more club hands and feet, huzzah for more detailed hands with fingers, and back details, and stuff?
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I was very disappointed that they weren't in the "Natural" pack.
Do wings have the same sinking/floating problem that the Raptor Pack does? Do Capes?
Then we have the attachment point. Wings and Capes are already mutually exclusive, no? Packs would be, too, then. Which is appropriate.
I WANT MY JETPACK COSTUME ITEMS!
I was very disappointed that they weren't in the "Natural" pack.
Do wings have the same sinking/floating problem that the Raptor Pack does? Do Capes? Then we have the attachment point. Wings and Capes are already mutually exclusive, no? Packs would be, too, then. Which is appropriate. I WANT MY JETPACK COSTUME ITEMS! |
There may be an anchor point. But it's one that doesn't accommodate a rigid item pressed flat against the back at different sizes which works with the various animations in the game. This is why we don't have them, yet.
-Rachel-
I would imagine that, any back items would be programmed like wings, to move in response to various movements, and that's the reason they're taking so long.
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It seems to me that this will be in the game eventually. The devs just want it to be perfect (as usual.)
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Perfection is one thing, but it has been 6+ years now. Just how -perfect- do these things have to be?
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/signed. My Gold Bricker needs a permanent rocket pack already.
Capes are fabric and use the in-game physics engine to collide with a player's model in order to avoid too much overlap. The Wings anchor to two specific points on the player model and scale well due to the fact that they arc away from the body, thus avoiding clipping for the most part.
There may be an anchor point. But it's one that doesn't accommodate a rigid item pressed flat against the back at different sizes which works with the various animations in the game. This is why we don't have them, yet. -Rachel- |
A pack with folding wings (think Buzz Lightyear) would need a folded image for off, one with the wings extending for starting, one with the wings extended and fixed for flight, and one with the wings folding for landing.
A pack with no wings (or fixed wings like the Raptor Pack) would be even simpler. You'd only need the on and off images/animations, as appropriate.
You would have to make one change to the Wings code: Wings flap when you jump. You'd have to take that part out of the wings code, so the jetpack would activate only when you're actually flying/hovering.
But I must be overlooking something else, because if it was really that simple, wouldn't it have been done by now?
There's also the issue of animations. When your character bends his or her body for a specific animation the scabbard or backpack or jetpack or whatever needs to not clip. Currently there are two back Anchor Points. The waist point (for waist capes and trench coats) and the shoulders (for capes).
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The back anchor point is currently fully functional, because that's where wings hook up. The problem, as far as I've seen it, is not animations, it's costume scaling. As we've seen with temporary powers and, indeed, as wings show, how big your chest is doesn't really have a very big effect on how fat back your wings are, causing a large part of them to sink into your back if you have a fat chest with bulky armour and causing part of their geometry to actually unearth itself out of your back if you're small enough. From what I've seen, costume piece anchor points do not offset, only the pieces' locations relative to them get "weighed."
Easy example: Shields. Remember how, when they were first introduced, Shields conformed to the basic shape of the hand, causing larger, bulky gloves to clip through the shield? That's the same thing. BABs had to go and specifically tweak shields to offset above the gloves to prevent practically everything other than Smooth/Bare from clipping. I don't know what he did to accomplish it, but it seems to have worked. Something like this would need to happen with jet packs, I assume.
From what I've seem animations themselves aren't a problem if the jet pack is designed well. The Raptor Pack and the way its engines are brought out to the side instead of widening the back and making elbows clip through it is clever. Sure, hands and weapons may sometimes clip with the outriggers, but that's easy enough to overlook, as it's both rare and brief. The long "butt engine" might be problematic, which I assume is why the Goldbricker pack is very short by comparison.
If I had to make a guess, I'd say the BIGGEST problem with jet packs on player models is one of the animations of the jet pack itself. You COULD just stick uni-directional jets on a couple of outriggers, but this looks really bad when most flight poses have them pointing either down or to the side. Thrust vectoring jets that actually aim back with the animation would probably be what it takes for this to look good, and that might be... Kind of a fuzzy tech, since you can't animate the thing for every combat move. Of course, I wouldn't exactly cry foul if we got fixed-direction jets because I WANT WANT WANT jet packs, but I'd be a lot happier if they pointed opposite to the direction of thrust.
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You don't understand, Trip. It's not the PACK'S animations that are the issue. It's all the other animations in the game which don't account for a rigid spine to accommodate the pack.
Think of Whirling hands. Your spine curves and arcs, twists to accommodate the motion you're making, right? Put a rigid item flat against your back and do the same exact animation. The item will clip every time if it reaches from the shoulders to the waist, which most people would want for jet packs rather than the Pocket D shoulder-boost jump-pack.
Even the basic run animation has the hips and shoulders move in slightly different directions (since that's how a human moves) and such an item would swing across the lower back, not attached at all.
All in all, it's easier said than done.
-Rachel-
Think of Whirling hands. Your spine curves and arcs, twists to accommodate the motion you're making, right? Put a rigid item flat against your back and do the same exact animation. The item will clip every time if it reaches from the shoulders to the waist, which most people would want for jet packs rather than the Pocket D shoulder-boost jump-pack.
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And besides, even if it DID go down - our armour bends all the time and no-one ever seems to complain. Just articulate the thing and be done with it.
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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Well we seem to have both positive and negative opinions on how hard it would be to actually implement, regardless of that though I don't think that just a permanent and customisable raptor and zero-g pack would really be good enough would it? Assuming (and hopefully when) permanent jetpack costume pieces are to be implemented what sort of jetpacks would you like to see? And not just jetpacks remember, we're also talking about jumppacks and telepacks as well.
I can't be bothered to think of something amazingly wise or witty to show how much of a genius I am, just take my word for it.
Well we seem to have both positive and negative opinions on how hard it would be to actually implement, regardless of that though I don't think that just a permanent and customisable raptor and zero-g pack would really be good enough would it? Assuming (and hopefully when) permanent jetpack costume pieces are to be implemented what sort of jetpacks would you like to see? And not just jetpacks remember, we're also talking about jumppacks and telepacks as well.
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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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Ok Im a little surprised that these have not been added but why is there no jetpack costume pieces? I realise you can "sort" of get one with temp powers but as the title implies it is only temporary. What I want to see is permanent jetpacks as costume pieces that would just be perfect for tech or natural origins or just those who can't really think of a reason why there hero/villian can fly. I mean there are already wings and rocket boots which are all well and good but personally I would prefer the look of a good ol' jetpack and whether or not you all agree with me but the tech wings and rocket boots can sometimes have a bit to much of an "advanced" feel.
While Im on a roll just jetpacks isn't enough either, why not jump and telepacks? There are already Jumpack and Telepack (Sky Raider "Porters" have them I believe) models and textures in the game so I can't see either of them being to hard to implement. Anyone agree with me on this? Please do give feedback.
I can't be bothered to think of something amazingly wise or witty to show how much of a genius I am, just take my word for it.