All Things Art - FX Edition
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.
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So, yeah, it's very nice to hear from you
Most importantly, this isnt a task that requires only FX time. To implement these options into the powers customization screen, we need UI and code time.
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Not a bad idea! I can get on board with Weapon Auras, and elemental variations of weapons. I'll look into this.
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I know this is probably not really FX-related, but I've noticed something else that might help here. Regular weapons are coded as their own category with only a single option for category type - "Weapon." What weapon we use is selected from the single subcategory of that main category. Shield Defence, by contrast, is coded as a main category with one option for every shield type, and then subcategories for the various finer options on the shield. For instance, the Round Shield and Kite Shield are major categories similar to Pants and Monster Legs for the lower body, and selecting the Round Shield then gives us the subcategory of texture finish (flat or riveted rim band) with its own sub detail option for patterns where applicable, plus another subcategory for shield emblem that is independent of the rest of the shield's options.
Would it be possible to redo the other weapons so that each weapon is its own main category with additional options like scopes and silencers on pistols, colour patterns and indeed weapon auras being subcategories? Or am I overthinking this?
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.
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When I first heard of Power Customization, what I really wanted to do was to turn Energy Blast into a dense, vibrant, vivid blue. When I picked a pure blue primary and secondary, however, what I ended up with was a transparent blue-tinted beam that looked almost like it were made of blue cellophane. Trying different shades of straight blue didn't help, and only served to make the beams whiter as they grew more solid.
Right now, trying to control power opacity via power colour is very complicated and requires both knowledge of how the system calculates colours, knowledge of additive and subtractive colour models and at least some experience working with colours and transparency to know how they behave. It took me something like eight hours spread between several days of reading Wikipedia articles, running calculations and messing with the editor before I gained even a rudimentary idea of how what I was doing was affecting the results. It quickly transpired that pure primary colours used with the additive (Bright) colour model made for highly transparent sprites since anything which wasn't that particular primary colour would add onto it and form clear shapes that showed through. Using secondary colours helped, and using white-washed version of them helped even more, as they had more of the other colours and thus caused overlapping sprites to meld better into white and to meld better into white with the background colours. Finally, having to test these on a blue-tinted or red-tinted background is highly misleading.
Control of opacity via colour choice is possible, but at least to my limited understanding and practical artistic skills, it is also very difficult and very limiting. Allowing us to choose our opacity even in as little as two or three general settings would help greatly. 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. Right now, the only way to achieve this and not have your effects transparent is to either have them Bright and white or Dark and black, as it's only the extreme values that become overbright, and it's only overbright sprites that look opaque as they simply cause the background to meld into a singular white/black mass. Even then, that's not opacity so much as it is extreme distortion. We're still seeing the background through our effects, we just can't recognise it.
Ideally, I want a pure 255 blue fireball that looks exactly the same regardless of whether it's on the background of blue water, red lava or grey cityscape, and I haven't found a way to produce this so far.
If you're talking about the suppression of other players' or unnecessary effects, then this is something we're looking into.
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!
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I apologise if my posts comes off like a long-winded rant or a know-it-all tirade, as that was not the intent. I honestly don't know anywhere near enough about FX to speak with any authority, but I'm hoping what I've said will make sense just the same.
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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Has being able to turn off FX for psychic powers outside of PvP ever been considered?
These sorts of powers are commonly portrayed as invisible apart from the direct effect of telekinesis or the like. Something like Psionic Tornado might be a problem from the practical point of view of deciding how much of the FX should be removed and invisible attacks would be bothersome if NPCs got their hands on them but fighting people with your mind would be a lot neater without the projectiles. Mez effects would have to still be in, though. I think that this would add a huge cool factor to Mind Control and Psychic Blast etc.
Has making alternative effect packs and selling them in the store been considered?
Alternative animations are always popular to suggest. I, for one, would love it if Ice Armour didn't just have the Jack Frost look but could have a subtler frost effect or had something more exotic like ice plate armour (with one toggle giving you chest/shoulder armour, another a belt + boots and the third a helmet/faceplate thing). Icicle options like a circle of hovering blades would be nice, too. This kind of thing would take a bunch of effort and not everyone would care. Selling expanded customisation would be one way to make the effort put into it literally pay off.
Effects mainly cover things like powers, auras, costume changes, and the like.
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The Peacebringer CCEmote timing is off when you're in the air. On the ground it's fine, but if you're hovering or flying, your costume doesn't actually switch until 6-7 seconds after the animation has already finished.
Really, this emote has never worked right. I remember bugging it way in the I15 beta (over two years ago). Since then, I've bugged it in-game numerous times and posted to the forum several more. For an archetype that has inherent flight/hover, its a bummer that this emote only works correctly on the ground.
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Has making alternative effect packs and selling them in the store been considered?
Alternative animations are always popular to suggest. I, for one, would love it if Ice Armour didn't just have the Jack Frost look but could have a subtler frost effect or had something more exotic like ice plate armour (with one toggle giving you chest/shoulder armour, another a belt + boots and the third a helmet/faceplate thing). Icicle options like a circle of hovering blades would be nice, too. This kind of thing would take a bunch of effort and not everyone would care. Selling expanded customisation would be one way to make the effort put into it literally pay off. |
Also would pay for total alternate fx pack for plant powers that included alternate geometries and fx that felt much less sinister: leafier, tintable flowers, butterflies flitting about, etc.
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I posted this in the super booster thread but it would I believe fit here as well.
An idea I have, but one sure from which area post animation or Art, so posted here, is some head orientation similar to the crest of a bird that would lay looking like hair, and would activate raising the alert during combat. This would operate on the same cues to the combat auras. Some other variations of this but I would like would be single row spikes order a triple row spikes running from the head down the spine and if possible along the top of the tail it also Leigh fairly flat looking like some sort of design and stand up during combat, or another idea would be a hood like a cobra that would lay looking similar to the Egyptian hood only less prooffy it would also raise during combat like a cobra does in real life. can I know it's been mentioned elsewhere but I thought of mentioning here and cast my vote is for snakes for hair like Medusa. It would be best if these could be animated so you while idle this makes it continue move in combat you started the the snakes could strike in hits snapping at the opponents .More than one coloration a snake would be cool for instance some of the coloration of a coral snake or Green snake I'm sure you find many other options for awesome looking snake patterns for the snakes. images she has a rattlesnake tail but I mention it is this another custom element I would like it could also have a combat type mode or changed its animation rattling combat. A similar one of the snakes for hair Medusa hair they could use the same or very close wireframe with a different skin would be to make tentacle hair that would move and just as the snake snap and hiss during combat the tentacles could in you out. |
I do like the idea of snake staves, hair, bracelets, patterns, etc... would be a nice set of unlockable perks for completing a major Children of Enos plot line.
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If you're talking about the suppression of other players' or unnecessary effects, then this is something we're looking into.
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And that, dear Tunnel Rat, would be wonderful.
It'd be awesome if you guys could revisit the old auras of the game.
Red Fiery Aura is neon pink. Not cool. Plus, "Dark FX" versions of those auras would be absolutely incredible.
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Doctor Who regeneration, as requested on the UStream.
http://www.youtube.com/watch?v=XQrd44v7Q6w
Awesome clip! Thank you very much for posting this, Snowzone!
No problem, Tunnel Rat!
You should so watch it.
Hey TR, Is it possible to add in a dark option on auras?
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I'd simply settle for Null the Gull having a 'turn off FX for Hasten' option added. All other customization I could wait a long time for.
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I'd LOVE customization, of course, so I could match my Fire Controller's blue fire to the APP fire armor.
But I'd totally settle for being able to make Hasten pom-poms and the horrible pink scribbles from the Mental APP armor go away forever.
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I miss every one of them.
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Just for the record and to show the VFX used for the Doctor Who Regenerations over the years...
Doctor Who: Regeneration (All The Doctor's Regenerations 1963 - 2010)
http://www.youtube.com/watch?v=uXCpY_3Sac8&fmt=18&hd=1
Italics represent my clarification, Zyphoid. Hope you don't mind. Im seeing a lot of requests that would tie into Pools Customization, so let me elaborate a little on whats involved here. Most importantly, this isnt a task that requires only FX time. To implement these options into the powers customization screen, we need UI and code time. Its true that weve 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. |
I see where you are coming from, but I think there are really only a few big culprits. Those would be Hasten, Super Speed, and the Medicine Pool. These are the ones I can remember seeing the most complaints about.
I will be honest, I really HATE the hasten FX, it needs to be changed to something that can fit any theme, and not obscure the work people put into their costumes and concepts. Sadly, for some builds it is just too good to skip. I get that changing how it has been may tick some people off, I still think it is worth changing, and I know that is me being selfish.
Thanks for the answer though. I know you guys realize how important pool customization is to us, and I can only pray that it is being worked on in the background. We harass everyone we know to harass about it, care to give us another name to add to the list?
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I see where you are coming from, but I think there are really only a few big culprits. Those would be Hasten, Super Speed, and the Medicine Pool. These are the ones I can remember seeing the most complaints about. I will be honest, I really HATE the hasten FX, it needs to be changed to something that can fit any theme, and not obscure the work people put into their costumes and concepts. Sadly, for some builds it is just too good to skip. I get that changing how it has been may tick some people off, I still think it is worth changing, and I know that is me being selfish. Thanks for the answer though. I know you guys realize how important pool customization is to us, and I can only pray that it is being worked on in the background. We harass everyone we know to harass about it, care to give us another name to add to the list? |
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I guess it would have been fair to make some suggestions on how to change Hasten.
I feel the most friendly would be to change so that it adds a blur effect like we see with SR. With that most auras and power effects could cover it.
If still want horribly flaming hands, they can use an aura for it.
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I would actually like to see a number of different options for Hasten:
1) No FX
2) Fire
3) Ice - blocks or icicles
4) Earth - blocks or stalagmites
5) Electricity
6) Glows
Options like fire, electricity and glows would be stronger than the auras currently available.
Other things I would like to see:
Alternative power effects (more flowery options for Plant Control, less skulls in Dark sets, metal for earth sets)
Ancillary Power Customisation
Two-tone Auras
Path Auras as a separate option (so we can have the fire aura and the blaze trail at the same time)
Okay Tunnel Rat, I've found a bug on female models. I'm posting it here because I want you to copy the bug over to male and huge models, if you can.
Female model. Blaster. Dual Pistols/EM. Set aura to Atomic-hands (combat). Now, go into the powers customization, and watch what happens when the gun attacks are used.
The atomic aura locks onto the guns, NOT the hands. When the guns are flipped around, the aura actually spins with them. (Note: This part, at least, happens on all models.) When you do Piercing Rounds, though, the aura actually stays ON the guns when they're thrown, actually leaving the character's hands.
I know it's a bug, but it's an awesome one. Can we please have it changed so it works like this on all models?
Edit: Looks like a few other auras may work this way for females as well, including Wisps and Leaves. It's not easy to tell for sure.
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Tunnel Rat-
First of all, thanks for taking a few minutes to answer questions on Ustream during the unexpected server downtime earlier this week. That was awesome. And I hope it means we'll be seeing a color tint-able version of the Elemental Dark version of the shield that someone asked you about.
I just unlocked the Incarnates Binary Aura and the animation on it is fast. Really fast. Like can't even tell it's supposed to be ones and zeroes fast. I saw a video on YouTube of the aura that was much slower. Is this an issue for everyone now, or is it just my hardware being screwy? I haven't seen anyone else in-game using this aura before, and I wonder if this is why. The much slower-animated one I saw a video of looked very cool.
If I need to file this as a bug, please let me know. Also let me know if a short video would be helpful. Wouldn't mind posting one on YouTube and including link in bug report.
Also, I would really dig it if you could look into editing the Kheldian costume change emote (I'm thinking specifically of Warshade, not sure whether Peacebringer is same way). As it is, you can clearly see your character model at the moment the costume actually changes, where most-if not all-other costume change emotes have some effect to completely hide your character model at that moment. Already I really like using this emote on my Warshade, but if there were some extra opaque tendril effects right on top of my character model so you don't actually see the costume change, that would be awesome!
Edit: speaking of Kheldian effects, could you consider dropping the eye effect on enemies hit by Starless Step? To me it seems like something you would expect from a buff and doesn't make a lot of sense on enemies.
Thanks for all your hard work. I look forward to seeing the Halloween you were talking about on Ustream. =)
Please allow the option to mix eye and body emission points for all auras. The newer ones have this option (for auras where it's appropriate) but the older ones haven't been updated yet, like glow. I'd love the ability to have a glowing body aura along with glowing eyes. But for the older ones I'm limited to doing fists+eyes.
For an example: Bio-Plasma can do body+eyes.
Heck even SNOW can can do Body+Eyes.
Please update this. It's not even new art so it's probably just a configuration issue right?
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That would bite if that was the nail-in-the-coffin... kind of puts a damper on hopes for other new mechanics to ever show up there.
2. It may or may not conflict aesthetically with what the player wants
Thanks again for checking in.
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