New to City of Heroes Emblem Options (yea, I wish!...picture inside)


CentralNexus

 

Posted

So, I got to thinking "I am sick of the chest options being either some piece of armor (some that kick *** others that kinda suck) and an emblem that Doesn't quite look right often." Then I thought "What If we had emblem options" so above is an example with the current look a "blended" option where the emblem takes on the shading, shape, and texture of the chest option, and the third an "Embossed" option where the emblem stand up off the chest.


 

Posted

I like the "blended" option very much - adding shading where the muscles are really helps a lot in making it look like it's really part of the tights.


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Posted

Quote:
Originally Posted by FlashToo View Post
I like the "blended" option very much - adding shading where the muscles are really helps a lot in making it look like it's really part of the tights.
yea its something I have always felt was missing currently a lot of the emblems look like decals slapped on to the chest


 

Posted

Yeah I've always hated how the emblems stand out, the blended option looks great.


 

Posted

Win!


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Posted

Looks great, but unfortunately, there's no way for this to work with the current costume/material code. It should be possible to set it up to work like that. But that would require a nearly complete recode of how the engine handles materials. I could set up a material that would work like you have there in UDK, and it actually wouldn't be too much work to switch around from a setup like current CoH and that, but CoH doesn't use UDK and there would be nothing that my example would have to cooperate with. Making it work in CoH would likely be far too much work right now.

That said though... When/if they upgrade the costume creator (and not just give it a new interface), it would be nice to see this put in. Along with tri-color costume options.


@Johnstone & @Johnstone 2
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Posted

Quote:
Originally Posted by Johnstone View Post
Looks great, but unfortunately, there's no way for this to work with the current costume/material code. It should be possible to set it up to work like that. But that would require a nearly complete recode of how the engine handles materials. I could set up a material that would work like you have there in UDK, and it actually wouldn't be too much work to switch around from a setup like current CoH and that, but CoH doesn't use UDK and there would be nothing that my example would have to cooperate with. Making it work in CoH would likely be far too much work right now.

That said though... When/if they upgrade the costume creator (and not just give it a new interface), it would be nice to see this put in. Along with tri-color costume options.
I think they could do the embossing feature easier then the blend but yes i totally realized when I made this that it wasn't do able with the current way things are, but I figured "hey at one time they told us we couldn't have custom colors on powers and we have that now, so there is no reason they couldn't do this at some time" knowing full well they would have to do a ton of recoding


 

Posted

Actually, the blend should be easy - muscle shading on the tights is a form of pretinting, the only thing that would need to be done is to add the same pretinting to the emblems, making sure it lines up with where the same shading is on the tights. Emblems are just geometry and textures the same as everything else, there's nothing special about them. Embossed/shiny effects should also be doable with simple texture work.

Speaking from experience as a video game model/texture artist.


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Posted

Quote:
Originally Posted by FlashToo View Post
Actually, the blend should be easy - muscle shading on the tights is a form of pretinting, the only thing that would need to be done is to add the same pretinting to the emblems, making sure it lines up with where the same shading is on the tights. Emblems are just geometry and textures the same as everything else, there's nothing special about them. Embossed/shiny effects should also be doable with simple texture work.

Speaking from experience as a video game model/texture artist.
yes but that would have to be done for EVERY chest option to match the texture of each


 

Posted

Quote:
Originally Posted by Xenophage View Post
yes but that would have to be done for EVERY chest option to match the texture of each
I know. I only commented on difficulty, not tedium.


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Quote:
Originally Posted by FlashToo View Post
I know. I only commented on difficulty, not tedium.
this made me laugh pretty hard


 

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I have that effect sometimes, it seems

It is true, though. I've been in the role of copying and pasting a texture over and over and over again into several different masks and onto several different geometries... I think the word is 'mind-numbing.'


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Posted

Quote:
Originally Posted by FlashToo View Post
Actually, the blend should be easy - muscle shading on the tights is a form of pretinting, the only thing that would need to be done is to add the same pretinting to the emblems, making sure it lines up with where the same shading is on the tights. Emblems are just geometry and textures the same as everything else, there's nothing special about them. Embossed/shiny effects should also be doable with simple texture work.

Speaking from experience as a video game model/texture artist.
You expect them to be able to line things up properly? Just about any mask that wraps around the torso doesn't meet up as is. And then it would have to be done for all three body types since they are applied differently. That would then probably require new code so that it would call the right emblem instead of just using the one emblem for all three types.

I think it would probably end up being less work to recode how materials work.

Also speaking from experience as a video game model/texture artist.


@Johnstone & @Johnstone 2
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LOL

Johnstone Vs. FlashToo FIGHT!
~plays street fighter background music~


 

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Amateurs can do it with Morrowind. Why can't our art team?


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Quote:
Originally Posted by FlashToo View Post
Amateurs can do it with Morrowind. Why can't our art team?
Amateurs don't have deadlines to release new content.



 

Posted

Yeah -- some chest details seem to float above the chest slightly -- reminding me of how Green Lantern insignia has been recently depicted...



Running City of Heroes Panel - Dragon*Con 2012 MMORPG track

 

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I really love creative people. What a wonderful idea and the devs need to do this asap.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
I really love creative people. What a wonderful idea and the devs need to do this asap.
thank you very much!.... now where did i put my Dev call whistle...


 

Posted

I really like the way it looks. As flashtoo pointed out the change would not be exceptionally difficult technically, but in that it would be time consuming. However, this work could easily be outsourced to another shop. It's not like this is critical stuff for a new release just a revamp of existing art.


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Posted

Quote:
Originally Posted by FlashToo View Post
Amateurs can do it with Morrowind. Why can't our art team?
I have no idea. But look at all the patterns in game that are supposed to line up. The vast majority of them don't.

Quote:
Originally Posted by CentralNexus View Post
Yeah -- some chest details seem to float above the chest slightly -- reminding me of how Green Lantern insignia has been recently depicted...
And this will cause issues. If all they do is retint, then we'd end up with floating pecs.

Also, chest emblems are simply black, white, and alpha. The black is where the primary color goes, the white is where the secondary color goes, and the alpha is the shape/transparency (black and white might be mixed, not sure). There is no tinting on chest emblems because it's not possible to do when you have the black and white dictating the primary and secondary color locations. If you were to try to tint a chest emblem, you would end up with the muscle lines being blends of the primary and secondary colors.

So, to do it that way... They would have to duplicate all of the chest emblems, make one a tinting base texture and leave the other as is so it would apply color correctly. So this would end up taking even more work than originally thought.

It would end up being less work to just add an additional mask/lerp/whathaveyou to the chest material. Of course, then when you go to do that they'll have to make the chest patterns not be symmetry'd so the emblems would be able to go on right.

Any way they would decide to do it, it would be a lot of work to get to work right.


@Johnstone & @Johnstone 2
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Posted

Quote:
Originally Posted by Johnstone View Post
I

Any way they would decide to do it, it would be a lot of work to get to work right.
yes but worth it and very appreciated no matter how they did it


 

Posted

Quote:
Originally Posted by Xenophage View Post
yes but worth it and very appreciated no matter how they did it
Indeed. And that's the message that I had intended to be the takeaway from my initial post here. When/if they decide to upgrade the costume creator more than just a new ui, it would be awesome to see this kind of thing show up. (And if they need help, they can hire me and I'll figure out how to make it work)


@Johnstone & @Johnstone 2
ediblePoly.com
All my characters