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ArtStrong
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Lothic
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These are pretty nice,

These are pretty nice, especially the second one. It looks like what you'd get if you merged Wonder Woman's and Supergirl's outfits together.

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ArtStrong
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Lothic wrote:
Lothic wrote:

These are pretty nice, especially the second one. It looks like what you'd get if you merged Wonder Woman's and Supergirl's outfits together.

Thanks, It was inspired by a few of my favorite super ladies :)

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Kara Zor-el raised by Amazons

Kara Zor-el raised by Amazons.

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I also like how you've

I also like how you've provided a relatively sexy top without sacrificing the chest protection of "armor."


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Huckleberry wrote:
Huckleberry wrote:

I also like how you've provided a relatively sexy top without sacrificing the chest protection of "armor."

Yeah, you can make sexy without showing all the skin.. Personally I prefer a one piece bathing suit on a woman :)

Lothic
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ArtStrong wrote:
ArtStrong wrote:
Huckleberry wrote:

I also like how you've provided a relatively sexy top without sacrificing the chest protection of "armor."

Yeah, you can make sexy without showing all the skin.. Personally I prefer a one piece bathing suit on a woman :)

But... but... I thought games and books have taught us that the smaller the overall armored surface area of female armor the better it works. Isn't that why characters like Red Sonja only wear a few dozen "coins" worth of bikini armor?

CoH player from April 25, 2004 to November 30, 2012

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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
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Ya, someone, decades ago

Ya, someone, decades ago tried to come with a "skin reveal v sexiness" formula. All tongue in cheek of course but it was representative at the time of the prevailing mentality towards the female form.
Hhmm, it probably is still a bit representative?

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Would you consider alternate

Would you consider alternate versions of those same armors with different portions missing. Like the blue portion of the second armor being replaced with skin, for example. The silver portion can even be made to look more substantial.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Huckleberry wrote:
Huckleberry wrote:

Would you consider alternate versions of those same armors with different portions missing. Like the blue portion of the second armor being replaced with skin, for example. The silver portion can even be made to look more substantial.

If and when these get put into the game, those sections will be masked so you will be able to apply whatever material you wish.

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I'm aware of the masking and

I'm aware of the masking and materials selections, so I suppose the question about a more substantial armored breastplate can probably be addressed that way. However, there is no mask for "transparent." So it would be up to you, the 3D artist, to remove the spandex from that blue portion, and/or other portions to get a few different variants of this armor. I imagine that would be a good ROI for you, since you're effectively getting two, three or more different costume pieces from almost no additional effort.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Huckleberry wrote:
Huckleberry wrote:

I'm aware of the masking and materials selections, so I suppose the question about a more substantial armored breastplate can probably be addressed that way. However, there is no mask for "transparent." So it would be up to you, the 3D artist, to remove the spandex from that blue portion, and/or other portions to get a few different variants of this armor. I imagine that would be a good ROI for you, since you're effectively getting two, three or more different costume pieces from almost no additional effort.

I wouldn't say that, because of our mandate of having as much stuff for both sexes, any variations would be double.. but yes, I don't see why there can't be some.

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[youtube]v=57rXMXzx6xs[

New Behind The Curtains ESP:

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I've cleaned up this entire

I've cleaned up this entire thread and I want to remind everyone that what we see in these videos are all the parts at once, in the vision that ArtStong has as he makes it- not customized in the ways we'll be able to customize them as players.

This isn't the thread to debate or discuss overall design decisions. To help with that, I've made one;
https://cityoftitans.com/forum/clothes-and-costumes-designs

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In the spirit of

In the spirit of understanding that the costumes sets ArtStrong designs for CoT are a sum total of a collection of individual costume items I have no reservations in expressing my opinions on what I specifically think of the Supergirl outfit as a collection of costume items.

As I implied in an earlier post I absolutely LOVE all the items of the Supergirl outfit and look forward to using them in-game........... except for what I've learned about the unflattering, diaper-like biker shorts. I will be doing my best to pretend those shorts do not exist in the game for numerous personal reasons.

This is not a post that has anything to do with "debating or discussing overall design decisions". I will not bother to debate anyone concerning my own opinions. I'm am not going to offer any insight here as to WHY I believe the shorts are not appropriate for this game other than I simply do not like them. This post expresses my opinion on the matter that does not require any acceptance or agreement by anyone else.

I have already sent a PM to ArtStrong to explain my reasons for WHY I think the biker shorts are a bad idea. Again I will not bother with "overall design decisions" here.

As a pure expression of opinion there is no legitimate reason for this post to be deleted or altered in any way, excepting of course if it is now forbidden to express any opinions on this forum that are not 100% flattering to a MWM Dev. If the folks at MWM can't stomach any form of constructive criticism and only wish to have unhelpful smoke blown up their collective rectums I will not be the person to do that.

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ArtStrong
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Hey guys, new EPS just

Hey guys, new EPS just dropped, i tried my best to answer as many of your questions and concerns as i could.

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ArtStrong wrote:
ArtStrong wrote:

Hey guys, new EPS just dropped, i tried my best to answer as many of your questions and concerns as i could.

Thank you for the clarification about "costume sets" and how the items can be used separately. I actually knew that costume sets could be used piece-by-piece. My concerns about that issue centered on how you were stressing a politically-charged conception of "modesty" with the tacit implication that people who didn't use your entire costume set as YOU intended would be considered somehow "perverted". I don't want to be considered a "pervert" in your eyes just because I don't want to use your "modesty biker shorts". I hope you now understand the implication of your statements in this regard.

Ultimately I never wanted to get involved in things that really have no place in this game or this forum. I don't really care what YOUR real world views are concerning things like "modesty" or "socially acceptable clothing" just like you don't really care what MY views are on those subjects.

I would simply stress that you become very, very, familiar with what things are legitimately acceptable under a "T for Teen" rating and realize that clothing which is absolutely acceptable for cheerleaders at football games or people at non-nude beaches are absolutely acceptable for this game as well.

I understand that you may be hesitant (based on personal beliefs) to push yourself into creating costume options that you may not like, use or accept yourself. But you are working on a game with a CLEAR MANDATE to be rated "T for Teen". Obviously that means there will be no nudity or sexually explicit content. But by the same token it does not mean that variations of burkas are the only acceptable female clothing options for this game.

I get that pushing the acceptable limits of the "T for Teen" rating may be beyond your own personal comfort zone, but you're going to have to push yourself regardless. For what it's worth I like your new "compromise" bottoms for your Supergirl outfit and that's really as "immodest" as you needed to go with this. If you ultimately allow us to have the OPTION for either your original biker shorts or this new version then you will likely satisfy the maximum number of people possible.

I actually have no problem with there being "modest" options for costume items in this game. I simply don't want the so-called modest options to be the ONLY options possible. Again I hope you understand this.

Thanks again for your efforts and self-reflection. I'm not even going to tell you that you must like things you might consider "immodest" IRL but I will always remind you that you are working under an established "T for Teen" rating for the entire playerbase, not just for yourself.

CoH player from April 25, 2004 to November 30, 2012

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I think its time to drop it

I think its time to drop it Lothic. While mist people understand your need to clarify and push people to understand your opinions, there are others who see it as a form of provocation.

You've made your point, just let it go now.

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StellarAgent wrote:
StellarAgent wrote:

I think its time to drop it Lothic. While mist people understand your need to clarify and push people to understand your opinions, there are others who see it as a form of provocation.

You've made your point, just let it go now.

I'll second this. Artstrong is also following the other thread, too. All the in depth feedback can go over there. We can let this one be for promoting the videos.

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warlocc wrote:
warlocc wrote:
StellarAgent wrote:

I think its time to drop it Lothic. While mist people understand your need to clarify and push people to understand your opinions, there are others who see it as a form of provocation.

You've made your point, just let it go now.

I'll second this. Artstrong is also following the other thread, too. All the in depth feedback can go over there. We can let this one be for promoting the videos.

Wow even when I praise ArtStrong for following the game's "T for Teen" rating, congratulate him for providing MORE acceptable options for the playerbase, and remind him that he isn't just making this game for himself but for EVERYONE you guys still think I'm trying to somehow "hijack" this thread. So much for attempting to be conciliatory...

CoH player from April 25, 2004 to November 30, 2012

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New BTC EPS is live!

New BTC EPS is live!

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This latest vid looks pretty

This latest vid looks pretty good. Yes... I am actually capable of offering praise when it's warranted.

The android skins and the skirt look pretty nice. I'm definitely glad to hear you are going to be offering the "non-human skins" without the default "underwear". I have no problem with having the default underwear locked on "normal human flesh" but it would have seriously looked silly with things like the android skins or the stone/metal skins. There are countless examples of that being the way these things are handled in the comic books. Besides when was the last time you saw C-3PO wearing underwear? ;)

I'm almost surprised you didn't have a way to "test" your items in the Avatar Builder before now but at least you can do that now which will help like you said.

Keep up the good work.

CoH player from April 25, 2004 to November 30, 2012

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Thanks Lothic,

Thanks Lothic,

Having the AB in the editor is def nice, I have already been testing a numerus amount of my custom pieces the last few days :)

Thanks for the support.

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There's no guarantee that we

There's no guarantee that we'll have a "nude" option for the non-human skin options, but I think I've got a way to code it with a small whitelist built into the costume loading function that will simply shift "nude" to "underwear" unless the current skin is appropriate. And the character editor will not offer the option on "normal human" skin variants. It will take some extra coding to work around all the edge cases in the editor. Not a priority right now, but it's a small, quick, piece of work if it's decided to go ahead. So far we've just talked about it informally. The new Android skin will also help make the case for the "nude" spandex option, I think

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Iathor wrote:
Iathor wrote:

There's no guarantee that we'll have a "nude" option for the non-human skin options, but I think I've got a way to code it with a small whitelist built into the costume loading function that will simply shift "nude" to "underwear" unless the current skin is appropriate. And the character editor will not offer the option on "normal human" skin variants. It will take some extra coding to work around all the edge cases in the editor. Not a priority right now, but it's a small, quick, piece of work if it's decided to go ahead. So far we've just talked about it informally. The new Android skin will also help make the case for the "nude" spandex option, I think

Again I honestly think it goes without saying there will be obvious "skin options" which will ALWAYS have default underwear locked to their use (i.e. normal human skin).

But by the same token I believe there are very obvious cases where having default underwear over certain types of skin like the android skins would look dreadfully silly and should be avoided at all costs. I actually believe something like this should be considered a priority, especially if it's reasonable to suspect that it would be "a small, quick, piece of work" to implement it.

As much as you'd like to get away with it you can't defer EVERYTHING until after launch. To keep things simple I would never use "android skin with default underwear over it" and I strongly suspect many people would agree with me on that.

P.S. Strictly speaking it would be ideal if we had the CHOICE whether to wear underwear on a skin type where it's not locked on by default. For example I suppose it should be a player choice whether their android-skinned character wears underwear or not. But if you can't make this kind of thing a CHOICE then I'd prefer the default be "no underwear" for those specific cases.

CoH player from April 25, 2004 to November 30, 2012

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Agreed. We should be able to

Agreed. We should be able to wear anything regardless of skin type. Which brings us to the next most obvious question: will different types of underwear become available?

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StellarAgent wrote:
StellarAgent wrote:

Agreed. We should be able to wear anything regardless of skin type.

I'm perfectly willing to concede that this game should force us to wear "modesty underwear" while using "normal human skin with real world skin colors" or even "normal human skin with non-standard skin colors" for the sake of maintaining the "T for Teen" rating.

But I agree that in an "ideal situation" we as players should be free to wear or not wear underwear regardless of skin type. Unfortunately compromises must be made.

StellarAgent wrote:

Which brings us to the next most obvious question: will different types of underwear become available?

I would hope that we ultimately get several choices for underwear regardless if we're forced to wear it for a given skin type or not.

At the very least we should have the option between 'boxers' and 'briefs' for the guys and females should get the choice between 'boy short' style panties and 'regular' style. Again in an "ideal situation" we should get to have thongs as a choice as well but I'm once again able to accept MWM's likely decision to avoid implementing that option for the sake of the "T for Teen" rating.

CoH player from April 25, 2004 to November 30, 2012

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This whole discussion of

This whole discussion of underwear or not seems kind of pointless once you realize there are no areola or genitals on the skin in the first place. What we have is a bare barbie doll akin to the toy children have been undressing since they were old enough pick up toys. So I highly doubt the T for Teen rating would be threatened in the least.

If the player was given an option to not use underwear, they would see nothing and any and all prurient interest would disappear. If you ask me, it is the mystery of "what is hiding under there" that is far more titilating than showing a bare doll would ever be. And in that regard, we already have some spandex options that are pushing the limit.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Huckleberry wrote:
Huckleberry wrote:

This whole discussion of underwear or not seems kind of pointless once you realize there are no areola or genitals on the skin in the first place. What we have is a bare barbie doll akin to the toy children have been undressing since they were old enough pick up toys. So I highly doubt the T for Teen rating would be threatened in the least.

If the player was given an option to not use underwear, they would see nothing and any and all prurient interest would disappear. If you ask me, it is the mystery of "what is hiding under there" that is far more titilating than showing a bare doll would ever be. And in that regard, we already have some spandex options that are pushing the limit.

Again I would agree that in an "ideal situation" the wearing of underwear in this game would be a player choice regardless of the skin type used. As you clearly point out the worst amount of "nudity" we would ever get in that scenario is the same amount as a provided by a standard Barbie/Ken doll that we let toddlers play with.

But since we all know MWM will (apparently) never allow for that I'm effectively willing to give up arguing for it AS LONG AS they are willing to meet us half-way by allowing "non-human" skin types (i.e. android skins) to be 'underwear-less'. If for whatever reason they make it so that ALL skin types are locked into wearing underwear I'll likely scream bloody murder about it and I would hope I would not be alone in that situation.

CoH player from April 25, 2004 to November 30, 2012

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Wait till you all see what i

Wait till you all see what i just finished :) to appear in this weeks video. (It's not underwear LOL!)

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BIKINIS

BIKINIS!

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No?

No?

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StellarAgent wrote:
StellarAgent wrote:

BIKINIS!

Needs more research ...

/em turns to Google Images ...


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I thought we had bikinis in

I thought we had bikinis in the AB already?.. ummm?.

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ArtStrong wrote:
ArtStrong wrote:

I thought we had bikinis in the AB already?.. ummm?.

That was just a teaser? No?

Actually, there is little difference in my mind between Bikinis and Ladies underwear (I reiterate: In My Mind!). They are easily interchangeable just by changing the materials used.

I think you need to show us Hats. Yes hats. A Lady needs a good bonnet to wear with her bikini on the hot, sunny beach.

Of course, other headgear would be acceptable, I guess. :D

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StellarAgent wrote:

there is a new hat coming in the new vid. :)

StellarAgent wrote:
ArtStrong wrote:

I thought we had bikinis in the AB already?.. ummm?.

That was just a teaser? No?

Actually, there is little difference in my mind between Bikinis and Ladies underwear (I reiterate: In My Mind!). They are easily interchangeable just by changing the materials used.

I think you need to show us Hats. Yes hats. A Lady needs a good bonnet to wear with her bikini on the hot, sunny beach.

There's a hat coming up in the next vid.. not a Bonnet, but it is a new hat :)

Of course, other headgear would be acceptable, I guess. :D

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StellarAgent wrote:
StellarAgent wrote:

Actually, there is little difference in my mind between Bikinis and Ladies underwear (I reiterate: In My Mind!). They are easily interchangeable just by changing the materials used.

On a basic "low detail" level this game could probably get away with repurposing its modesty underwear as bikini swimwear assuming they'll let us color/texture the items appropriately. Of course in the real world the exact style/shape of a bikini can and does differ quite a bit from typical underwear so I'd hope that eventually they would give us an -actual- bikini option that would be an alternative to the default modesty underwear.

Again I don't have a problem with mandatory underwear to satisfy the "T for Teen" rating where necessary but nothing says we couldn't have a CHOICE of several different styles of underwear/bikinis to choose from.

StellarAgent wrote:

I think you need to show us Hats. Yes hats. A Lady needs a good bonnet to wear with her bikini on the hot, sunny beach.

Of course, other headgear would be acceptable, I guess. :D

I'm looking forward to seeing an actual high heeled boot/shoe in this Avatar Builder. I know they are not trivial to implement but they are a fundamental costuming item that will need to be added for testing long before launch.

CoH player from April 25, 2004 to November 30, 2012

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True that. Most MMOs get the

True that. Most MMOs get the foot detail wrong and the foot ends up looking too long, too short, too fat, etc.

As long as the bones aren't shifted or altered when equipping high heels, it should all be good.

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Todays all about the updates.

Todays all about the updates.. Behind The Curtain EPS 32 is now live.

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I should note that there are

I should note that there are maybe several things going on with the glitches in the pieces Artstrong is showing off here. He's using a bleeding-edge copy of the AB code that I'm actively ripping apart and rebuilding, and it wasn't really in a stable state (and still isn't). It may still have symmetry bugs showing, for example, due to missing code that I was fixing just yesterday.

I know that at least one of the problems that's showing here (the missing foot) is just due to a data entry problem; one of the boots was coded in the part table to hide the wrong foot. This will certainly get fixed when the pieces get added to the official version of the costume data. The materials problems may be similar, or something else, possibly even in the source artwork. We've been working together for the last few days so he could test his art directly in the AB, which will streamline the process for moving artwork into the actual game. But we're still working all of that out, and adding pieces to the game data is actually a lot trickier than it would seem.

I also want to add that the talk about adding an adjustment slider to costume pieces is *very* notional right now. We haven't tested whether this will work when interacting with all the other body adjustments, which it may not. And it adds to the data that has to be stored, and transmitted for each character on every map and costume change.

So if we do it at all, it will probably be done only for a few costume slots, most likely the chest slot(s), which have several areas where clipping overlaps are common between different piece slots in the chest area and the waist. I'm not sure how workable this will be even if technically possible. But it might be one solution to avoiding infinite tinkering with the meshes and their body-shaping morphs when different costume pieces interact with a particular body shape, and with pieces from different sets designed by different artists. It will also take technical modeling skills which neither Armstrong or I currently possess, we'd have to rope in someone else to assist.

I'd advise not holding your breath on this one; even if we do it, it would probably have to be retrofitted individually to existing pieces, which is a lot of work.

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Iathor wrote:
Iathor wrote:

I also want to add that the talk about adding an adjustment slider to costume pieces is *very* notional right now. We haven't tested whether this will work when interacting with all the other body adjustments, which it may not. And it adds to the data that has to be stored, and transmitted for each character on every map and costume change.

So if we do it at all, it will probably be done only for a few costume slots, most likely the chest slot(s), which have several areas where clipping overlaps are common between different piece slots in the chest area and the waist. I'm not sure how workable this will be even if technically possible. But it might be one solution to avoiding infinite tinkering with the meshes and their body-shaping morphs when different costume pieces interact with a particular body shape, and with pieces from different sets designed by different artists. It will also take technical modeling skills which neither Armstrong or I currently possess, we'd have to rope in someone else to assist.

I'd advise not holding your breath on this one; even if we do it, it would probably have to be retrofitted individually to existing pieces, which is a lot of work.

But holding my breath and turning blue over semi-pointless controversies is what I'm best at. ;)

To be serious I'm happy that you are at least considering the idea of having "costume adjustment" sliders that could potentially allow players to "self-fix" some types of costume clipping issues. Something like that would definitely help with things like mask placement on faces or belts around waists.

Just to be clear this would be a "size scale" slider so that given items can be made smaller or bigger, correct? This would presumably allow players to control how deeply certain items clip into the body models or other costume items. I suggested something along these lines not too long ago but my idea was to allow 3D positioning of items within a limited range of X, Y and Z around a default origin point. That of course would require three position sliders per item increasing the amount of costume data for a character by that much. I suppose having just one "size scale" slider would be a compromise because it would only require one extra data value instead of three.

Even if you could only provide a "size scale" slider like this for a few body areas that would be better than nothing. I agree with your basic premise that you (as Devs) would probably never be able to solve all the clipping issues yourselves so letting players handle these things dynamically sounds like a great solution to the fundamental problem.

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Actually a slider for stuff

Actually a slider for stuff like Cape length or Dusters would be nice.

For Capes adjusting for anywhere from ground-dragging to Ankle, mid-calf etc. would be nice. Everyone has their image I'm sure of what constitutes the ideal cape length.

The same would apply to Dusters and Straight Jac....I mean Tuxedo Tails. I'm sure there are other costume pieces I'm missing.

Edit: Just remembered Spawn's cape, dragging on the ground.

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StellarAgent wrote:
StellarAgent wrote:

Actually a slider for stuff like Cape length or Dusters would be nice.

For Capes adjusting for anywhere from ground-dragging to Ankle, mid-calf etc. would be nice. Everyone has their image I'm sure of what constitutes the ideal cape length.

The same would apply to Dusters and Straight Jac....I mean Tuxedo Tails. I'm sure there are other costume pieces I'm missing.

Edit: Just remembered Spawn's cape, dragging on the ground.

Yeah maybe for some costume items we could get a "size scale slider" (like masks and belts) to adjust for clipping issues and for other items (like capes and jackets) we could get a "length slider" that would allow for that adjustment. Basically a large subset of costume items could have some version of an "extra adjustment slider" that would be appropriate to the type of item it is.

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Critique of the visualization

Critique of the visualization.

The snow flurries swirl into view predominantly from top right to bottom left.

The flag is blown by the wind from left to right.

These two visual cues are not consistent with each other.

Really good job with the rotating MWM logo in the bottom right.


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Redlynne wrote:

Yeah i know there's a few things wrong with this, but i ran out of time, Good eye thou, nice catch :)

Redlynne wrote:

Critique of the visualization.

The snow flurries swirl into view predominantly from top right to bottom left.

The flag is blown by the wind from left to right.

These two visual cues are not consistent with each other.

Yeah i know, there's a few things wrong with this, but i ran ot of time.. figured i'd throw it up anyways.. most won't notice LOL!.. you have a good eye thou, nice catch! :)

Really good job with the rotating MWM logo in the bottom right.

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ArtStrong wrote:
ArtStrong wrote:

Yeah i know there's a few things wrong with this, but i ran out of time

Which is totally fair.
However, that one little critique will assist you with any future quick and dirty visualizations too, so it's all good if it makes you a better artist and content creator.

ArtStrong wrote:

Good eye thou, nice catch :)

We make every pretense of competency around here ... ^_~


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The new blimp makes an

The new blimp makes an appearance :)

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Cool nighttime scene overall.

Cool nighttime scene overall.

I like the various details like the moths flying around the lights. You might consider cutting the number of moths by maybe half - I'd expect to see that many moths swarming around lights out in the country but is seems like a bit too many for a large urban setting.

I also liked the blimp for what I saw of it. I assume it'll eventually get some lights like advertisement signs on the sides or at least some red/green navigational lights like you see on airplanes.

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Thanks, and yeah this was my

Thanks, and yeah this was my first go at this sorta thing, next one will be much more dynamic and have some cam angles .. The blimp does need lights, i am figuring out how to do that now. Thanks for the support and feedback :)

Lothic wrote:

Cool nighttime scene overall.

I like the various details like the moths flying around the lights. You might consider cutting the number of moths by maybe half - I'd expect to see that many moths swarming around lights out in the country but is seems like a bit too many for a large urban setting.

I also liked the blimp for what I saw of it. I assume it'll eventually get some lights like advertisement signs on the sides or at least some red/green navigational lights like you see on airplanes.

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ArtStrong wrote:
ArtStrong wrote:

Thanks, and yeah this was my first go at this sorta thing, next one will be much more dynamic and have some cam angles .. The blimp does need lights, i am figuring out how to do that now. Thanks for the support and feedback :)

No problem; keep up the good work.

The question people will now likely ask you is whether characters can land and stand on the blimp or not. It's a topic that came up on these forums a few years ago and at the time it was implied it was going to be possible in CoT. It was noted that players couldn't stand on top of the blimp back in TOG (the object didn't allow for it) and there were some who hoped that it was going to be doable in CoT. I'd think if the thing is literally as big as a real life blimp scale wise it ought to be possible.

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Lothic wrote:

Artstrong, I really like these visualizations. But was that actually Alexandria you showed in it?

Lothic wrote:

You might consider cutting the number of moths by maybe half - I'd expect to see that many moths swarming around lights out in the country but is seems like a bit too many for a large urban setting.

Reading this leads me to thinking that moths around lights might be a nice clue for a mission, a villain or a happening. It could be as simple as "follow the moths" or it could be an indicator of a presence or how close we are to something.

With the tense mood of the soundscape, I was half expecting someone or something to step out of the shadows on the left as if it had been there all along.

I believe it has been mentioned that the blimp is going to be rideable. It does have a flat top, after all:


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Huckleberry wrote:
Huckleberry wrote:
Lothic wrote:

You might consider cutting the number of moths by maybe half - I'd expect to see that many moths swarming around lights out in the country but is seems like a bit too many for a large urban setting.

Reading this leads me to thinking that moths around lights might be a nice clue for a mission, a villain or a happening. It could be as simple as "follow the moths" or it could be an indicator of a presence or how close we are to something.

Sure if something like the moths needed to numerous for a "reason" then that's perfectly fine. I was just thinking they looked a bit "swarmy" in this location otherwise.

Huckleberry wrote:

I believe it has been mentioned that the blimp is going to be rideable. It does have a flat top, after all:

Yeah I vaguely remember seeing this pic. Just couldn't tell if the blimp in ArtStrong's vid was the same one.

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I can tell you this, I did

I can tell you this, I did make the platform for the purpose of chars hanging out up there. For emoting and taking pics.. :) I do think there is a mission involving the blimp in someway as well (Not 100% Sure) Maybe someone from the team can chime in.

Lothic wrote:
ArtStrong wrote:

Thanks, and yeah this was my first go at this sorta thing, next one will be much more dynamic and have some cam angles .. The blimp does need lights, i am figuring out how to do that now. Thanks for the support and feedback :)

No problem; keep up the good work.

The question people will now likely ask you is whether characters can land and stand on the blimp or not. It's a topic that came up on these forums a few years ago and at the time it was implied it was going to be possible in CoT. It was noted that players couldn't stand on top of the blimp back in TOG (the object didn't allow for it) and there were some who hoped that it was going to be doable in CoT. I'd think if the thing is literally as big as a real life blimp scale wise it ought to be possible.

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No that was not Alexandria, I

No that was not Alexandria, I don't not have access to the map .... YET!.. :)

Huckleberry wrote:

Artstrong, I really like these visualizations. But was that actually Alexandria you showed in it?

Lothic wrote:

You might consider cutting the number of moths by maybe half - I'd expect to see that many moths swarming around lights out in the country but is seems like a bit too many for a large urban setting.

Reading this leads me to thinking that moths around lights might be a nice clue for a mission, a villain or a happening. It could be as simple as "follow the moths" or it could be an indicator of a presence or how close we are to something.

With the tense mood of the soundscape, I was half expecting someone or something to step out of the shadows on the left as if it had been there all along.

I believe it has been mentioned that the blimp is going to be rideable. It does have a flat top, after all:

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ArtStrong wrote:I can tell
ArtStrong wrote:

I can tell you this, I did make the platform for the purpose of chars hanging out up there. For emoting and taking pics.. :) I do think there is a mission involving the blimp in someway as well (Not 100% Sure) Maybe someone from the team can chime in.

MWM might be able to say that the platform on the blimp is meant to be a landing pad for small drones and/or "flying cars" or whatever. Part of the lore of the blimp could be that it's the "World's First Fully Solar Blimp" (the platform already looks like a solar array) which means it can stay aloft for months at a time. Because it can stay airborne for so long the city actually flies small drones and/or drone taxis up to it to transfer crew/supplies back and forth.

All you need to do is add a crew hatchway near the back of the platform which could serve as a "mission door" to get into the blimp.

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I have made a final pass on

I have made a final pass on the blimp, here's a sneak peek at the new hanger doors.. I will be doing a video on it and a few other pieces for next week. Yes those are solar panels, the blimp is electric/ion driven so in theory it could stay alof for months.

Lothic wrote:
ArtStrong wrote:

I can tell you this, I did make the platform for the purpose of chars hanging out up there. For emoting and taking pics.. :) I do think there is a mission involving the blimp in someway as well (Not 100% Sure) Maybe someone from the team can chime in.

MWM might be able to say that the platform on the blimp is meant to be a landing pad for small drones and/or "flying cars" or whatever. Part of the lore of the blimp could be that it's the "World's First Fully Solar Blimp" (the platform already looks like a solar array) which means it can stay aloft for months at a time. Because it can stay airborne for so long the city actually flies small drones and/or drone taxis up to it to transfer crew/supplies back and forth.

All you need to do is add a crew hatchway near the back of the platform which could serve as a "mission door" to get into the blimp.

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Lothic wrote:
Lothic wrote:

All you need to do is add a crew hatchway near the back of the platform which could serve as a "mission door" to get into the blimp.

This is an excellent point. If you still can, Artstrong, I recommend putting a mission door on the blimp somehow. Whether it is a hatch or a penthouse or a ladder to some door or hatch on the side of the blimp, I think you'd be giving the content team a nice gift of a narrative option they can play with.

Edit: A victim of simultaneous posting, I wrote the above before you posted your response but spent so much time looking for examples, you beat me. Artstrong, the size of the human on your model means that those hangar doors are only about two feet tall, if that. Are you re-sizing the blimp?


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Huckleberry wrote:
Huckleberry wrote:
Lothic wrote:

All you need to do is add a crew hatchway near the back of the platform which could serve as a "mission door" to get into the blimp.

This is an excellent point. If you still can, Artstrong, I recommend putting a mission door on the blimp somehow. Whether it is a hatch or a penthouse or a ladder to some door or hatch on the side of the blimp, I think you'd be giving the content team a nice gift of a narrative option they can play with.

Edit: A victim of simultaneous posting, I wrote the above before you posted your response but spent so much time looking for examples, you beat me. Artstrong, the size of the human on your model means that those hangar doors are only about two feet tall, if that. Are you re-sizing the blimp?

If i have to add a door i will , it's a 2 second thing, but those are hanger door for drones..

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ArtStrong wrote:
ArtStrong wrote:

...those are hanger door for drones..

kewl


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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ArtStrong wrote:
ArtStrong wrote:

If i have to add a door i will , it's a 2 second thing, but those are hanger door for drones..

Piker.

Source is Kouya no Kotobuki.


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Nice, this blimp model is not

Nice, this blimp model is not setup to do that sorta thing. There are more i have to make, and one in particular has a bay door :)

Redlynne wrote:
ArtStrong wrote:

If i have to add a door i will , it's a 2 second thing, but those are hanger door for drones..

Piker.

Source is Kouya no Kotobuki.

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(begin pedantry)

(begin pedantry)
Lighter-than-Air craft can be divided into three classes, based on how they hold their shape: Rigid, Semi-Rigid, and Non-Rigid.

Blimps are non-rigid; they hold their shape because the pressure inside is higher than outside. They're probably the most likely type of LTA to be seen by anyone who doesn't work on a daily basis with one of the other types.1
If the large platform seen above is strong enough for human sized people to run around on, I'd think it is effectively a keel, making it a semi-rigid airship.
And any significant usable volume inside the envelope, like the hangars and runway of Redlynne's bid or a villian's lair, pretty much requires (or at least makes cost-effective) a fully rigid envelope.

High speed will tend to distort the envelope if it is not supported, ruining the streamlining, so if you want a faster airship, you may also want to make it rigid.
(end pedantry)

Suggestion: If the airship is rigid or semi-rigid, have some NPCs call it a "blimp", and others who will correct them at the drop of a colloquialism.

Note:
1. Because of this, I expect dictionaries to start adding in another definition to "blimp". But I haven't seen it yet, so I take the opportunity to be pedantic. ^_^

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Foradain wrote:
Foradain wrote:

(begin pedantry)
...
(end pedantry)

Suggestion: If the airship is rigid or semi-rigid, have some NPCs call it a "blimp", and others who will correct them at the drop of a colloquialism.

Note:
1. Because of this, I expect dictionaries to start adding in another definition to "blimp". But I haven't seen it yet, so I take the opportunity to be pedantic. ^_^

I support your pedantry.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Huckleberry wrote:
Huckleberry wrote:
Foradain wrote:

(begin pedantry)
...
(end pedantry)

Suggestion: If the airship is rigid or semi-rigid, have some NPCs call it a "blimp", and others who will correct them at the drop of a colloquialism.

Note:
1. Because of this, I expect dictionaries to start adding in another definition to "blimp". But I haven't seen it yet, so I take the opportunity to be pedantic. ^_^

I support your pedantry.

Many people called trench coats "butt-capes" back in TOG despite the Devs best attempts to dissuade people from using that term.

All I can tell you is that if it bothers you having people call the "rigid airship" in CoT a "blimp" then be prepared to be bothered by it a lot. *shrugs*

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Fiction is any creative work

Fiction is any creative work (chiefly, any narrative work) consisting of people, events, or places that are imaginary—in other words, not based strictly on history or fact.[1][2][3] In its most narrow usage, fiction refers to written narratives in prose and often specifically novels,[4][5] though also novellas and short stories. More broadly, fiction has come to encompass imaginary narratives expressed in any medium, including not just writings but also live theatrical performances, films, television programs, radio dramas, comics, role-playing games, and video games.

Were making a SUPER HERO video game here guys.... Lighten Up! :)

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Lothic wrote:
Lothic wrote:

All I can tell you is that if it bothers you having people call the "rigid airship" in CoT a "blimp" then be prepared to be bothered by it a lot. *shrugs*

Nah, go ahead. I like having opportunities to discuss and/or lecture on the nuances of LTA design. ^_^

Also, we need a villain with a Zeppelin for a lair (long corridors between rooms with lots of empty spaces between them ^_^) who will become enraged if you call the zep a blimp. Light emitting diodes for the running lights are optional, depending on what music the villain likes.

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Foradain wrote:
Foradain wrote:

Also, we need a villain with a Zeppelin for a lair ... who will become enraged if you call the zep a blimp.

I like this. It is a good character flaw. This is why people like villains more than heroes in movies, thay always have the most entertaining quirks. With CoT's implementation of dialogue options, something like this should be easy to implement.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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ArtStrong wrote:
ArtStrong wrote:

< snip >
Were making a SUPER HERO video game here guys.... Lighten Up! :)

We're already Lighter Than Air. ^_^

But maybe we need to find a better place for this diversion than Artstrong's Art Thread. < goes off to make an LTA thread >

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I love stirring the pot every

I love stirring the pot every now and again LOL!.. I do have a much larger air ship I am working on that is for the Aether Pirates.. AFAIK it's gonna have an interior as well.. :) but that one is a little ways off.

Foradain wrote:
ArtStrong wrote:

Were making a SUPER HERO video game here guys.... Lighten Up! :)

We're already Lighter Than Air. ^_^

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Foradain][quote=Lothic wrote:
Foradain wrote:
Lothic wrote:

All I can tell you is that if it bothers you having people call the "rigid airship" in CoT a "blimp" then be prepared to be bothered by it a lot. *shrugs*

Nah, go ahead. I like having opportunities to discuss and/or lecture on the nuances of LTA design. ^_^

That's OK, there are plenty of things that annoy me related to people using the wrong terminology. But for some reason this is one of those cases which I couldn't care less about.

Besides like I said even if it did bother me there's likely no stopping people from using "blimp" as a simple generalization so I would do my best to not "spit into the wind" with correcting everyone on it. There are easily 50,000 more important things to worry about and argue over in this game than this particular example.

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ArtStrong wrote:
ArtStrong wrote:

I do have a much larger air ship I am working on that is for the Aether Pirates.. AFAIK it's gonna have an interior as well.. :) but that one is a little ways off.

In which case, such an airworthy vessel is the IDEAL candidate for a "fly on/fly off" through the ship carrier deck that launches craft forwards into the airstream and recovers them from the aft entry, as demonstrated above.

If you need to use it as a mission map, the PCs need to fly up to the airship (either under their own power or using a stolen Aether Pirates fighter plane), and then from the "through deck" hangar space there would be a door somewhere that would lead further into the crew spaces that would act as the Mission Door to enter the instance. You then just model the interior layout the PCs get to explore as a Mission Map.

Extra bonus points for creating a condition where if you fall from the airship mission instance (thrown overboard, for example) that after falling too far you will forcibly exit the mission instance and need to return to the airship in order to access the Mission Door on the hangar deck to return to the instance to resume the mission.


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Someday, ArtStrong is going

Someday, ArtStrong is going to figure out how to do THIS inside of UE4, and then we'll all be sorry!


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*evil grin*

*evil grin*

Redlynne wrote:

Someday, ArtStrong is going to figure out how to do THIS inside of UE4, and then we'll all be sorry!

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That's just a new take on
Redlynne wrote:

Someday, ArtStrong is going to figure out how to do THIS inside of UE4, and then we'll all be sorry!

That's just a new take on "Roadrunner Physics"...

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ArtStrong wrote:
ArtStrong wrote:

*evil grin*

Redlynne wrote:

Someday, ArtStrong is going to figure out how to do THIS inside of UE4, and then we'll all be sorry!


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Brand new BTC EPS is now live

Brand new BTC EPS is now live!.. Enjoy everyone.

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Can we see the blimp in the

Can we see the blimp in the daylight hours please?

Or ask them to put it into our test map?

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;)

;)

StellarAgent wrote:

Can we see the blimp in the daylight hours please?

Or ask them to put it into our test map?

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StellarAgent wrote:
StellarAgent wrote:

Can we see the blimp in the daylight hours please?

Or if you want to get really fancy, you could have a spotlight from the ground play over it at night ...


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
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Redlynne wrote:
Redlynne wrote:

Or if you want to get really fancy, you could have a spotlight from the ground play over it at night ...

+1

But I think air-search spotlights should be a part of the game regardless. I can imagine the glimpses of flying and jumping heroes we would see as the spotlights do their thing. And the paparazzi drones, can;t forget those, with their flashbulbs going off as they follow heroes through the sky.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Not the best shot, but here's the blimp in the day time :)

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Kind of amazing how the solar

Kind of amazing how the solar panels on top manage to soak up ALL of the ambient sunlight to keep the whole thing in darkness even in the daytime.

Must be an Infernal Machine™ ...


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
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Redlynne wrote:
Redlynne wrote:

Kind of amazing how the solar panels on top manage to soak up ALL of the ambient sunlight to keep the whole thing in darkness even in the daytime.

Must be an Infernal Machine™ ...

Well obviously some villain is going to use it to disperse poison gas over the city or hide their evil mind control device inside it to control the city... That's why it'll be a mission instance location. :)

CoH player from April 25, 2004 to November 30, 2012

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And let's not forget the

And let's not forget the Thanksgiving special when Less Nessman tosses turkeys off it for the city.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Huckleberry wrote:
Huckleberry wrote:

And let's not forget the Thanksgiving special when Less Nessman tosses turkeys off it for the city.

Dang you're old... but of course I am too since I remember seeing that episode when it aired. ;)

P.S. A bit of Les Nessman trivia: Les always had some kind of bandage/band-aid on some part of his body in every episode. He actually needed one for real during his first appearance due to some backstage injury but they decided to make it a running gag for the character in every episode after that.

CoH player from April 25, 2004 to November 30, 2012

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Huckleberry wrote:
Huckleberry wrote:

And let's not forget the Thanksgiving special when Less Nessman tosses turkeys off it for the city.

For everyone who isn't old (and decrepit) enough to catch the reference.


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
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WKRP in Cincinnati. Gotta

WKRP in Cincinnati. Gotta love the days when comedy was real and didn't have to use a laugh track.

Then I learned that some of those shows used an Audience Teleprompter to tell them when to Laugh, Awe, Oohh, etc.

Ignorance was bliss.

I miss the Carol Burnett show. Heehaw. Laugh In. Am I dating myself? :D

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Redlynne wrote:
Redlynne wrote:

Kind of amazing how the solar panels on top manage to soak up ALL of the ambient sunlight to keep the whole thing in darkness even in the daytime.

Mmm, I think the source of all light is off to the lower left in this image, so we are seeing the self-generated shadows of the flying gas-bags.

Be Well!
Fireheart

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Hey guys, Sorry no BTC EPS

Hey guys, Sorry no BTC EPS this week, I got busy with RL stuff, I threw this Visual together for you, so you don't think i forgot about you :) I promise the next one will be in the day time... Thanks for the support.

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Redlynne wrote:
Redlynne wrote:

Kind of amazing how the solar panels on top manage to soak up ALL of the ambient sunlight to keep the whole thing in darkness even in the daytime.

Must be an Infernal Machine™ ...

We had that problem on the test island, too. Took a while to track it down. Turns out a lot of the ambient lighting comes from a post processing effect, not any of the actual light objects in the scene. Since he’s using a separate set from the island, I suspect it’s missing the post processing lighting effect.

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