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Discuss: Meet The Titan: Hunter Robins

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Lothic
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Huckleberry wrote:
Huckleberry wrote:

You make it sound like attempts to accomplish cutting edge character creation is not in the books. Have you seen the latest videos and listened to Tannim and Doctor Tyche and the other devs talk about how cutting edge their costume creator is going to be? About how we can wear layers of costumes on top of each other?
If there is one thing that we not only want, but expect out of the spiritual successor to City of Heroes, it is having the most amazing character creator. I think you do them all a disservice when you say that something relatively simple like adding color gradients to a hair mesh is too much for them.

I'm sure the folks at MWM will load up CoT with as much as they can before launch. But there's always going to be a point between how much they can cram in versus having a reasonable schedule for launch.

For instance I could probably think up a thousand different QoL features I'd like to see in the CoT Avatar Builder. While I imagine the Devs could probably eventually implement every last one of my thousand crazy ideas it's also likely they wouldn't have it all ready to go until around 2047. Tradeoffs always have to be made.

Now if everything you mentioned about how the other games are doing these hair highlight options are relatively easy to do and our Devs prioritize them then sure why not add them to the Avatar Builder before launch. I'm just being realistic when I say things like that could very well be considered a bit on the fringe in terms of absolute necessities. Basically while everything you're talking about here sounds cool I could easily accept these things aren't fundamentally critical enough to overly delay the Avatar Builder just to squeeze them in for launch. These are "nice to have" things, not "must have" things.

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Lothic wrote:
Lothic wrote:

I'm sure the folks at MWM will load up CoT with as much as they can before launch. But there's always going to be a point between how much they can cram in versus having a reasonable schedule for launch.
For instance I could probably think up a thousand different QoL features I'd like to see in the CoT Avatar Builder. While I imagine the Devs could probably eventually implement every last one of my thousand crazy ideas it's also likely they wouldn't have it all ready to go until around 2047. Tradeoffs always have to be made.

And if you can think up that many QoL features, why haven't you discussed them in here?

This is the time and place to think big.

The devs don't need and probably certainly don't want you to be their decider of what is or is not too much effort for them. Rather, I think they would prefer you think of AWESOMENESS and they can make their own determinations of what is or is not within their capabilities.

[hr]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.

Lothic
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Huckleberry wrote:
Huckleberry wrote:

And if you can think up that many QoL features, why haven't you discussed them in here?
This is the time and place to think big.

I've made plenty of suggestions over the years about all sorts of features I'd like to see in this game. Plenty of other people have suggested other things as well. I have enough faith in what I've seen of MWM so far to suspect that 80-90% of what I want will probably already be in the Avatar Builder and I have enough wisdom/experience to know that the other 10-20% isn't worth mentioning here because those ideas are so outlandish and "non-mainstream" that they would probably take a huge number of extra months/years to create and thus are effectively personal private pipe-dreams.

Huckleberry wrote:

The devs don't need and probably certainly don't want you to be their decider of what is or is not too much effort for them. Rather, I think they would prefer you think of AWESOMENESS and they can make their own determinations of what is or is not within their capabilities.

I'm obviously in no position to actually make any decisions about what MWM chooses to do or not. Like you I can only suggest and/or speculate about what they -might- do.

I never once said MWM should not do the hair options you're talking about here. I just made the observation, based on several decades of software development experience, that things like this COULD be considered by the MWM Devs (again not me) to be far enough down on the priority list to not be candidates to exist in the game at launch. Games get "updates" precisely because Devs never have the time/budget to do everything they want all at once.

Now of course the Devs are free to swoop in here and laugh at me by saying something like, "We've already implemented all that hair highlight stuff Huckleberry wants and you're a big dummy for thinking they weren't possible for launch." Trust me when I say I'd just shrug my shoulders and look forward to playing with all those cool features. ;)

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I hope that classics like the

I hope that classics like the Veronica Lake look will be an option, as well as more modern styles

[img]http://storage.torontosun.com/v1/dynamic_resize/sws_path/suns-prod-images/1297617760806_ORIGINAL.jpg?quality=80&size=650x[/img]

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Dark Ether wrote:
Dark Ether wrote:

I hope that classics like the Veronica Lake look will be an option, as well as more modern styles

And Hedy Lamarr.
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[youtube]8vjEnkQdaHM[/youtube]

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Please, PLEASE add a glorious

Please, PLEASE add a glorious pompadour option, I will love you forever. ;_;

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Mr. Robins, I don't know if

Mr. Robins, I don't know if this is in your swim lane or would be handled by the effects folks, but I would like an option to make my character's hair move like it was underwater.

I am picturing a slow, suspended, maybe lazy or even alive look, like gravity just kind of glanced at it before he walked on. I'm sure there will be storm-based characters or medusa-like characters who would like their hair to behave like this.

Here's a video with an example:
[youtube]UV1y1bxjfXE[/youtube] (hair starts at about the 1 minute mark)

I believe the hair in that example is treated more like cloth than individual fibers, something like [i]APEX cloth[/i] for UE4.

[hr]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:

make my character's hair move like it was underwater.

That'd be cool. +1

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Grimfox wrote:
Grimfox wrote:

Huckleberry wrote:
make my character's hair move like it was underwater.
That'd be cool. +1

It is an interesting idea. I wonder how you'd accomplish it in a computer game like this. Perhaps it would just be a matter of slowing the animation down - like if "normal hair in air" flips around at speed X could the animator simply make the hair move at like "half speed" to simulate the underwater look. Another question is would the speed difference make hair clipping issues more or less a problem, or would it even affect that issue.

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I'm not sure it's as simple

I'm not sure it's as simple as just slowing down the animation. You'd still want it to respond to external stimuli at normal speed IE head movement, but once the head stops the reaction would be slow. So in example the hair when a character is at rest would move slowly, but when the character started running it would quickly be pulled back. (at the "normal" rate), and then when the character came to a stop the hair would slowly float out around the characters head.

That said for sanity and simplicity it might be enough to just slow the animation. Needs testing.

What do you think Hunter?

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I believe the behavior of the

I believe the behavior of the mesh we know as hair can be modified by changing its properties in the unreal physics engine. Obviously we would want its length to have no elasticity, thereby allowing the hair to follow the head around as the head translates and rotates. But the dampening of the hair to other forces, like the downward force of gravity, or the direction forces due to wind, etc., appear to be modifiable in the physics engine:

https://docs.unrealengine.com/latest/INT/Engine/Physics/Constraints/DampingAndFriction/index.html

Whether this property is something that can be toggled or put on a slider in character creation is the question.

[hr]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:

Mr. Robins, I don't know if this is in your swim lane or would be handled by the effects folks, but I would like an option to make my character's hair move like it was underwater.

Hair motion is still [b]very[/b] early right now but that's a neat idea, I'll look into that.

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Lothic wrote:
Lothic wrote:

It is an interesting idea. I wonder how you'd accomplish it in a computer game like this.

Easier than you think, there are simple parameters to adjust how physics simulations behave and you're actually very likely to get a "wrong" result that is closer to this than you are to get a correct, perfect simulation result on the first attempt. Normally it'd be wasted work but if there's some demand for alternate not-physically-realistic behavior maybe we can hold onto that kind of setting.

e:

Huckleberry wrote:

https://docs.unrealengine.com/latest/INT/Engine/Physics/Constraints/DampingAndFriction/index.html
Whether this property is something that can be toggled or put on a slider in character creation is the question.

Those are actually not the appropriate docs, we're looking at the APEX cloth tools because they handle collision with the character better (the general physics system only collides against the basic collision capsule without some engine programming customization that is outside our scope). I don't think the APEX authoring tools are even documented for UE 4.16 yet, they just got added to the UE Editor. Here's a demonstration of how they work though:

http://www.cgchannel.com/2017/03/sneak-peek-unreal-engine-4-16s-new-physics-tools/

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Hair underwater? The cheat

Hair underwater? The cheat would be to turn gravity way down (the density of hair is close to the density of water, so it won't sink as fast) and crank up the inertial mass (the "inertia" is from the inertia of the fluid resisting motion as well as the hair's inertia).

Fun fact: spaceship motion in games like EVE and STO is basically underwater motion; it's what the players expect from the genre (big slow floaty airplanes, really).

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Quote:
Quote:

Hair motion is still very early right now but that's a neat idea, I'll look into that.

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Flesh Forge wrote:
Flesh Forge wrote:

Those are actually not the appropriate docs, we're looking at the APEX cloth tools because they handle collision with the character better (the general physics system only collides against the basic collision capsule without some engine programming customization that is outside our scope). I don't think the APEX authoring tools are even documented for UE 4.16 yet, they just got added to the UE Editor.

You just mentioned UE 4.16. Since that release is only two weeks old, I'm thrilled that you are keeping on the pointy tip of the technology spear! I've gotten the impression that while keeping up with the latest updates may give you more capability, it is also more demanding to keep adjusting for the updates. I applaud your desire to do so and think this is one more example of how you are taking this project seriously.

[hr]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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Well at some point we

Well at some point we absolutely have to commit to a specific version and freeze the tech or the game would never be finished, and when that point is is not up to me, but those cloth authoring tools are pretty damn useful and hard to resist.

Lin Chiao Feng wrote:

Hair underwater? The cheat would be to turn gravity way down (the density of hair is close to the density of water, so it won't sink as fast) and crank up the inertial mass (the "inertia" is from the inertia of the fluid resisting motion as well as the hair's inertia)..

I want to say "drag" rather than inertia but we'll see, thanks for the suggestion.

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Flesh Forge][quote=Lothic
Flesh Forge wrote:
Lothic wrote:

It is an interesting idea. I wonder how you'd accomplish it in a computer game like this.

Easier than you think, there are simple parameters to adjust how physics simulations behave and you're actually very likely to get a "wrong" result that is closer to this than you are to get a correct, perfect simulation result on the first attempt. Normally it'd be wasted work but if there's some demand for alternate not-physically-realistic behavior maybe we can hold onto that kind of setting.

Yes my question here was mostly rhetorical to get the conversation going. Apparently we collectively managed to do that. I pretty much assumed there would be -some- way to do this (even by what you seem to consider an "accident") based on my 20+ years of professional software engineering experience. There's always -some- way to do all sorts of things if you only decide to put the effort into it.

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Flesh Forge wrote:
Flesh Forge wrote:

Well at some point we absolutely have to commit to a specific version and freeze the tech or the game would never be finished, and when that point is is not up to me, but those cloth authoring tools are pretty damn useful and hard to resist.
Lin Chiao Feng wrote:
Hair underwater? The cheat would be to turn gravity way down (the density of hair is close to the density of water, so it won't sink as fast) and crank up the inertial mass (the "inertia" is from the inertia of the fluid resisting motion as well as the hair's inertia)..
I want to say "drag" rather than inertia but we'll see, thanks for the suggestion.

Unless you're going to do actual fluid mechanics, it's close enough for government work. Also, it's like you said: regular hair flow physics but with the variables way off.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Flesh Forge wrote:
Well at some point we absolutely have to commit to a specific version and freeze the tech or the game would never be finished, and when that point is is not up to me, but those cloth authoring tools are pretty damn useful and hard to resist.
Lin Chiao Feng wrote:
Hair underwater? The cheat would be to turn gravity way down (the density of hair is close to the density of water, so it won't sink as fast) and crank up the inertial mass (the "inertia" is from the inertia of the fluid resisting motion as well as the hair's inertia)..
I want to say "drag" rather than inertia but we'll see, thanks for the suggestion.
Unless you're going to do actual fluid mechanics, it's close enough for government work. Also, it's like you said: regular hair flow physics but with the variables way off.

Ultimately it doesn't matter how stuff like this is officially accomplished (vis-a-vis drag/inertia/speed) or even if there's literally a button for "underwater physics" in the tools. As you implied with the "close enough for government work" phrase if some kind of underwater hair effect is feasibly possible and looks good within the engineering time/effort constraints then there's no reason not to throw it in and call it something generic like "underwater hair" regardless if it's technically an actual representation of classical underwater animation or not.

Sure it might be end up being a short-cut, a cheat or just a plain "accident" but since very few people know the actual details behind the proverbial sausage-making it wouldn't really matter. Most players just want things that look good regardless if they're perfectly created or not.

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As more of these interesting

As more of these interesting customization options become possible, it seems a good idea to add features to the character creator to better demonstrate them. I assume we'll get the typical rotate, zoom, and lighting controls, and the power animation customization screen (as CoH had, but optimized for all the new options we'll get due to the aesthetic decoupling of CoT).

The "new" feature I'm thinking of would be a way to display the character walking / running / jumping / flying, and maybe emoting, without leaving the body slider and costume selection process. For example, in Vindictus' character creator, the player can trigger expressions, several stances, and some basic animation sequences to better visualize how the character and their costume will respond to movement in game.

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Interesting.

Interesting.

I remember some old game that I played, where the Character Model could be set to animate, while in the Character Creation UI. Was it CO? Anyway, the character would yawn and nod and 'speak' a few words and wave their hands around, smile and frown and suchlike. The problem, as I recall it, was that In Game, the characters never did any such thing. They could do 'emote' animations, but the face, itself never animated. Either that, or the animations for emotes would come out... horrifying. /smile produced a rictus like the hero was being eaten by a Badger, and trying to hide it.

I'd certainly like it, if the characters in CoT could have an appropriately animated faces, but only if those animations are... relatively lifelike.

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Being able to have characters

Being able to have characters "animate/emote" in the character creator would be great and I hope they can do as much of that as possible for CoT.

But let me offer an alternative that I used for countless hours back when CoH was around: The Test Server. Basically whenever I wanted to spend an extended time creating costumes I simply jumped on the Test Server and tinkered as much as I'd like. I could change one detail, leave ICON and then just fly around in the city zones "testing" my changes to my heart's content. I could make dozens of changes without regards to the costs because being on the Test Server it was all "fake" money/tokens to begin with.

I realize that using the Test Server for that purpose did have some drawbacks but let's consider the situation here. It's far more likely that CoT will create their own Test Server that could be used for among other things as a test area for costume design than it will be for the CoT Devs to spend a huge amount of extra time making emotes and animations work inside their costume creator. Basically what I'm saying is the Test Server might be the workaround solution that will happen in lieu of getting any extra fancy like what's been suggested here. Just something to think about as a viable alternative.

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Yes, a test server workaround

Yes, a test server workaround seems acceptable if MWM's launch schedule is too packed to add the feature in the character creator. Some kind of "Free Day At ICON" tokens on live server could work too. To my knowledge, we haven't been told how accessible / inexpensive CoT's version of ICON will be...so if we can edit character appearance anywhere in game and for free, then my wish for basic movement animations in the character creator drops down my priority list quite a lot.

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I wonder if Hair physics

I wonder if Hair physics could be tied to powers. Activate a power say Electrical powers and one hair would stick out. Or like a SuperSaiyan!

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Lothic wrote:
Lothic wrote:

Being able to have characters "animate/emote" in the character creator would be great and I hope they can do as much of that as possible for CoT.
But let me offer an alternative that I used for countless hours back when CoH was around: The Test Server.

I agree that the Test Server is probably the best place to tinker around to figure out stuff.
With the design decisions of CoT I also believe that there must be a capability to see the character perform the all of the powers (primary & secondary) in the Character Creator. The entry drug for CoT is going to be the Character Creator. Getting them hooked from day one will lead them to doing things like possibly investigating on a Test Server. It could also give a player a goal to level towards to unlock powers.

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The Test Server angle does

The Test Server angle does presume that there will be a way to save costume data for re-use in the Live server. Granted, that was a feature of CoH, so it's safe to assume that costume files will be a feature of CoT. However, I don't recall if this has ever been affirmed by the Devs.

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If they include a chat window

If they include a chat window to the CC like I've been asking for, cause a person could spend hours in there and lose touch with everyone in game. it shouldn't be too big an ask to allow the player access to e-motes via that same chat window just as they would in game.

I think they have stated that they plan to allow for the saving of costumes and characters. Otherwise building a standalone CC is kinda moot beyond testing purposes.

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Fireheart wrote:
Fireheart wrote:

The Test Server angle does presume that there will be a way to save costume data for re-use in the Live server. Granted, that was a feature of CoH, so it's safe to assume that costume files will be a feature of CoT. However, I don't recall if this has ever been affirmed by the Devs.
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Fireheart

I don't recall if they stated it explicitly, but since the plan is to launch the Avatar Builder as a standalone program it's probably pretty safe to assume that costumes can be saved and loaded as needed.

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Times like this I wish we

Times like this I wish we could prune off a portion of a thread and move it to a new discussion. Some of this in the last 10 or 12 posts might interest "non-hair" people, as well, and they may not look here.

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Rather than Necro a year-old

Rather than Necro a year-old thread about the Character Creator, I just started a new one. Have fun!

https://cityoftitans.com/forum/additional-features-chracter-generator

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any plans on non

any plans on non monochromatic hair like Freakazoid, Rouge, Harleyquin the Mighty Birdy

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I love the big poofty hair of

I love the big poofty hair of the 60s, [u]but I also like short hair[/u]....this could pass as a Power Girl hair style.
---and I like the bow tie too!
[img]https://s31.postimg.org/v1h78urez/short_hair.jpg[/img]

[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]

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and another retro style i

[img]https://s31.postimg.org/69hl1m2ij/ac5d8dfe1268401faf79bb0315dcb80f.jpg[/img]
and another retro style i think is just great!

[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]

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Farrah with Big Poofty hair..

Farrah with Big Poofty hair....70's all the way!
[img]https://s31.postimg.org/mlrmqz6fv/2900bce91ea39fffe9344a7d09d335f7--farrah-fawcett-big-hair.jpg[/img]

[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]

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and let us not forget the

and let us not forget the guys: here is the hair and sideburns I want to see available
[img]https://s31.postimg.org/et0yzf8az/wolverinesideburns.jpg[/img]

[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]

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I had said something about

I had said something about hair motion and actually have something to show - this piece isn't one of Hunter's, it's one I did, but we're still considering ways to implement hair motion and this was a recent test of a MMO-friendly method (simple bone IK with no collision):

[img]https://i.imgur.com/cY4YGqi.gif[/img]

I'm not going to promise it will work like this eventually because not all the decisions are up to me, and hopefully the final results will be better than this in the engine, but I thought I'd show a little progress anyhow.

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That could be a really great

That could be a really great improvment !!
thanks for sharinf it :)

(does it also consider no collisions with the body, as opposite as what we see here on the shoulders ?)

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That's a trial in my modeler,

That's a trial in my modeler, the setup in the engine will be similar but different (hopefully better). We had been considering using the UE cloth dynamics for hair, like how several of the Epic Paragon characters are done, but it does not scale well AT ALL. Acceptable when you have an 8 player MOBA, but not when you have MMO Atlas Park sized numbers. Collisions in this context are very costly in terms of overhead and if we can get it to look good without them, that would be much preferable. It's also a question of how much work is needed to get it looking acceptable, we've had this conversation before.

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Flesh Forge wrote:
Flesh Forge wrote:

I had said something about hair motion and actually have something to show - this piece isn't one of Hunter's, it's one I did, but we're still considering ways to implement hair motion and this was a recent test of a MMO-friendly method (simple bone IK with no collision):

[img]https://i.imgur.com/cY4YGqi.gif[/img]

I'm not going to promise it will work like this eventually because not all the decisions are up to me, and hopefully the final results will be better than this in the engine, but I thought I'd show a little progress anyhow.

Insightful. Thank you!

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Godling wrote:
Godling wrote:

any plans on non monochromatic hair like Freakazoid, Rouge, Harleyquin the Mighty Birdy

Oops, by the way, yes, we realize this is something people want and are probably going to work that feature in. Again, not up to me but I'd like it myself for sure.

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Flesh Forge wrote:
Flesh Forge wrote:

I had said something about hair motion and actually have something to show - this piece isn't one of Hunter's, it's one I did, but we're still considering ways to implement hair motion and this was a recent test of a MMO-friendly method (simple bone IK with no collision):

[img]https://i.imgur.com/cY4YGqi.gif[/img]

I'm not going to promise it will work like this eventually because not all the decisions are up to me, and hopefully the final results will be better than this in the engine, but I thought I'd show a little progress anyhow.

Obviously the "holy grail" with something like this would be to eliminate as many of the "collision" problems as possible. But to be honest as a player I could probably live with some degree of collision to be able to get hair with this amount of animation. I realize that these things are always going to be a compromise between quality versus performance and that you'll always have to consider the "worse case scenarios" of having dozens of players on the screen all at the same time. This is why I'd be willing to tolerate some amount of hair collision in order to get options like this.

At least that's my "vote" on this issue at any rate.

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Lothic wrote:

Same vote here, the lack of collisions for the hairs is an acceptable loss to get the hairs movement (and long hairs too).

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ThunderCAP wrote:
ThunderCAP wrote:

Same vote here, the lack of collisions for the hairs is an acceptable loss to get the hairs movement (and long hairs too).

Ditto!

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Agreed. Thanks for sharing

Agreed. Thanks for sharing the test - it looks good. Don't think I've found an MMO that was much better that the test shown here. Those which might be marginally better seem to have a sort of invisible elevated attachment of the hair around the shoulders and chest to anchor the lower ends of the hair that drapes to the front of the character, and the upper hair stretches to stay attached when the head twists to the side. However, they may not offer as much torso and shoulder adjustability as intended for CoT.

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Will we be able to change

Will we be able to change hair textures to metallic and stuff? I'd like to have a character whos hair is really a bunch of wires.

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Beef Ninja wrote:
Beef Ninja wrote:

Will we be able to change hair textures to metallic and stuff? I'd like to have a character whos hair is really a bunch of wires.

Awesome Idea. I'd like to see it! And if they can do wires, I hope other substitutes could also be implemented, like snakes or rags or lightbulbs.

[hr]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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Beef Ninja wrote:
Beef Ninja wrote:

Will we be able to change hair textures to metallic and stuff? I'd like to have a character whos hair is really a bunch of wires.

If you want it to actually look like wires, you probably need a completely different model:

[img]https://i.imgur.com/g5zNH3W.png[/img]

[img]https://i.imgur.com/nLgt1ni.png[/img]

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Huckleberry wrote:
Huckleberry wrote:
Beef Ninja wrote:

Will we be able to change hair textures to metallic and stuff? I'd like to have a character whos hair is really a bunch of wires.

Awesome Idea. I'd like to see it! And if they can do wires, I hope other substitutes could also be implemented, like snakes or rags or lightbulbs.

Had to model a light bulb real quick but sure, that's not a big trick. Probably not in the "Tier 1" order of things getting done but there's no reason why not, they could even emit light ¯\_(ツ)_/¯

[img]https://i.imgur.com/kTrghIc.gif[/img]

e: Important to note, I'm showing these on the female character but pretty much all hairs will be available to either gender

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I’d love a Pinhead hairstyle.

I’d love a Pinhead hairstyle.

[img]http://www.filmhoek.nl/wp-content/uploads/2013/10/hellbound-hellraiser-2-pinhead.jpg[/img]

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Atama wrote:
Atama wrote:

I’d love a Pinhead hairstyle.

[img]http://www.filmhoek.nl/wp-content/uploads/2013/10/hellbound-hellraiser-2-pinhead.jpg[/img]

[Img]https://sparkpeo.hs.llnwd.net/e1/resize/630m620/e4/nw/8/0/lKiwi-Party-Pineapple-&-Cheese-Picks806479057.jpg[/img]

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I had talked about strand

I had talked about strand based hair tools that I have, which are awesome for doing goofy things like this:

[img]https://i.imgur.com/yzegNSL.gif[/img]

Definitely not game engine ready (way too dense) but that's fixable.

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Flesh Forge wrote:
Flesh Forge wrote:

Had to model a light bulb real quick but sure, that's not a big trick. Probably not in the "Tier 1" order of things getting done but there's no reason why not, they could even emit light ¯\_(ツ)_/¯

[img]https://i.imgur.com/kTrghIc.gif[/img]

HaH! You crack me up, man. Awesome.

[hr]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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Flesh Forge wrote:
Flesh Forge wrote:

I had talked about strand based hair tools that I have, which are awesome for doing goofy things like this:

[img=200x200]https://i.imgur.com/yzegNSL.gif[/img]

Definitely not game engine ready (way too dense) but that's fixable.

It's at least interesting that your system is able to "whip up" stuff like this. Getting some kind of a "beehive" hairdoo would not be outside the realm of possibility for desire. With some work you might be able to turn something like you created here into this:

[img=250x250]https://vignette.wikia.nocookie.net/startrek/images/a/ae/GraceLeeWhitney_as_Rand.jpg/revision/latest?cb=20090328062515[/img]

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Flesh Forge wrote:
Flesh Forge wrote:
Beef Ninja wrote:

Will we be able to change hair textures to metallic and stuff? I'd like to have a character whos hair is really a bunch of wires.

If you want it to actually look like wires, you probably need a completely different model:

[img=200x200]https://i.imgur.com/g5zNH3W.png[/img]

[img=200x200]https://i.imgur.com/nLgt1ni.png[/img]

You know these examples you have here would be the foundation for (among other things) Japanese cyperpunk hairdos like the following:

[img=250x250]https://i.pinimg.com/736x/ed/e3/b6/ede3b684e3fa906eb73c00eca052bb80--red-black-hair-harajuku.jpg[/img][img=250x250]https://s-media-cache-ak0.pinimg.com/736x/52/7b/b0/527bb0c63b8bc04e43a6092b3beaad67--cyber-punk-goth-girls.jpg[/img][img=250x250]https://s-media-cache-ak0.pinimg.com/736x/e9/46/6d/e9466d19f0719eb663ab5331b4c8bd59--fall-hair-cybergoth.jpg[/img]

In real life most of these are basically collections of ribbons and flexible plastic/mesh straws, pipes and hoses of various shapes and colors. There's not really any "hair" associated with them (fake or otherwise).

CoH player from April 25, 2004 to November 30, 2012
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Flesh Forge wrote:
Flesh Forge wrote:

I had talked about strand based hair tools that I have, which are awesome for doing goofy things like this:

[img]https://i.imgur.com/yzegNSL.gif[/img]

Definitely not game engine ready (way too dense) but that's fixable.

Looks like you're having fun AND making functional assets for the game. Really cool, man!

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Since this was supposed to be

Since this was supposed to be Hunter's thread I started a new one over here:

https://cityoftitans.com/forum/character-modeling-stuff

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Where does Hat end and Hair

Where does Hat end and Hair start?

Pretty sure those are cable sleeves or cable braid. I thought they were rubber tubes when I saw them the first time too. It makes a lot of sense, the light nylon braids would be easier to wear for a prolonged period. You can buy metal cable braid/shields too. It's not as light but would be a helluva look. It's an interesting concept...corrupted concept of cyberpunk. To me these are more closely associated with Cyber Goth, or "Industrial"...This sub-genre came after my time so I'm not so familiar with it. Not a point of contention just considering the semantics. Cause it's late on a Monday night and I'm a little tipsy.

Cool stuff! Emphatic thanks for sharing, and I hope to see a lot more from you guys going forward.

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What happened to Flesh Forge

What happened to Flesh Forge's thread?

https://cityoftitans.com/forum/character-modeling-stuff

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mrultimate wrote:
mrultimate wrote:

What happened to Flesh Forge's thread?

https://cityoftitans.com/forum/character-modeling-stuff

It was posted in the wrong place and locked as a result. He even made a post about it in the thread apologizing.

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Tannim222 wrote:
Tannim222 wrote:
mrultimate wrote:

What happened to Flesh Forge's thread?

https://cityoftitans.com/forum/character-modeling-stuff

It was posted in the wrong place and locked as a result. He even made a post about it in the thread apologizing.

Hilarious.

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mrultimate wrote:
mrultimate wrote:
Tannim222 wrote:
mrultimate wrote:

What happened to Flesh Forge's thread?

https://cityoftitans.com/forum/character-modeling-stuff

It was posted in the wrong place and locked as a result. He even made a post about it in the thread apologizing.

Hilarious.

Nah man that's not even the funny part. The funny part was when someone who is notorious for being outwardly objectifying towards people posted an objectifying GIF in the thread, and Flesh Forge shut it down immediately. It was a spectacle to behold and I will remember it as the moment a dev finally stepped in to shut down that kind of behavior.

Glorious.

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Oh it all was funny indeed.

Oh it all was funny indeed.

The GIF definitely pushed his button.

The response was hilarious.

The whole ensuing thing was funny.

But ok, lets make like it never happened.

I can understand locking a thread for no new posts, but to make it disappear seems a bit disingenuous to me.

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MeSoSollyWan wrote:
MeSoSollyWan wrote:
mrultimate wrote:
Tannim222 wrote:
mrultimate wrote:

What happened to Flesh Forge's thread?

https://cityoftitans.com/forum/character-modeling-stuff

It was posted in the wrong place and locked as a result. He even made a post about it in the thread apologizing.

Hilarious.

Nah man that's not even the funny part. The funny part was when someone who is notorious for being outwardly objectifying towards people posted an objectifying GIF in the thread, and Flesh Forge shut it down immediately. It was a spectacle to behold and I will remember it as the moment a dev finally stepped in to shut down that kind of behavior.

Glorious.

Well at least I'm "notorious" for something. ;)

For the record (and the sake of Flesh Forge's apparent sanity) I [b]-voluntarily-[/b] chose not to post in that thread again after Flesh Forge hyperbolically overreacted to a question I had about something that was related to his supposed area of expertise for this game. Sure he "suggested" that I not post in [b][i]HIS[/i][/b] thread again (since when are we taking ownership of threads?) but it certainly wasn't my fault he misinterpreted the gif I posted. I even TOLD HIM to disregard the part of the gif that was likely going to "upset" people yet that's the ONLY part he focused in on.

The thread lingered on for maybe 20 more posts then mysteriously a few hours AFTER the announcement that the thread had been mis-launched in the "wrong place" the thread got deleted sometime last night.

Next time if you want to try to slander me at least get your facts straight...

P.S. I'm not going to post about this incident again. If anyone would like to continue talking about it and/or wanting to slander me again in relation to it that'll be their prerogative.

CoH player from April 25, 2004 to November 30, 2012
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Every organization has

Every organization has someone who shouldn't be in contact with the customer base.

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Lothic wrote:
Lothic wrote:
MeSoSollyWan wrote:
mrultimate wrote:
Tannim222 wrote:
mrultimate wrote:

What happened to Flesh Forge's thread?

https://cityoftitans.com/forum/character-modeling-stuff

It was posted in the wrong place and locked as a result. He even made a post about it in the thread apologizing.

Hilarious.

Nah man that's not even the funny part. The funny part was when someone who is notorious for being outwardly objectifying towards people posted an objectifying GIF in the thread, and Flesh Forge shut it down immediately. It was a spectacle to behold and I will remember it as the moment a dev finally stepped in to shut down that kind of behavior.

Glorious.

Next time if you want to try to slander me at least get your facts straight...

P.S. I'm not going to post about this incident again. If anyone would like to continue talking about it and/or wanting to slander me again in relation to it that'll be their prerogative.

Everything I said was factual, though?

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I trust we are going to have

I trust we are going to have a hyperbolic cannon in the game. It should be made by "Low and Thick Industries" and work real well the first time against a given opponent then lose effectiveness as it's overused.

I really want this. Perhaps in the second chance offering...

"THE TITANS ARE COMING! THE TITANS ARE COMING!"

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Lothic wrote:
Lothic wrote:

Next time if you want to try to slander me at least get your facts straight...

P.S. I'm not going to post about this incident again. If anyone would like to continue talking about it and/or wanting to slander me again in relation to it that'll be their prerogative.

[youtube]XscaGDxuQqE[/youtube]

I had to.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

[youtube=200x200]XscaGDxuQqE[/youtube]

I had to.

This is funny because I actually did consider using the word "libel" instead. I decided that even though the false words used against me were written in an electronic media they weren't technically "published to make a profit" so I went with "slander". I tend to think that as a "forum" in the classical sense this is a place where we're [i]casually talking[/i] to each other peer-to-peer more so than writing to each other through a [i]published for-profit medium[/i] (like a newspaper).

I'm sure a legal scholar out there could tell us exactly which term would have better fit this situation but my intent would have been the same regardless. Perhaps I should have used the more general word "defamation" because dictionary-wise that could imply either slander -or- libel.

P.S. BTW, just in case anyone wants to get hyper-picky I'm simply responding to Empyrean's fun use of a fun clip from a good movie while maintaining the promise I made in my last post on this thread about not rehashing the details of what led to this in the first place.

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mrultimate wrote:
mrultimate wrote:

Every organization has someone who shouldn't be in contact with the customer base.

Except Flesh Forge was showing us some really cool stuff. I'd like to see more...

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Atama wrote:
Atama wrote:
mrultimate wrote:

Every organization has someone who shouldn't be in contact with the customer base.

Except Flesh Forge was showing us some really cool stuff. I'd like to see more...

Ironically it turns out he actually made the original mistake of showing [b]everyone[/b] that "cool stuff" when, if we are to believe the Redname's story, he should have made that ill-fated thread a "backers only" thread to begin with. Clearly it's questionable how much of ANY of that stuff ANY of us was supposed to see yet. *shrugs*

Frankly I'm leaning towards the opinion that I'd rather most of these Devs just keep busy working on the game rather than bothering to show us bits and pieces of things that we're all just going to quibble and bicker about regardless. The faster this game gets to open beta the better it'll be for ALL of us.

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Atama wrote:
Atama wrote:
mrultimate wrote:

Every organization has someone who shouldn't be in contact with the customer base.

Except Flesh Forge was showing us some really cool stuff. I'd like to see more...

I saw that thread and thought for someone working in the game he was being completely rude, especially since there really was nothing offensive about what was shown.

His post came off as "I just have a hate on for Lothic." or "I feel I can flex some muscle as I have none anywhere else in life."

It was a poor call on his part.

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Hi, yes I posted stuff in the

Hi, yes I posted stuff in the public forum that should probably have been restricted to backers. I'm glad some of you at least got to see that stuff, which was imo good stuff, but it was very reasonable to remove the thread. Lothic's chronic terrible behavior had nothing to do with that.

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Flesh Forge]Hi, yes I posted
Flesh Forge wrote:

Hi, yes I posted stuff in the public forum that should probably have been restricted to backers. I'm glad some of you at least got to see that stuff, which was imo good stuff, but it was very reasonable to remove the thread.

Well at least you're not directly blaming me for the removal of the thread in question. Progress!

Flesh Forge wrote:

Lothic's chronic terrible behavior had nothing to do with that.

As far as my "chronic terrible behavior" of providing reasonable constructive criticism of your regressive design paradigm as it relates to the body models of this game goes you are free to misinterpret that all you'd like as long as you can end up delivering a collective product that won't, to use a highly technical term, suck ass.

Oddly enough I still have some faith you'll manage to do that somehow despite the fact that I think it's relatively strange that the person who calls himself the "senior body modeler" of this game seems to have a deep-rooted problem (psychological? moral?) with dealing with or discussing various parts of his body models' anatomical construction in a mature fashion. Go figure.

CoH player from April 25, 2004 to November 30, 2012
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Scott Jackson
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Would be nice if the forum

Would be nice if the forum software offers a way to move threads to a place of the mods' choosing...deletion seemed rather abrupt; the lost hair model progression / discussion of technologies was of interest to me. Maybe it can at least be restarted once there's additional progress or something that would benefit from our feedback?

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It's a Nemesis plot.

It's a Nemesis plot.

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Brand X wrote:
Brand X wrote:
Atama wrote:
mrultimate wrote:

Every organization has someone who shouldn't be in contact with the customer base.

Except Flesh Forge was showing us some really cool stuff. I'd like to see more...

I saw that thread and thought for someone working in the game he was being completely rude, especially since there really was nothing offensive about what was shown.

His post came off as "I just have a hate on for Lothic." or "I feel I can flex some muscle as I have none anywhere else in life."

It was a poor call on his part.

I gotta agree with Brand X. I'm no looking to bad mouth any of these devs and I hope this was moment of passion getting the better of judgement.

BTW, I'm super looking forward to this and I thank all of the devs, especially Flesh Forge, for their work.

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well back to hair. I am a fan

well back to hair. I am a fan of the big poofy hair styles of the 60's.
(and Flesh Forge, it would be great to get a stock face similar to Raquell's. PS, I pick on you because you are the only artist working here that I know)
[img]https://s31.postimg.cc/3lmswzd2j/c24d32adaaee39373dbb8ee5a560c3ec.jpg[/img]

[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]

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In praise of poofy 60's hair.

[b]In praise of poofy 60's hair.[/b]
another Raquel shot. Seriously, I have no idea how gals got their hair like that. she must be using a watermelon under all that hair to shape it.
[img]https://s31.postimg.cc/mgijnh5ff/hairstyle-years-60s-70s-e280a2-girls-women-vintage-fashion-1960s.jpg[/img]
even short hair was all poofy back then...
[img]https://s31.postimg.cc/r3olouniz/60s-bob-hairstyle.jpg[/img]
BUT
We really ought to avoid going to the extremes...
There won't be too many takers for box head girl
[img]https://s31.postimg.cc/9dmx3w297/zgirl-hair-shrimpton.jpg[/img]

[img]https://s15.postimg.cc/z9bk1znkb/Black_Falcon_Sig_in_Progess.jpg[/img]

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Square hair, huh?

Square hair, huh?

[img]https://vignette.wikia.nocookie.net/steven-universe/images/1/16/GarnetByKmes.png/revision/latest/scale-to-width-down/287?cb=20160123075715[/img]

I'd be down for that.

"Let the past die. Kill it if you have to."

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(No subject)

If you want to consider 60s style hairdos you could pretty much one-stop-shop at Star Trek TOS:

[img=300x300]https://i.pinimg.com/originals/d9/6c/7c/d96c7c115cb9f7d5ac851902000fc3f4.jpg[/img][img=300x300]https://vignette.wikia.nocookie.net/startrek/images/a/a4/Tonia_Barrows.jpg/revision/latest?cb=20080222165637[/img]
[img=400x400]https://i.pinimg.com/originals/9c/8c/49/9c8c4995aae70d8907706f7df18b37b8.jpg[/img][img=300x300]http://iv1.lisimg.com/image/4148110/300full-venita-wolf.jpg[/img]
And then of course you can't forget other good examples from 70s era sci-fi:

[img=300x300]https://i.pinimg.com/originals/02/f6/f8/02f6f82e36f06ef1efe2468ff42a0827.jpg[/img][img=350x350]https://www.statesidestills.com/prodimages/gray_erin_buck_rogers_in_the_25th_century_24161l.jpg[/img]

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Arise, thread, for more ideas

Arise, thread, for more ideas...

Multicolored hair. Not just stripes or bits at the bottom. Not just two colors.

[img]http://www.wingedscarab.com/patchy.jpg[/img]

[img]http://www.wingedscarab.com/subtle.jpg[/img]

Lothic
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Kheprera wrote:
Kheprera wrote:

Arise, thread, for more ideas...

Multicolored hair. Not just stripes or bits at the bottom. Not just two colors.

[img=200x200]http://www.wingedscarab.com/patchy.jpg[/img][img=200x200]http://www.wingedscarab.com/subtle.jpg[/img]

While I like your suggestions this wasn't the place to post them. This thread was never really meant to be a "general costume suggestion thread" even though the last few posts (from a full year ago) did sort of devolve into that.

For future reference there's a common [url=https://cityoftitans.com/forum/costume-request-thread-20]Costume Request Thread[/url] that should be used. The idea is that if all the suggestions like yours can be kept together in their own dedicated thread then the greater the chances the Devs might see them and use them. Otherwise a post like yours will just get lost in the weeds among all the other threads.

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Kheprera
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Lothic wrote:
Lothic wrote:
Kheprera wrote:

Arise, thread, for more ideas...

Multicolored hair. Not just stripes or bits at the bottom. Not just two colors.

[img=200x200]http://www.wingedscarab.com/patchy.jpg[/img][img=200x200]http://www.wingedscarab.com/subtle.jpg[/img]

While I like your suggestions this wasn't the place to post them. This thread was never really meant to be a "general costume suggestion thread" even though the last few posts (from a full year ago) did sort of devolve into that.

For future reference there's a common [url=https://cityoftitans.com/forum/costume-request-thread-20]Costume Request Thread[/url] that should be used. The idea is that if all the suggestions like yours can be kept together in their own dedicated thread then the greater the chances the Devs might see them and use them. Otherwise a post like yours will just get lost in the weeds among all the other threads.

Huh, because I had read that thread in full (which took several days) and at one point it mentioned to put hair ideas in this thread.

Lothic
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Kheprera wrote:
Kheprera wrote:
Lothic wrote:
Kheprera wrote:

Arise, thread, for more ideas...

Multicolored hair. Not just stripes or bits at the bottom. Not just two colors.

[img=200x200]http://www.wingedscarab.com/patchy.jpg[/img][img=200x200]http://www.wingedscarab.com/subtle.jpg[/img]

While I like your suggestions this wasn't the place to post them. This thread was never really meant to be a "general costume suggestion thread" even though the last few posts (from a full year ago) did sort of devolve into that.

For future reference there's a common [url=https://cityoftitans.com/forum/costume-request-thread-20]Costume Request Thread[/url] that should be used. The idea is that if all the suggestions like yours can be kept together in their own dedicated thread then the greater the chances the Devs might see them and use them. Otherwise a post like yours will just get lost in the weeds among all the other threads.

Huh, because I had read that thread in full (which took several days) and at one point it mentioned to put hair ideas in this thread.

Really? I'd love to see where it said that given that this thread has be completely inactive for almost a full year (to the day) and the [url=https://cityoftitans.com/forum/costume-request-thread-20]Costume Request Thread[/url] has been continuously active for years. I mean you yourself noticed that you were necroing this thread - didn't it seem weird to you that apparently no one else had a hair suggestion for a full year? ;)

All I can tell you is that this thread is not active and truth be told probably should have actually been locked over a year ago. *shrugs*

Mainly I just don't want your ideas to be lost on a thread like this. Just a few weeks ago I had a Redname involved with costuming PM me about the Costume Request Thread and he was very interested in it. Hopefully that means they will take some ideas from it and actually use them in the game.

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Jeez, Lothic, relax. First

Jeez, Lothic, relax. First of all, you really need to start resisting the impulse to respond with the first thought that enters your head to every post by every other poster. At least do a little research to make sure you're not as unfounded as you were this time.

Second,

Warcabbit wrote:

And hey... guys... if you want a hairstyle? DROP US SOME PICS.
Right here. Right now. We want you to look good. Or badass. Or both. Or terrifying. C'mon, inspire us.

[b]Kheprera[/b] did due diligence perfectly well to find a thread applicable to the idea he or she wanted to post, and even read the entire thread to see that yes, it was in fact asked for. Please take your shrugs elsewhere and quit harassing the people who just want to help make this all more awesome.

[hr]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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Whatever this is the right

Whatever this is the right thread or not, i like the idea :)

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Lothic
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Huckleberry wrote:
Huckleberry wrote:

Jeez, Lothic, relax. First of all, you really need to start resisting the impulse to respond with the first thought that enters your head to every post by every other poster. At least do a little research to make sure you're not as unfounded as you were this time.

Second,

Warcabbit wrote:

And hey... guys... if you want a hairstyle? DROP US SOME PICS.
Right here. Right now. We want you to look good. Or badass. Or both. Or terrifying. C'mon, inspire us.

[b]Kheprera[/b] did due diligence perfectly well to find a thread applicable to the idea he or she wanted to post, and even read the entire thread to see that yes, it was in fact asked for. Please take your shrugs elsewhere and quit harassing the people who just want to help make this all more awesome.

******************. The quote you found from Warcabbit was written 820 days ago in [b]THIS[/b] thread that was inactive for 362 days until today. On the other hand Kheprera said he/she looked through the active [b][i]Costume Request Thread[/i][/b] and said he/she saw a post in [b]THAT[/b] thread that implied that hair ideas were to go in [b]THIS DEAD THREAD[/b].

Here's the post from Kheprera - note the highlighted red parts:

Kheprera wrote:

Huh, because I had read [color=red]that[/color] thread [meaning the Costume Request Thread I had just mentioned] in full (which took several days) and at one point it mentioned to put hair ideas [color=red]in this[/color] thread [meaning this dead thread].

[b]YOU[/b] got things mixed up here and in your haste to call me out on something [b]YOU SCREWED UP[/b]. ******************************... You really need to start resisting the impulse to respond with the first thought that enters your head ************************: Why would it take "several days" to read a thread that only currently has 180 posts? Kheprera was OBVIOUSLY referring to the Costume Request Thread which currently has 1,987 posts.

I would never fault Kheprera for not knowing about the purpose of the MAIN ACTIVE COSTUME THREAD in this forum and thinking that posting his/her idea to this "year old dead thread" was a better idea. But if Kheprera really wants to "find a thread applicable to the idea" this one was NOT it.

P.S. Your last bit about accusing me of supposedly "harassing the people who just want to help make this all more awesome" is absolutely laughable considering I am the person that created the current Costume Request Thread to begin with. ***********************************************************.

[Edited by mod to reduce ire]

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Had to use my new forum

Had to use my new forum permissions on that one. Directed insults are not acceptable, especially including....euphemisms.

I think redacting the extra bad parts is a compromise between leaving it up unacceptably or deleting it entirely.

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