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Linking the power colour to a costume piece

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TitansCity
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Linking the power colour to a costume piece

I was reading some posts when i asked : what about linking an effect / colour of the power on a piece of our costume ? Ok, that's not really understandable ^^ i'll give an example.
In the pax west video, we can see that we can have pieces of our costume/body which can be shiny :

And i thought about my dazzler based character which will use her fingers as guns and i wonder :
what if her forearms (usually covered with a standard blue spandex) glows with the colour of her power, like her forearme are made of light (or even shadow, etc) when she use her power ? (i.e the forearms costume ports becomes shiny as in the example and has the colour of the power)
Or even, a character who wears an armor could have some armor parts that have the color of the power which is running.

I'm not sure to explain well what i mean :/ and i kown it should ask a really amount of time to dev this kind of things. (i'm not sure the body part could be reload on demande. but, at least, the shinny forearms could be dev to have the colour of the power)


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TitansCity wrote:
TitansCity wrote:

I was reading some posts when i asked : what about linking an effect / colour of the power on a piece of our costume ? Ok, that's not really understandable ^^ i'll give an example.
In the pax west video, we can see that we can have pieces of our costume/body which can be shiny :

And i thought about my dazzler based character which will use her fingers as guns and i wonder :
what if her forearms (usually covered with a standard blue spandex) glows with the colour of her power, like her forearme are made of light (or even shadow, etc) when she use her power ? (i.e the forearms costume ports becomes shiny as in the example and has the colour of the power)
Or even, a character who wears an armor could have some armor parts that have the color of the power which is running.

I'm not sure to explain well what i mean :/ and i kown it should ask a really amount of time to dev this kind of things. (i'm not sure the body part could be reload on demande. but, at least, the shinny forearms could be dev to have the colour of the power)

I think I get what you're meaning. Having costume items display a particle or glow effect when you activate a power (or while a power with a duration such as a click defense buff or a toggle is active).

Like, for instance, a TRON like outfit that's solid black, but then lights up while a power is in use (or for a short time after activating a power). The ability to link a costume, or costume part's particle/glow effects to power activation.

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do you mean like... having a

do you mean like... having a piece of your costume change colour when you use a power?

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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that's it ^^

that's it ^^
the picture i put for example would be like that during the power activation or during the power effect ^^
(i had in mind that hands and forearms of my character could glow when i activate a power)


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Well the way I heard from a

Well the way I heard from a dev was that it would definatly be harder to do than normal, like you would need an alternate costume for each power you would do that with which if done could mean that your game lags due to all the costume changes you're doing, and that's if the time out and time in works out correctly.

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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I think it'd be reasonably

I think it'd be reasonably "doable" without any special features by using the default costume change options. One with the particle/glow and one without. You could macro the powers you wanted to "turn on" the effect by swaping to the glowing costume, then have a separate keybind to "turn off" the costume by swapping back to the standard outfit.

I'm not certain if there'll be any sort of enforced cool down on costume switches though, so it's possible/probable that you could only "Turn on" your costume at the start of combat, and then "turn off" at the end.

**Note that this would only really work if all your emanation points where set to the same body part, or if you assigned a glow/aura/whatever to each body part you've set as an emanation point and have them glow regardless of if you're currently using that body part/power or not.

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That they will have glowing

That they will have glowing costume pieces as launch is nearly a certainty. But whether they have costume pieces that glowed only when activating powers is another story completely.

It just makes too much sense to have a costume piece that glows when powers are activated. If not at launch, I can't imagine it would not be something introduced later. But rather than linking it to your power customization, which I suppose is possible; I think it would make sense to just have you customize what color it should glow and leave it up to you to match your powers or not. The only problem I can see with this is that if you have different powers with different colors, for which I think they would have to be linked to properly represent it.


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It is possible, but required

It is possible, but required additional coding in the costume’s blue print. And this would be separate from the socket for the emanation point. Which means it would happen whenever any power is activated.

And once we do that, people will want the costume glow to only activate on certain powers. Which adds a whole host of complications from the production, coding, more ui for thr character creator.

So it is possible. I wouldn’t hold out for it anytime soon. We have a ton of costumes to design just to get to launch. What the future holds years down the line is anyone’s guess at this point.


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Tannim222 wrote:
Tannim222 wrote:

It is possible, but required additional coding in the costume’s blue print. And this would be separate from the socket for the emanation point. Which means it would happen whenever any power is activated.

And once we do that, people will want the costume glow to only activate on certain powers. Which adds a whole host of complications from the production, coding, more ui for thr character creator.

So it is possible. I wouldn’t hold out for it anytime soon. We have a ton of costumes to design just to get to launch. What the future holds years down the line is anyone’s guess at this point.

So what you are saying is we won't get something like this at launch (fully understandable due to the work needed) with a basic version probably a few years down the line and an advanced version several years after that?

That is of course if you decide to give us this capability at all.

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Sounds like a candidate for

Sounds like a candidate for the cash shop to me, to offset some of that dev time.

Spurn all ye kindle.

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The ROI is not really

The ROI is not really positive regarding the launch and the dev capacities of course.
Maybe you could take this idea, post-it on a wall (...hum well... Pin it on a screen corner ... write it on a white board... well you understand what i mean i guess ^^) and see if it could be integrated when CoT will have 50 developpers fully paid thanks to the purchase of this best-game-ever-seen-from-COH-even-COH-was-not-so-great-at-all-since-COT-is-over-all-existing-mmos :D


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OathboundOne wrote:
OathboundOne wrote:

Like, for instance, a TRON like outfit that's solid black, but then lights up while a power is in use (or for a short time after activating a power). The ability to link a costume, or costume part's particle/glow effects to power activation.

notears wrote:

do you mean like... having a piece of your costume change colour when you use a power?

Possibly the coolest integration of this idea would be having glowing elements ANIMATE across the costume following one of the already existing patterns.

For the purposes of illustration of concept, let's go ahead and use a Circuitry Pattern.

Now ... assume that the pattern is used as a "guide" for animating glowing bits tracing along the circuits before reaching the emanation point (feet, hand, chest, mouth, eyes, forehead, etc.) so as to represent "drawing power" towards the emanation point which then manifests the visual FX of using the Power.

Now SUBTRACT the actual Circuitry Pattern overlay from the costume entirely as a permanent texture feature (optional).

What happens is that when you use a Power, part of the animation for that power causes the glowing tracer bits to follow the "lines" of the Circuitry pattern to "flow" towards the emanation point used for that Power as a sort of "preamble" to how the Power animates overall. The effect looks a bit like an anime Particle Ingathering for build up to releasing an effect. The "animation preamble" for this sort of thing could be defines as being something short ... like 0.5 seconds ... which then leaves space for all kinds of "preamble" animations like this to be dropped in later on. The default "preamble animation" would, of course, be NONE for this sort of thing.

Note that having a defined "preamble animation" before animating a Power's visual FX (proper) would be useful for Powers that have a suspiciously long "warm up" animation time ... such as for Interrupt Powers (think Sniper attacks if it helps) and even Tier 9 "nuke" Powers that aren't intended to go off instantly ("Energy spike detected..."). Heck, even the Energy Melee "sniff my belly before I hit you" animation for Total Focus (the SSSLLLOOOWWW jump before hitting) would have looked better with this sort of thing factored into it.

After that, it's just a matter of defining which texture patterns get "borrowed" to make what amount to "preamble" animations like this. Perhaps instead of little glowing lights tracing a Circuitry Pattern to converge on an emanation point you instead have little "sparking sparkler" bits that look more like burning fuses? What about freezing crystals, or puffs of clouds, or drops of water, or tiny little flames?

Basically what you'd have is what amounts to a 2 toned texture pattern (ideally), where only 1 of the two tones has animated visual FX going on for it. This creates a "masking" effect that defines where the visual FX will happen and where they won't. You then put that texture map onto a 3D object and animate a plane intersecting with that 3D object in a way that moves the plane relative to the 3D object.

Where the moving plane intersects the 3D object, place a visual FX at the location of 1 the tones of the 2 toned texture overlay, so as to get a controlled, selective motion of the visual FX being animated. Menu select what kind of visual FX you want being displayed and ... let the game engine handle the rest of the presentation.

More complicated animations can be produced by changing the shape of the intersection to be something other than a simple plane passing through a 3D object. That way you can do things like having visual FX spread out from the character's back to wrap around to their front and coalesce into an emanation point on the chest ... for example ... in a way that it looks like the energy that goes into the Power "flows" around the character in a logical fashion. This could be used for a boxing punch in such a way as to make the energy "flow" from the feet up through the legs/hips/waist/chest/arm out to the hand which impacts onto the target, visually "chaining" all of these elements together as the avatar "winds up" their punch.

Needless to say, doing all of this for EVERY Power in the game might get somewhat excessive ... but doing it for SOME Powers in the game, particularly the ones with longer animation times, could be worthwhile as a way to visually enhance and differentiate those Powers from the other more "standard" Powers available to characters.

Once you get THAT process down, it's just a matter of playing with alternative texture overlays for "guiding" the visual FX involved around the avatar costumes in different shapes/ways. Basically, you build a tool that borrows already existing texture maps to create new texture map overlays that can be animated with discrete visual FX that can be selected from a menu of options.


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This 'power glow' could

This 'power glow' could probably be an Animation not directly connected to the costume, at all.

Be Well!
Fireheart

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So, like an aura...

So, like an aura...

Has anyone seen my mind? It was right here...

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an aura, linked to costume

an aura, linked to costume part and activated with the powers ?
that sound great to me !! :D

i imagine my character with hands glowing when using her finger-sniper-power :) it seems pleasant !! is it doable without too much work ??


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Well, CoH's Energy Melee set

Well, CoH's Energy Melee set made your fists glow red when you started punching things. Ice Melee turned your fists into ice blocks. Kinetic Melee was a Dragonball knockoff. So odds are good?

Has anyone seen my mind? It was right here...

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I think this idea would work

I think this idea would work well especially with the "Snipe" power on ranged attacks. The longer you hold your Snipe the more glow build up, kinda like a Kamehameha wave. Or if want to get real crazy, like the spirit bomb, but I don't think anyone has that much time xD

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Did someone say spirit bomb!?

Did someone say spirit bomb!? Take my energy!

\o/

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\°\o

\°\o


\\o

○= \o/ take That !!


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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Well, CoH's Energy Melee set made your fists glow red when you started punching things. Ice Melee turned your fists into ice blocks. Kinetic Melee was a Dragonball knockoff. So odds are good?

I think i love you ????
????


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I think it would be better if

I think it would be better if the devs thought of this as "animations" rather than "Costume pieces"

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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notears wrote:
notears wrote:

I think it would be better if the devs thought of this as "animations" rather than "Costume pieces"

Why? We already had "combat auras" in CoH. All we're really talking about here is embedding glowing combat auras into designated parts of costume items. I actually suggested something like this over in the Costume Request thread like a year ago. My idea was essentially something like this from Tron Legacy:

Where the "glowing parts" glowed at a low intensity all the time and they would simply "flash brighter" when any power was used. I even proposed the interesting idea of having glowing parts like this go fully dark whenever you got defeated (to indicate a "powered down" state).

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nevermind then

nevermind then

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Lothic wrote:
Lothic wrote:

I even proposed the interesting idea of having glowing parts like this go fully dark whenever you got defeated (to indicate a "powered down" state).

Interesting notion, I must have missed that. I'd add the idea of having the glowing parts go dark when you "take a knee" to Rest as well.


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Redlynne wrote:
Redlynne wrote:
Lothic wrote:

I even proposed the interesting idea of having glowing parts like this go fully dark whenever you got defeated (to indicate a "powered down" state).

Interesting notion, I must have missed that. I'd add the idea of having the glowing parts go dark when you "take a knee" to Rest as well.

Well ideally we would have several "contextual emote commands" that would allow us to fully (and manually) control something like this but I figured asking for that all up front would make the Devs instantly balk at the idea as being "too complex" or some-such. But yes maybe a "turn off the lights while you're resting" mode could be done easily enough.

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Lothic wrote:
Lothic wrote:

But yes maybe a "turn off the lights while you're resting" mode could be done easily enough.

/em sleep


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at first, the idea was to

at first, the idea was to make some body parts glowy or lightened (? i'm not sure this verb is correct ^^) when the power is cast or activate like if the energy is concentrated within the body part before being cast (such as hands, or eyes, or what ever emission point).
That was not my idea first to make a costume part lightened ^^ But, as Lin tolds us, if its not possible to proceed on a body poart it could be an "aura" which could be easier to make.
The costume idea is an addition of the primary idea ;)


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TitansCity wrote:
TitansCity wrote:

at first, the idea was to make some body parts glowy or lightened (? i'm not sure this verb is correct ^^) when the power is cast or activate like if the energy is concentrated within the body part before being cast (such as hands, or eyes, or what ever emission point).
That was not my idea first to make a costume part lightened ^^ But, as Lin tolds us, if its not possible to proceed on a body poart it could be an "aura" which could be easier to make.
The costume idea is an addition of the primary idea ;)

As I mentioned CoH already had what it called "combat auras" which were visual effects that only appear when you were in combat mode and ready to use powers. You can read about them here.

While CoH didn't exactly have a combat aura that would make your forearms glow I see no reason why they couldn't use the same technology to apply a glow around your forearms when you activate powers. Basically the aura-based idea you're asking for shouldn't require anything that wasn't already possible in CoH.

You're right that the "glowing costume parts" idea is a separate idea but it's related to combat auras in that they could be set to be "triggered" in a similar way combat auras worked based on when powers are used. My Tron idea could consist of glowing costume parts A) with low light by default and B) with brighter light when powers are fired.

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They could also make certain

They could also make certain power effects that travel along a character's body when activated.

Like having electricity flow over your character model before firing it out of the hands.

And some of those animations could be made to match up with costume pieces.

Same as with glowwy hands or eyes, I'm sure they can have it so when you fire lasers from your eyes the emanation point glows before and after. That seems like a simple animation.

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It might be possible to have

It might be possible to have a power animation that has a flag for 'costume pattern X', so it mimics the pattern on activation. So, it wouldn't actually do anything to the costume, but it might Look like it.

Be Well!
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Project_Hero wrote:
Project_Hero wrote:

They could also make certain power effects that travel along a character's body when activated.

Like having electricity flow over your character model before firing it out of the hands.

And some of those animations could be made to match up with costume pieces.

Same as with glowwy hands or eyes, I'm sure they can have it so when you fire lasers from your eyes the emanation point glows before and after. That seems like a simple animation.

Fireheart wrote:

It might be possible to have a power animation that has a flag for 'costume pattern X', so it mimics the pattern on activation. So, it wouldn't actually do anything to the costume, but it might Look like it.

I'm sure everything that's been mentioned in this thread would be "possible" to implement. As always it's just a matter of what MWM decides to prioritize first. ;)

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Project_Hero wrote:
Project_Hero wrote:

Like having electricity flow over your character model before firing it out of the hands.

Streaming from head downwards to the feet while running with Superspeed ...


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Redlynne wrote:
Redlynne wrote:
Project_Hero wrote:

Like having electricity flow over your character model before firing it out of the hands.

Streaming from head downwards to the feet while running with Superspeed ...

A super speed animation where your character turns into a streak of lightning would be awesome. Only happens when you get up to speed (if you don't go from 0 to max speed instantly), or after you've been moving for a second or so.

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Is the max speed 88mph?

Is the max speed 88mph?

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Kiyori Anoyui wrote:
Kiyori Anoyui wrote:

Is the max speed 88mph?

That'd just turn you into firey tire tracks.

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Lothic wrote:
Lothic wrote:
Fireheart wrote:

It might be possible to have a power animation that has a flag for 'costume pattern X', so it mimics the pattern on activation. So, it wouldn't actually do anything to the costume, but it might Look like it.

I'm sure everything that's been mentioned in this thread would be "possible" to implement. As always it's just a matter of what MWM decides to prioritize first. ;)

Maybe Fireheart meant that it might be easier to use auras that mimics the looks of costume pieces (or the glowy bits from them) instead of manipulating the costume pieces directly.

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Project_Hero wrote:
Project_Hero wrote:
Kiyori Anoyui wrote:

Is the max speed 88mph?

That'd just turn you into firey tire tracks.

Ah, I was afraid of that...

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Kiyori Anoyui wrote:
Kiyori Anoyui wrote:

Is the max speed 88mph?

In City of Heroes, Superspeeders could get up to 90mph!


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TitansCity
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Lothic wrote:
Lothic wrote:

As I mentioned CoH already had what it called "combat auras" which were visual effects that only appear when you were in combat mode and ready to use powers. You can read about them here.

i think i stopped CoH before that, i didn't know we could do that ^^
But, anyway, this additional idea for costumes is a really good idea too :) giving even more customization to our characters
Maybe we could have it in release #2 :p


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Here is a screenshot of the

Here is a screenshot of the various places you could put combat aura

I hope that CoT will have this and potentially more!

This is my toon Melfina Storm, Illusion Control/Storm Summoning, another of my favorites :)

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Kiyori Anoyui wrote:
Kiyori Anoyui wrote:

Here is a screenshot of the various places you could put combat aura

I hope that CoT will have this and potentially more!

Good post. I hope so too.


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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This is a little different

This is a little different then colors but in the same kind of context, how about an afro that grows whenever you are about to use a charged(like a snipe) attack? xD

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sounds funky

sounds funky

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Kiyori Anoyui wrote:
Kiyori Anoyui wrote:

This is a little different then colors but in the same kind of context, how about an afro that grows whenever you are about to use a charged(like a snipe) attack? xD

regarding what Lin said, it seems to be a lot more difficult to do this ^^


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