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Update on Placeable Decals as in KS #30

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DesViper
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Update on Placeable Decals as in KS #30

Maybe the Art Team is up next for an update, but I was wondering about the placeable icons, textures, and decals as mentioned in [url=Kickstarter Update #30]https://www.kickstarter.com/projects/missingworldsmedia/the-phoenix-project-city-of-titans/posts/641418[/url].

If this still on the table? For launch?

And I also had some questions about:

How will layers affect this?
If we allow layers such as Armour, Jackets, Suits, capes, etc, will we be able to apply placeable decals only to the top layer, or to all laters: skin, undershirt, jacket, cape, inside and outside of collar, etc.?

Will this also extend to auras, small capes, pieces of junk, eyes, skulls, etc?

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Also how many per layer. . I

Also how many per layer. . a chest decal and two on the shoulder? Will they only work on a per polygon basis?

How much Consideration is coming from the tech team to be sure these custom features can render quickly on the client?

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DesViper
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To be very useful, we'd need

To be very useful, we'd need many decals per layer, at least 25.

The ability to snap decals to certain lines would also be good for us OCD symetriphiles (I made that word up). E.g., medial-sagittal plane, dorsal-ventral plane, beltline, chest line, eye line, etc.

On the upside of the technical obstacles, this could save the art department from making so many preset textures for tight outfits, assuming there's enough people who would prefer a piece-by-piece construction.

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Point the zeroth: as always,

Point the zeroth: as always, the rest of this post is contingent upon things that are not entirely within our control, contain forward-looking statements, and otherwise cannot be safely used to operate a nuclear reactor. They are best intentions and plans, not promises (which are above my pay grade to make).

Point the first: so far as I am aware, they are still on the table for launch.

Point the second: quite what they will be possible to place on is not fully defined, but I would expect that as a *general* rule, "if it has a texture you are allowed to set as part of the costume and there is any plausible way to have a GUI let you position it there, it will probably be possible to put there". In fact, it may cover at least some spots that aren't normally configurable as part of a costume (although we intend to try to avoid having those in general anyway).

Point the third: I can assure you that the tech team is definitely participating in this and making sure we don't cause the engine to melt down.

Point the fourth: for those that hadn't read the signature block or hadn't put it together, at least for the moment the lucky victim for that is "me" on both the Art and Tech sides. So I'm pretty sure the two teams are communicating. Except when they're not, but we won't go into that right now...

Point the fifth: at this time we can't make any specific commitments to precise decal counts except the following:
[list]
[*]More than zero (however, see point 0)
[*]It *probably* won't be practical to have hundreds just due to how a decal system more or less has to work.
[*]Whether we can get you enough to look like Captain Amazing is not yet clear, but if we reasonably can, we're certainly going to.
[*]"Reasonably" there is determined in no small part by the engine, because decals tie in at that level.
[*]UE4 reworked a lot of the system from UE3, but it appears to have been a badly needed rework and so far as I've seen the results to date are pretty much all positive.
[/list]

Point the sixth: ensuring that we can set things up so that folks are able to sanely get stuff where they want it to be is probably the biggest challenge of the whole thing, in terms of the GUI pieces involved. All I can say here is that a system that doesn't let you put things where you want them isn't really very useful, so I would expect it will allow a variety of options -- but precisely what those are and how many of them are implemented at launch is a question we're still much too far out to be able to offer a useful answer other than "we understand it needs to work, and work well," I'm afraid.

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DesViper
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Sounds good :) As long as it

Sounds good :) As long as it's on the table and within the engine's ability (keeping 0th point in mine), I'm just as exited as I was before.

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