Image Designer Archive
Thread: Image Designer Update for Publish 8
Wolfmann31 wrote:
*looks around with shifty eyes*
psst!..Kwee?
*whisper*
You did remember to twist the devs hands and force them to think about my imperial tattoo right?...
Thunderheart wrote:
The truth is, I don't know if this is making it in. Last I heard, this is something we wanted to do, but there is a lag issue. If all the players in any given area are using particle effects at the same time, then frame rates are going down to the basement. Some things are possible, but not anything that is persistent. Any persistent effect has to be "optimized" so as to reduce the amount of necessary data that has to go back and forth between the server and the client.
Kwee wrote:
Helpless huh!
*twirls a pair of battery powered curling irons*
/shriek
/burstrun
/yell Noooooo! I'm an artisan, I'm an artisan! Don't kill me, please!
Thunderheart wrote:
The truth is, I don't know if this is making it in. Last I heard, this is something we wanted to do, but there is a lag issue. If all the players in any given area are using particle effects at the same time, then frame rates are going down to the basement. Some things are possible, but not anything that is persistent. Any persistent effect has to be "optimized" so as to reduce the amount of necessary data that has to go back and forth between the server and the client.
OdiousEncounter wrote:
Thunderheart wrote:
The truth is, I don't know if this is making it in. Last I heard, this is something we wanted to do, but there is a lag issue. If all the players in any given area are using particle effects at the same time, then frame rates are going down to the basement. Some things are possible, but not anything that is persistent. Any persistent effect has to be "optimized" so as to reduce the amount of necessary data that has to go back and forth between the server and the client.
Just looking at this from a technical standpoint for a moment....
Why does windblown hair have to be a client/server communication? Couldn't this be entirely handled and processed on the client side? In that case you might see your hair blowing different than how someone else sees it at the time, but I'd think that would be a small price to pay for reduced lag. That would place the burden solely on the client, which could cause problems for the video card in crowded ares, but surely that could be left to the character LOD manager or an ingame option?
Well, the use of particle effects is where the drag comes in because everyone has to get the data. In addition we could do wind-blown hair as a"standard hair" image, but for the most part,it would seem like that character just used a whole lot of space-hair spray ![]()
You *could* make it just client side, but that kind of defeats the purpose. The player becomes a legend in their own mind and the ID doesnt get any rep because no one sees their work...
Thunderheart wrote:
Wolfmann31 wrote:
*looks around with shifty eyes*
psst!..Kwee?
*whisper*
You did remember to twist the devs hands and force them to think about my imperial tattoo right?...
These sorts of Tattoos have been a long standing request. I've been working with Ood and Runsesabre. Its actually a very big technical challenge to add a tatoo image to an individually customized player avatar, but we're wanting to add that in a publish in the not tooo distant future.
borrow the code from EQ2...they have it
I am no programmer, but isnt this done already with weapons? I mean if I have a gun with a added scope and barrel (for those guns that this works on anyways), no one else see's those added artwork except the user. To them I am holding a plain gun.
Thunderheart wrote:
Well, the use of particle effects is where the drag comes in because everyone has to get the data. In addition we could do wind-blown hair as a"standard hair" image, but for the most part,it would seem like that character just used a whole lot of space-hair spray
You *could* make it just client side, but that kind of defeats the purpose. The player becomes a legend in their own mind and the ID doesnt get any rep because no one sees their work...
XHT8311 wrote:
I can see the customizationson weapons, just make sure the weaponsmith "hand" builds the extra components ie stocks, scopes etc.and then uses those on the gun. You should be able to see themonce youre holding it.
Good news for you Image Designer folks. ![]()
Will this mini-publish include any new hair colors?
Having continuous "windblown" hair on 50+ people in the coronet starport, would slow framerate to a crawl. It's negligible network traffic (just 1 bit for static/windblown, per player), but all the math & geometry to handle is too much for anything but the best systems to handle.