Image Designer Archive

Thread: Image Designer Update for Publish 8

Thunderheart
Fri Apr 09, 2004 10:03 am
#14






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.




Kurt "Thunderheart" Stangl
Community Relations Manager
JamesHighwest
Fri Apr 09, 2004 10:07 am
#15






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.





Is this the same reason we cannot see weapon customizations like scopes and stocks? I really want to show off my FWG5 with scope....



…

Tuyen Highwest
Server: Kettemoor
Last Ditch Desperado


XHT8311
Fri Apr 09, 2004 10:20 am
#16

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.
Kilarny
Fri Apr 09, 2004 10:21 am
#17






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!

OdiousEncounter
Fri Apr 09, 2004 10:23 am
#18






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?



----------Auriga Starlighter----------

Azton-Cobalt
Fri Apr 09, 2004 10:23 am
#19

Great to hear that the new ID interface is coming soon and even better to hear that the Devs are still thinking about tatoos.


At the very least it would be nice to be able to use the current in-game icons available for macros as templates for 1 color tatoos, even if thebody location options are limited at first. I've seen games with the ability to overlay damage markers such as bullet holes onto geometry without the need to bake them into the game texture, hopefully something similar can be done in SWG in the future.





Azton Cobalt - Master Doc / Novice Idea Guy - Kettemoor



Random Idea #2: Player Crafted Racing Parts
Thunderheart
Fri Apr 09, 2004 10:34 am
#20






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...







Kurt "Thunderheart" Stangl
Community Relations Manager
Lotussutol
Fri Apr 09, 2004 10:35 am
#21






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
Lochar
Fri Apr 09, 2004 10:43 am
#22






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...








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.

JamesHighwest
Fri Apr 09, 2004 10:43 am
#23






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.






I can see the customizations on my own weapon, but no one else can. So I may be holding a weapon with a scope, but everyone else just see's a weapon without a scope. This has been a long standing problem.



…

Tuyen Highwest
Server: Kettemoor
Last Ditch Desperado


The_Cabbage
Fri Apr 09, 2004 10:53 am
#24


Good news for you Image Designer folks.


Will this mini-publish include any new hair colors?




- Krelian Atreides, Lowca
Master Squad Leader/Creature Handler/Pistoleer
Yeraze
Fri Apr 09, 2004 10:54 am
#25

I'm pretty sure that what the devs mean is Lag in the sense of "too much to render", not in "too much network traffic". TH may have misunderstood the Dev that told him it would create "lag".

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.



Rebel Colonel Date Sunrunner
RAID Elder
Master Squad Leader - The True Jedi of SWG.
Master Carbineer
Master Alliance Pilot
GraySquirrel
Fri Apr 09, 2004 10:56 am
#26

Just a thought on the PE effect on the hair. I know when I see some cool armor, or whatever that I want to look at I dont chase them down trying to catch a glimpse of whatever i thought was cool. My point is, is there any way to have the particle effect only show up in the "examine" window and not in the entire viewing area. That way the client/server exchange would only happen when someone wants geta closer look. Not even sure if thats possible to code at this point, but a possibility.
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