Image Designer Archive

Thread: Copy Avatar Look

BlueMilk
Sat Jun 05, 2004 1:34 am
#1

I'm creating a new character and I want to copy the exact look of my avatar from another server. Anyone know how best to do this? Is there avatar image data stored somewhere (for the existing character) that I can use to adjust the sliders during new character creation?

Thanks.



------------------------------------------------------------
Zenox Bochastle


The Z.Bochastle Company
Starsider

Just_Bri
Sat Jun 05, 2004 2:22 am
#2

Not currently. The best advice I could give you is to pick up novice Entertainer on the old server and take some screenshots of the ID UI open while IDing yourself to get a reference for the sliders. If you got a patient Master IDon both servers, they could probably "count clicks". No guarentees though.



____________________________________________________________
"V E E L A" S A I D - Retired Master Smuggler, cancelled 7/27/2005. SOE, think about every non-Jedi "cancelled" signature you've seen, and remember that there will be more as you forget the communities that makes this game's heart and soul. Entertainers, Crafters, Hybrids, Non-Jedi Combats, and Smugglers. When you are closing shop on SWG, remember that you ignored the REAL community to cater to an alpha class that assured this game would never be "balanced."

*Veela encourages you to adopt this sig
Ardere
Sun Jun 06, 2004 2:47 am
#3






Just_Bri wrote:
If you got a patient Master IDon both servers, they could probably "count clicks". No guarentees though.





Just_Bri is right.I had a customer who did this. He had EVERY single stat down and told me how far to slide the bars. It was the fastest ID job I have ever done. Since he was so efficient, I did it for free.



Ki'lari Kess
Don't let the Master Image Designer tag fool you.
The only constant is change.

ToppDog
Sun Jun 06, 2004 11:54 am
#4






Ardere wrote:





Just_Bri wrote:
If you got a patient Master IDon both servers, they could probably "count clicks". No guarentees though.





Just_Bri is right.I had a customer who did this. He had EVERY single stat down and told me how far to slide the bars. It was the fastest ID job I have ever done. Since he was so efficient, I did it for free.





This used to be an exact science with the numbers attached, & I have used it to create 22 identical characters on 11 different servers. With the numbers gone however it can not be exact...close, but not exact.


The reason for this is that the number of blocks in the slider varies according to the size of the UI screen & possibly between a users selected screen resolution. And the fact that you are going by someone's elses information, there UI/screen resolutions may have been different than yours & could result with chars that are not exact copies.


All the more reason for us to harp on the devs to put back our numbers in the sliders...


BlueMilk
Sun Jun 06, 2004 1:24 pm
#5

It sounds like removing the numbers is a killer for the ID profession. What's the reasoning behind getting rid of them?

I'm not sure that I understand how the slider resizing is a problem, though. Even if you resize the window to have more clicks than the default on a particular attribute, wouldn't you still have the same number of options for the attribute? So let's say a male Zabrak horn/hairstyle slider has 20 clicks and 20 styles by default. You increase the window size so that the slider now has 40 clicks instead of 20. But you'd still only have 20 styles to chose from. Where do the extra clicks fit? I imagine that, in this scenario, you'd have to click twice to advance to a new style. If this is the case, then whats the problem? The 13th Hairstyle is still the 13th Hairstyle . It just takes 26 clicks instead of 13.



------------------------------------------------------------
Zenox Bochastle


The Z.Bochastle Company
Starsider

Just_Bri
Sun Jun 06, 2004 1:32 pm
#6

I am sure the removal of the numbers was just an oversight. I mean it isn't like they intended to make our game experience tougher than it was, but you know what they say about the road to .... being paved with good intentions.



As for window resizing, that primarily affects the color pallettes. Those do not maintain the same number of options both accross and down if you resize the window.





____________________________________________________________
"V E E L A" S A I D - Retired Master Smuggler, cancelled 7/27/2005. SOE, think about every non-Jedi "cancelled" signature you've seen, and remember that there will be more as you forget the communities that makes this game's heart and soul. Entertainers, Crafters, Hybrids, Non-Jedi Combats, and Smugglers. When you are closing shop on SWG, remember that you ignored the REAL community to cater to an alpha class that assured this game would never be "balanced."

*Veela encourages you to adopt this sig
ToppDog
Sun Jun 06, 2004 3:31 pm
#7

Sorry, what I meant was that resizing the UI will change the number of blocks in the sliders. So a change that is 7 blocks over on one persons screen may actually be equal to 9 or 10 blocks over on another persons screen...& since you are relying on someone telling you how many blocks/clicks over the change is, you could still not get an exact match because of the difference in the number of blocks in the sliders between the two separate people's screens. Starting at zero & counting individual clicks is probably one way to get around this, but for some changes you may be counting over 100 clicks.
BlueMilk
Sun Jun 06, 2004 3:56 pm
#8

I realized the answer to my question shortly after I posted. In the case of hairstyles, tatoos, and the like, the slider resizing would not be a problem. The changes are discrete, finite. You eiter have one tattoo or the next.

In the case of facial and body structure, however, the slider changes are continuous and indistinct- you're adjusting values along an indiscrete continuum, not chosing separate options from a list. So in this case, a single click adjusts the value by a certain amount. If the slider increments are different, a single click adjusts by a different value.

You could still work it out, though. Use the character creation interface as the standard and describe the values as percentages. So if the mouth width slider has 10 clicks in the creation interface, you know that a single click is 10%. As an ID, you would always adjust your slider window to the same size, and determine where along your slider the different percentage values fall. For instance, you always open your window so that the mouth size slider has 20 clicks. So you'd know that a mouth width of 10% is two clicks.

It sounds like a lot of work, but as long as you know the # of increments in the creation interface, you could still work it out pretty quickly on the fly. If your client wanted a value of 25%, it would be very easy to see where 50% is on your slider, and then halve that to get to 25%.

Message Edited by BlueMilk on 06-06-2004 06:57 PM



------------------------------------------------------------
Zenox Bochastle


The Z.Bochastle Company
Starsider

ToppDog
Sun Jun 06, 2004 10:13 pm
#9







BlueMilk wrote:
I realized the answer to my question shortly after I posted. In the case of hairstyles, tatoos, and the like, the slider resizing would not be a problem. The changes are discrete, finite. You eiter have one tattoo or the next.

In the case of facial and body structure, however, the slider changes are continuous and indistinct- you're adjusting values along an indiscrete continuum, not chosing separate options from a list. So in this case, a single click adjusts the value by a certain amount. If the slider increments are different, a single click adjusts by a different value.

You could still work it out, though. Use the character creation interface as the standard and describe the values as percentages. So if the mouth width slider has 10 clicks in the creation interface, you know that a single click is 10%. As an ID, you would always adjust your slider window to the same size, and determine where along your slider the different percentage values fall. For instance, you always open your window so that the mouth size slider has 20 clicks. So you'd know that a mouth width of 10% is two clicks.

It sounds like a lot of work, but as long as you know the # of increments in the creation interface, you could still work it out pretty quickly on the fly. If your client wanted a value of 25%, it would be very easy to see where 50% is on your slider, and then halve that to get to 25%.

Message Edited by BlueMilk on 06-06-2004 06:57 PM




Knowing the number of incrementsis the problem. We can get approximatepercentages based on a quick examination in the ID screen using methods similar to what you described. But your original question was how to create an "exact copy" fromone serverto another. There are a couple of ways to achieve this that I have used on my 11 sets of twin characters. This may seem relatively easy for you & others here also, but I figured I'd post it anyway in case anyone finds it useful.


Obviously the first methodwould requirea playerto have remembered to write down exactly how many blocks/clicksthey used when creating their first char, & as long as they're using the same monitor & screen resolution,they can use thosefigures in making the new one. This would of course also only work ifthere haven'tbeen any body or face sizing modications onthe originalchar after it joined it's server.


If howeverthey have no clue to the exact settingsthey used, as most players wouldn't, or have had face or body sizing modifications, thenthey need to get ID's involved on both servers. Without numbers attached to the sliders it will still be a bittime consumingto make exact copies, but not impossible.


First of all you're going to have to have the ID's not count the blocks or increments seen on the sliders because they are unreliable as a measuring tool due to the following reasons:


1. The character creation screen & the UI screen in-game are not exact copies of each other & the number of blocks/increments seen are not necessarily the same.


2. The resolution used or the resizing of the UI byan IDmay even further affect the variation in the number of blocks/increments seen in the sliders.


But, the actual number of total mouseclicks from zero to max on the sliders is still the same in the ingame UI regardless of the screen size or resolution(& is what the lost slider numbers were based on btw), so what the ID's need to do is count total mouseclicks & ignore counting the visible blocks/increments they see on the screen for making their settings. Here's what each ID has to do:


First ID:


This ID is the one that willexamine the existing settings, convert these settings to total mouseclick counts, finalize thesetting to the original char to make sure the counts are dead on, & give you the recorded information to give to thesecond ID on the new server, so tip well, hehe. His or her steps are:


1. Establish the current settings by counting & recording how many blocks are seen in the slider, & then by counting & recording how many additional mouseclicks it takes tomove the block/increment countup or downby "one". NowthisID should be able to figure out how many blocks & mouseclicks it takes to get to your current setting according to his or her UI setup.


3. Convert the current block/increment count&the plus or minus mouseclick count of the original settings into a"total mouseclick count" by setting the slider to zero & clicking (count all clicks plus or minus) until you reach the exact original setting. Now the ID should have the exact number of clicks it takes from zero to get youroriginal setting.


4. Repeat & record mouseclick totals for each slider that is used for face& body sizing.


5. Accept these final settings to ensure the settings are dead on.


Now you're off to see the second ID with your new char & the figures given from the first ID.


Second ID:


1. Use the given mouseclick totals & start from zero adding in the exact number of total mouseclicks for each face & body size modification as needed.



Obviously any face or body sliders thatwere originallycompletely maxed or at zero will not require this, but anything in between willrequire this process to get exact copies.


Now people can see why having the numbers attached to each slider was so useful.

Message Edited by ToppDog on 06-06-2004 10:45 PM

Nouva
Mon Jun 07, 2004 11:48 am
#10

I love the fact that they got rid of the numbers, it separates the talented designers from the over-nighters.



Oh, and fix the entertainer profession....

The Illustrious Lady China 
Crimelord of Bestine, Leader of the ORCA
The Galaxy’s First Master Image Designer
Entertainer Extraordinaire 
ToppDog
Tue Jun 08, 2004 8:13 pm
#11

Aw c'mon, who one starred Nouva? Everyone's opinion is valid, hehe. I'll five star ya for calling me talented, LOL.
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