Cryptic Studios Team
Join Date: Jun 2012
Posts: 2,021
# 41
10-04-2013, 02:55 PM
Uh. . . what?

The textures in STO are much more specialized than the textures in Champs. In order to deliver a more realistic look, one shirt texture does not work on all shirts. It works on the shirt it was designed for.

I have no idea what you're talking about with regard to rotating the texture 45 degrees, or being lit from the side?
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Quote:
Originally Posted by mightybobcnc View Post
Tacofangs, what is your beef with where's Sulu?
Starfleet Veteran
Join Date: Jun 2012
Posts: 366
# 42
10-04-2013, 04:35 PM
Quote:
Originally Posted by yiweitech View Post
STO already has one of the best characters in any game, but wouldn't it be awesome if you had access to every uniform/body option from every faction/race? I don't expect to actually wear something like this in-game, but it would be amazing just to bring out the character creator's full unrestricted potential.

Now I get that there will be glitches/species differences, but the possibilities there are too great to ignore and I'm sure that workarounds can be found.

So is there anything like this out there? Any way to run the creator by itself? Anything that can achieve something like this (first rule)? If there isn't, is anyone interested in developing one?

Thanks in advance for any responses.
I just want the option to create a character in the game and then import it into the foundry, i have 2 mission i want to update but cant atm :/

Thanks alot cryptic for removing the import feature for charactors in the foundry ....
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# 43
10-05-2013, 01:02 AM
Quote:
Originally Posted by tacofangs View Post
Uh. . . what?

The textures in STO are much more specialized than the textures in Champs. In order to deliver a more realistic look, one shirt texture does not work on all shirts. It works on the shirt it was designed for.

I have no idea what you're talking about with regard to rotating the texture 45 degrees, or being lit from the side?
Sorry I misread your earlier post. Language barrier and all...
But it has to be possible to have different materials on all clothing as well as the option to change specular maps as well. Sure the different outfits have a different design to them but I think even I would be able to do that work and submit it to you for implementation, if I had t he right software.

*edit*
For instance the Wells uniform you have to use the color I2 on the top and I1 on the pants to match the colors but neither look black. Both look dark dirty grey.

Last edited by mattachine; 10-05-2013 at 01:11 AM.
Lt. Commander
Join Date: Mar 2013
Posts: 126
# 44
10-05-2013, 09:22 AM
okay guys, I love how many people are now talking about this, but I think it's getting a little off-topic. the color wasn't what I had in mind, but it's a good point. The costume pieces were the bigger concern, so there's nothing that would allow us to do that, correct? Tacofangs, can you give some confirmation or a response of some kind as to if this is ever going to be seen in-game or in the foundry? Maybe a separate program integrated into the game like demorecord? Thanks for all your responses
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# 45
10-05-2013, 11:58 AM
Quote:
Originally Posted by tacofangs View Post
Each material likely has 4 main textures assigned to it. (there could be more for other things)
Diffuse - Usually the "Color" texture. In our case, these are mostly black and white.
Mask - Each color channel of the texture (RGBA) has a separate mask, which is used when applying colors
Normal - A bump map. This creates the bumps/wrinkles/etc.
Specular - Creates the specular highlights in certain areas.

The Diffuse textures actually have no color (for most uniforms). They are black and white. The color you select is masked off according to another texture (the Mask) to certain areas, and then multiplied over the original texture.

In a fully, evenly lit environment (which nothing in STO is), the color you would see on screen would be a product of the diffuse texture, and the color you picked. Pixels on the diffuse that are 100% white, will show purely the color you picked. However, there is a large variety of values of pixels, to give you the sense that you're wearing a shirt, or pants, and not just some single color paper cut out. So, if the pixel is darker than white, your chosen color is modified (multiplied) by that value.
Now add lighting into it, and you have a whole lot of different looks for any given color you chose.

In the cases cited earlier, the color of the TNG uniform is brighter on the texture, because it sticks out more than most of the rest. As such, it's final color multiplication would end up brighter. However, in addition, the color is pointed upward, and catching most of the light from above, while the chest is pointed sideways, and only catching SOME of the light from above.
*Ahem* When I said colour, I meant Shade and Tint.

I realize it's often unavoidable, but it's annoying when it's the same clothing set. *cough*ferengi skirt*cough*
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Ensign
Join Date: Jun 2012
Posts: 25
# 46
10-05-2013, 01:46 PM
While it is not uncommon for a property owner to approve elements of a leased production in order to "maintain the integrity" of the property...

Is there any official answer from a CBS, Paramount, Cryptic, or PWE employee that has verified the claims that CBS is the reason we don't have full control?

Some of the arguments make sense--CBS has to ensure that STO portrays the Star Trek franchise in a positive light... but micro-managing every little detail of a game is virtually unheard of, and when it does happen, generally the producers would likely pull out of the project because of that kind of draconian control.

CBS saying "no you can't produce that episode mission because the plot makes Trek look bad" is reasonable... but "no you can't let your customers create pink uniforms" just seems... petty and unbelievable.
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# 47
10-10-2013, 09:29 PM
I've got to admit, I kinda like the idea. At least, I personally wouldn't mind if race-locked costume parts (Orion battlekinis, Nausicaan masks, etc) were available to aliengens.
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