Creating Characters
#1
Posted 27 January 2011 - 02:32 PM
#2
Posted 27 January 2011 - 02:52 PM
#3
Posted 31 May 2011 - 05:55 AM
#4
Posted 05 June 2011 - 06:41 AM
ROSE char creation is really lack of options.
#5
Posted 25 September 2011 - 07:25 PM
#6
Posted 27 September 2011 - 01:56 PM
almost every piece of armor that shows some skin would have to be remade in different variations adding a LOT to client/patch size and it will take too much work
another option is (again) redoing all armors and upgrading Rose gfx engine so it can use more complex shading system where you could just change a color value that will modify masked skin parts
I doubt these changes would be worth doing them although they could bring IM income
on the other hand changing eye colors wouldn't be that hard (same as it was done with hair) as there is not that much extra combinations
#7
Posted 27 September 2011 - 02:14 PM
wow that was an interesting read. would they really need to change so much Just for skin colors? even so i think they should dabble with it as a long term projectbecause of the way rose content is created changing skin color will take way too much work
almost every piece of armor that shows some skin would have to be remade in different variations adding a LOT to client/patch size and it will take too much work
another option is (again) redoing all armors and upgrading Rose gfx engine so it can use more complex shading system where you could just change a color value that will modify masked skin parts
#8
Posted 27 September 2011 - 03:13 PM
I do agree on the eyes; it shouldn't be too hard, although again they would have to take Face 'a' and dupe it with every eye color. So, face 'a' with blue, green, brown, black, etc etc..
This has been an ongoing request in ROSE for -years-, but with the way ROSE was developed it would take a reprogram of some aspects and a reshading of multiple items (aka, tens of hours of work).
#9
Posted 29 September 2011 - 11:39 AM
#10
Posted 29 September 2011 - 12:01 PM
so only option for recoloring is creating all those modified copies of original textures, filling up database and increasing client size
creating new upgraded texture/shader system would take way less work on gfx content but it would take heavy changes in rose rendering system...
for example if Rose would use Unreal engine, you would need only 2 versions of texture and bunch of simple nodes to control "coloring" of different parts
it could use current textures as base although it would be way better to have them in "grayscale" as then you could use other channels in same texture for different masks - one for transparency, one for reflections/specularity, one for skin tone, few masks for different parts (in case of multicolored items - for example blue armor with silver parts and red details could become green / gold / purple or whatever combination
this will be bit slower "rendering" but it will take less gfx card memory and it won't make client size huge
#11
Posted 29 September 2011 - 12:08 PM
#12
Posted 29 September 2011 - 02:19 PM
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