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Peter Tjordenskiold
The Executives
Executive Outcomes
Posted - 2010.12.08 08:15:00 - [61]
 

@Dev: Can't I get a asiatic looking style for my char as with the old system?

MotherMoon
Huang Yinglong
Posted - 2010.12.08 09:06:00 - [62]
 

Originally by: Aineko Macx

Which is exactly what bump mapping does.


god no it's not.

Falkrich Swifthand
Caldari
eNinjas Incorporated
Posted - 2010.12.08 11:15:00 - [63]
 

Edited by: Falkrich Swifthand on 08/12/2010 11:18:31
Originally by: Cresalle
A normal is a vector (direction plus magnitude) that is attached to a polygon so that the renderer knows which direction the polygon is facing. Messing with it wouldn't let you do anything cool, it would just screw up the way that the lighting looks on that polygon.

Normally attached to a vertex, actually (no such thing as per-poly data in most graphics APIs), and interpolated across the polygon to get smoothed surfaces.

They are evil because you have to recalculate the damn things whenever you morph a mesh.

Kacer Xenro
FinFleet
Raiden.
Posted - 2010.12.08 12:11:00 - [64]
 

Bump mapping doenst cast shadows, normal mapping does, thats one of the differences.

Miklas Laces
A.N.A.R.C.H.I.C.A
Posted - 2010.12.08 13:11:00 - [65]
 

It is very sad to see EvE Online go down doing the exact same mistakes as Ultima OnLine.

Rakshasa Taisab
Caldari
Sane Industries Inc.
Posted - 2010.12.08 14:36:00 - [66]
 

Edited by: Rakshasa Taisab on 08/12/2010 14:41:03
Originally by: Cresalle
A normal is a vector (direction plus magnitude) that is attached to a polygon so that the renderer knows which direction the polygon is facing. Messing with it wouldn't let you do anything cool, it would just screw up the way that the lighting looks on that polygon.

Except... the very definition of a normal is that it always has a uniform length (e.g. 1), and what you are describing is just a normal vector. And they almost always use x. y. z values rather than direction and magnitude.

One of the big challenges to get fast 3d game performance in pre-gpu days was how to effectively convert a vector to a normal as it involves a square root which is _REALLY_ slow to calculate. The square root is required to get the length of the random vector using sqrt(x^2 + y^2 + z^2).

Tres Farmer
Gallente Federation Intelligence Service
Posted - 2010.12.08 16:55:00 - [67]
 

Originally by: Miklas Laces
It is very sad to see EvE Online go down doing the exact same mistakes as Ultima OnLine.

They had spaceships only first too?

MotherMoon
Huang Yinglong
Posted - 2010.12.08 19:17:00 - [68]
 

Originally by: Tres Farmer
Originally by: Miklas Laces
It is very sad to see EvE Online go down doing the exact same mistakes as Ultima OnLine.

They had spaceships only first too?


no, they added space ships.

...

holy **** that would of been awesome.



TO aobve on normal mapping, yes you have to do the normal if you change the mesh. With bump mapping it doesn't matter, but with a normal map you usally can't even use it over your orginal mesh. Gotta use toppogun to get new topology, thus building a new low poly, then bring that back into zbrush/maya/whatever your high poly fix, and make just the new highpoly works, and then you can bake them together.

Change one thing, and you have to repeat the process or you get some wierdstuff.

Candente
Caldari
Posted - 2010.12.08 19:39:00 - [69]
 

nice post.

It's good to hear that there are 24 meshes to start from. Yet from the previous char creation system on Singularity, I feel it lacks more freedom compare to the industry standard. There should be more choices for age, height, and to be consistent with EVE's sci-fi setting, the amount of mechanic/cybernatic parts on the character.

Anulla Bequin
Minmatar
Posted - 2010.12.08 20:47:00 - [70]
 

I'd like to see some more details about the challenges of tattoos. We know that Minmatar tattoos may not make the initial release, but I'm just curious about the technical aspects of making this work, i.e. the challenges of laying a tattoo over skin already shaded and textured. Also, is there any chance that tattoos will extend to bodies?

Juniper Moritani
Posted - 2010.12.08 21:48:00 - [71]
 


I read somewhere around that the Apex libraries used for the Carbon Character Creator won't run with Ati cards or with very limited performance/detail.
Could you give an insight about this ? Is it true ?

Triple Entendre
Atrocity.
Posted - 2010.12.08 23:00:00 - [72]
 

Originally by: Chribba
I wish I didn't have to remake my face, I like the way I look... my face is what makes me look like me Confused


Campaigning for a cardboard cutout mask for Chribba!

AterraX
Caldari
Posted - 2010.12.09 15:05:00 - [73]
 

Originally by: Juniper Moritani

I read somewhere around that the Apex libraries used for the Carbon Character Creator won't run with Ati cards or with very limited performance/detail.
Could you give an insight about this ? Is it true ?


1) Ati is dead..they are called AMD these days.
2) APEX is NVIDIA software, so it only runs on NVIDIA GPU...or x86 CPU(at reduced performance compared to a GPU performance) for now.
Blame AMD for having a **** poor GPGPU track.

Mynxee
Veto.
Veto Corp
Posted - 2010.12.09 15:43:00 - [74]
 

Nice blog...

Do want tatts. Also hope red-head dreads hairstyle not tied back in lame, tame ponytail will be available.

Am *quite* curious about "grievous bodily harm" potential. Twisted Evil


Sky Marshal
IMpAct Corp
Not Found.
Posted - 2010.12.09 17:27:00 - [75]
 

Edited by: Sky Marshal on 09/12/2010 17:29:26

Well, we go from a simple system with really easy to use sliders to get an avatar within minutes...

...To a system with so much possibilities but a too much simpliste interface, that it will be really hard to get the same avatar than the old one within few hours. I tried when SiSi got it, and I failed to get an acceptable result, as there is too much things to do and we can't even SAVE a temporary result if I need to leave.

As the swap character portrait cost 10, it is promising !

And this, to get a character for WIS, that we don't need......


Zordez
Posted - 2010.12.09 20:49:00 - [76]
 

CCP need to disign a hodde ore somthing to pull over the characthers head to cover the ugly face of mine. Pleece. Ore to alow using the old char to transfere into the new system.

Diomedes Calypso
Aetolian Armada
Posted - 2010.12.09 22:26:00 - [77]
 

Originally by: Tork Norand
Edited by: Tork Norand on 07/12/2010 19:41:40
Originally by: Sader Rykane


Do you really think they're going to allow us to animate our avatars ingame? What purpose would that serve?



Simple: Positive player enjoyment with no negative effect.

In other words, a freebie for those who want to use it.

Granted, it may not be easily done, but still a neat idea.



Every little thing my computer needs to process means I can run less programs at the same time effectively .

I don't know enough about computer servers to know if things like paint and more diverse pictures means they weill work harder and do't know enough about computers to know if more items in memory make my computer strain a bit in searching for the right one.. but I think they do.

There's no reason we need to have a newer computer to run eve.. its great to pull it up on older ones.

Diomedes Calypso
Aetolian Armada
Posted - 2010.12.09 22:56:00 - [78]
 

Can we please have a way of getting a digital code (or whatever the right technical term would be) for the face and an ability for us to export the code from the test server or tranquilty and be able to send it to people for alterations (plastic surgeons) .

Also, I hope we're able to see the low resolution small pictures of various sizes that will be used in game (local, forums, character sheet , etc) before we comit to a character.

... not just one change... but before we commit.. while we're designing ... to go back and forth until we're satisfied with both the higher res look and the more often seen forum appearance.

Pookie McPook
Posted - 2010.12.10 10:09:00 - [79]
 

There will be those, like me, who's character portrait was designed very quickly a long time ago when it wasn't even guaranteed they would still be playing the game in a years time. Changing those portraits will generate little grief. There will be others however for whom their current portraits are an intrinsic part of their very being. For those people the rejigged character creator will cause much gnashing of teeth and threats of ragequit on these forums in due course. I look forward to feasting on their angst, and bathing in their tears.

Aphoxema G
PONIES EVERWHERE
Posted - 2010.12.10 18:38:00 - [80]
 

At first I was like, "Oh, big deal morph targets", but the way it detects gestures is damned clever and I'm impressed to see that accessories will honor changes to the shape of the face. Having your sunglasses and hair sticking into your skull is so noughties.

Ranka Mei
Caldari
Posted - 2010.12.12 01:15:00 - [81]
 

And I spent so much time on my pretty face. :) (Seriously, did it several times over)

On the other hand, that new character creation tool, and the girl therein, looks smoking hot! Maybe this 3D thing is a step up, after all.

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2010.12.12 09:51:00 - [82]
 

Originally by: Miklas Laces
It is very sad to see EvE Online go down doing the exact same mistakes as Ultima OnLine.



And what is that exactly? Are you saying that UO died because it got an improved character creator? Or did you mean to post that in some other thread?

JcJet
Caldari
Pretenders Inc
W-Space
Posted - 2010.12.12 15:29:00 - [83]
 

Wow, it's all so cool, i've almost forgot about a learning **** up Smile

Malichi haika
Amarr
Posted - 2010.12.13 03:22:00 - [84]
 

Looks pretty cool.

Though am I the only person who has noticed from the blog and video examples that there seems to be the complete removal of any factional distinctiveness?

Everyone looks like the same bog standard human. Shocked

Or are all those examples all just the same faction?

Deviana Sevidon
Gallente
Panta-Rhei
Butterfly Effect Alliance
Posted - 2010.12.13 22:50:00 - [85]
 

Originally by: Malichi haika
Looks pretty cool.

Though am I the only person who has noticed from the blog and video examples that there seems to be the complete removal of any factional distinctiveness?

Everyone looks like the same bog standard human. Shocked

Or are all those examples all just the same faction?


The different factions have all their own look. The differences are more subtle and in the november version the choices for clothing were indeed available for all. Still CCP had done great work and it will be indeed be possible to tell race and bloodline from just a look at their faces.

Watak Hunt
Posted - 2010.12.15 10:17:00 - [86]
 

Will the Gallente have the option to hang bunches of onions around their neck and puff away on Gauloises?

Brombir
Posted - 2010.12.15 10:37:00 - [87]
 

My apologies if it has been asked/answered before, but will NPC portraits be updated too with the new character creation tool?

JcJet
Caldari
Pretenders Inc
W-Space
Posted - 2010.12.15 12:43:00 - [88]
 

Originally by: Brombir
My apologies if it has been asked/answered before, but will NPC portraits be updated too with the new character creation tool?

Well, obviously, yes...

debbie harrio
Posted - 2010.12.16 12:20:00 - [89]
 

Edited by: debbie harrio on 16/12/2010 12:24:30
Hmmm tell me if I'm an idiot but I thought the new character creator was getting implemented in this expansion, I have had alook through a few devblogs but can't seem to find when it is going to be implemented.


edit, never mind found the relevant one, being released january.

Cresalle
Posted - 2010.12.16 17:47:00 - [90]
 

Originally by: Rakshasa Taisab
Except... the very definition of a normal is that it always has a uniform length (e.g. 1), and what you are describing is just a normal vector. And they almost always use x. y. z values rather than direction and magnitude.


The derived coordinate is simply a transform of the vector. The coord is simply a point which is a fixed length from the vertex in a specific direction. The fact that they are of a fixed length/magnitude does not preclude them from being vectors. In modeling programs you'll often see normals displayed as a line emerging from the face of a primitive, representing the interpolated normal for the center of the surface.


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