Author Topic: In the last 11 days VirusMan has done the following impossible things:  (Read 942 times)

Legacy_Carcerian

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In the last 11 days VirusMan has done the following impossible things:
« Reply #45 on: July 04, 2012, 07:33:20 pm »


               How possible would dynamic "skinning" be?

Something like Quake2 PCs, were you have a basic body shape models with multiple textures per model?

For example, a female mdl with a simple skirt skirt, could have multiple skins for anything from Warrior Princess, to Magic School Uniform, Maid Outfit, Waitress, Policewoman, 60's mod-squad, Goth Lolita, 20's Flapper, etc. With a few VFX-cceries a simple model can quickly become "unique"...

A basic armor shape could have skins for paladin, cot, blackguard, purple dragon knight, fiendish armor, SWAT, Army...

A basic suit coat could be a gentleman, fop, composer, MIB, scientist, doctor, business man, 70's disco leisure suit, etc...
               
               

               


                     Modifié par Carcerian, 04 juillet 2012 - 06:36 .
                     
                  


            

Legacy_Rolo Kipp

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In the last 11 days VirusMan has done the following impossible things:
« Reply #46 on: July 04, 2012, 07:46:23 pm »


               <tossing his chips...>

Problem there is, unless/until Vm can give us a function to target the texture on a sub-object (or change texture in a find/replace function by name) that the texture replacement ala barkskin, et al alters the entire model object to point to a single new (temporary) texture.

If the model was built from scratch to use parts of a single texture atlas for all of the sub-objects, then a single all-model texture swap would be fine. But you'd have to have all the textures in a texture atlas. And it'd have to be a PLT, for dynamic models.

Any idea what the limit is on PLT size? 2048x2048?

<...all in>
               
               

               


                     Modifié par Rolo Kipp, 04 juillet 2012 - 06:48 .
                     
                  


            

Legacy_Carcerian

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In the last 11 days VirusMan has done the following impossible things:
« Reply #47 on: July 04, 2012, 08:10:34 pm »


               Yes, assuming you could go the bark/stoneskin route, you would have a basic model, and a "nude/undies/meshmap" builder skin, and end example(s). Then a builder could use the base (recolor as needed) and "paperdoll" anything on top of skin so to speak.
               
               

               
            

Legacy_Failed.Bard

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In the last 11 days VirusMan has done the following impossible things:
« Reply #48 on: July 08, 2012, 06:40:54 pm »


                I've got an interesting question, which all the HaVFX being made this month got me thinking of.

  Is there a way to get an object created through a VFX?

  If that can be managed (through nwnx if it's even possible), then it should be possible make colour templates for the HaVFX instead of needing a variant for each gender and race for each colour made.

  I suppose it's a similar question to if an individual part of a model can be targetted.  That could be useful for both dynamic and normal, but multi-textured creatures.
               
               

               
            

Legacy_virusman

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In the last 11 days VirusMan has done the following impossible things:
« Reply #49 on: July 09, 2012, 02:01:59 pm »


               Any of the above changes would *require* client and server to run NWNCX and NWNX. There is just no way to use these features without modifying client and server code and the network protocol.