Game Development: Coat of Many Colors

Announcements about major changes in Haven & Hearth.

Re: Game Development: Coat of Many Colors

Postby Redlaw » Tue Oct 27, 2015 2:42 am

About to say this is not IMVU, where the user base makes almost everything. Some people make meshes some make things off of it/ When I can I do make things, can take a whole day to perfect a pattern for clothing and that is a simple idea. You spend a few months thinking how to make hair textures into a templte you can pump things out when needed.

I know there pain if they want to do it right.
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Re: Game Development: Coat of Many Colors

Postby Neon14 » Tue Oct 27, 2015 2:44 am

Is tabard a new implementation as well, or did I just not know about it?

*Edit* Nevermind, guessing you gain the ability to craft it with the sketchbook.
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Re: Game Development: Coat of Many Colors

Postby Drevar » Tue Oct 27, 2015 2:58 am

Such client. Very vanilla.


Awaiting custom client updates...ROFL.
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Re: Game Development: Coat of Many Colors

Postby rye130 » Tue Oct 27, 2015 3:01 am

Drevar wrote:Such client. Very vanilla.


Awaiting custom client updates...ROFL.


95 people suffering through using custom clients!
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Re: Game Development: Coat of Many Colors

Postby Granger » Tue Oct 27, 2015 3:01 am

loftar wrote:
Granger wrote:...

Don't get me wrong, I'm not saying I've no clue how it could be done, only that there are a lot of details that need to be clarified and determined. It's also not quite so easy as you make it out to be, for a number of reasons, some of which are the following:

Granger wrote:Make a stencil for the texture, use it to extract & convert the portion of the texture to greyscale, then tint it into the selected color, merge back (or into a new texture, to be precise).

Generating multiple textures on-the-fly for character rendering isn't all that good from a VRAM-usage standpoint.
Granger wrote:You have a 3D-Engine, highlights and shadows should be handled by it and a no-brainer.

I'm not referring to such shadows and highlights that are a result of the 3D model, but those that are part of the texture itself.
Granger wrote:No, only a rework of the textures - as a system that generates (or modifies portions of them) them on the fly.

What I was trying to say with that is that the base clothe textures themselves probably need to be reworked to work well with dyes.


What i ment was (example using a random part of the world map):
Image

As you see: The only thing you need to rework when it comes to the textures is to generate the stencils (1-bit color depth) to select the areas you want to process. The resulting texture can be cached and dosn't have to be recreated every frame. GPUs have RAM in the multiple Gigabyte range these days, so that shouldn't be a problem - but in case RAM runs low you can always fallback (degrade) to the default texture.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Game Development: Coat of Many Colors

Postby Glorthan » Tue Oct 27, 2015 3:05 am

Meatpie recipe and food values:
Image
Base values: 4 cons, 5 str, 5% hunger

Edit: thanks warrri, thought essence modified hunger my bad.
Last edited by Glorthan on Tue Oct 27, 2015 4:53 am, edited 1 time in total.
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Re: Game Development: Coat of Many Colors

Postby barra » Tue Oct 27, 2015 3:08 am

I was writing up a suggestion for generic flagpole constructables and specific national flags in the shoppe. This is even better.
loftar wrote:You do appear to need a good trolling.
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Re: Game Development: Coat of Many Colors

Postby Drevar » Tue Oct 27, 2015 3:10 am

Actual question: You referred to the satiation bonus on symbel/feast/table items as the Hunger mod? Does it actually mod the % Hunger that a food generates or does it reduce Satiation, ie Berries, Meat, Dairy etc. satiation penalties?
Last edited by Drevar on Tue Oct 27, 2015 3:19 am, edited 1 time in total.
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Re: Game Development: Coat of Many Colors

Postby Kaios » Tue Oct 27, 2015 3:14 am

I can't upload any cool images that aren't a pattern of some kind because they all have to be super tiny to be entirely viewable, even on the banner.

Also why the psy requirement? I decided to try uploading some interesting patterns instead because images weren't working out, like this one:

Image

But due to the amount of contours (whatever those are, the amount of lines?) being 348 that makes it a 174 psy requirement. Another I tried had about 800 or so contours.
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Re: Game Development: Coat of Many Colors

Postby warrri » Tue Oct 27, 2015 3:19 am

Glorthan wrote:Meatpie recipe and food values:
Image
Base values: 4 cons, 5 str, 4% hunger

5% hunger
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
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