only disadentage of sliders is i can spend few hours finetunig them <_<
only disadentage of sliders is i can spend few hours finetunig them <_<
When we are able to alter our character's appearance, will that include race/gender, name, guardian, and/or birth date?
"The 'Road Less Traveled,' is often less traveled for a reason." ~ Kroma Odin
I don't see a problem. There is a wide range for a slider system, just limit it so that the chars don't look ugly and add enough presets for the lazy people. And let me have the freedom of designing my own char.
edit:
They shouldn't cause any problems, it's just a transformation (scaling) matrix multiplied with the base model (simplified example), it doesn't even take much processing power. And since they are already using character models in cutscenes and don't care much about collision detection anyway (miqo'te tails sometimes piercing through armor etc), it won't get any worse visually.Cool, nice to know its on the radar.
My only concern with sliders is : will they cause problems in cutscenes and can they be developed with a reasonable amount of work? ( This depends largely if they developed facial sliders for internal development purposes, otherwise they're gonna have to do a whole deal .)
Last edited by Soukyuu; 04-01-2011 at 11:45 PM.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]
Give SE a break... making sliders will make it take even longer for them to finish designing gear.
Tell me how a slider will take them longer than making presets. Answer: it won't. It's simply another way of representing presets just that you will create a slider with min-max parameter and fluent transition in between instead of multiple presets with set amount of difference between presets.
Not to mention the slider system is already in the game (options dialog, transparency etc) so it's not like they have to invent something completely new to do this.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]
ok. still don't like slider idea though.Tell me how a slider will take them longer than making presets. Answer: it won't. It's simply another way of representing presets just that you will create a slider with min-max parameter and fluent transition in between instead of multiple presets with set amount of difference between presets.
Not to mention the slider system is already in the game (options dialog, transparency etc) so it's not like they have to invent something completely new to do this.
um... making sliders for two completely different functions does not work that way.Tell me how a slider will take them longer than making presets. Answer: it won't. It's simply another way of representing presets just that you will create a slider with min-max parameter and fluent transition in between instead of multiple presets with set amount of difference between presets.
Not to mention the slider system is already in the game (options dialog, transparency etc) so it's not like they have to invent something completely new to do this.
I don't see why not. For example, if you make 2 body presets, you set the scaling parameter of the model to say, 50 and 100 in another preset. Now you can switch between 2 values. If you make a slider that scales the same parameter from 50 to 100, you will have 50 different presets created on the fly.
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]
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