To do this:
Every item would need 2-3 new textures for "slightly damaged" "Medium Damage" and "Heavy Damage". Possibly "Broken"
Re texturing every item is a lot of work.




To do this:
Every item would need 2-3 new textures for "slightly damaged" "Medium Damage" and "Heavy Damage". Possibly "Broken"
Re texturing every item is a lot of work.



This would be fabulous!
A freshly crafted pair of subligar would be sparkly.
As they get worn, they would become faded.
And ultimately be stained in all sorts of combat excitement.
And repairing it would be like washing them!
While they're at it, weather effects on our clothing.
When it rains, the metallic armors get shiny and the water drips down.
Or when there's a heatwave, and I'm wearing my coatee, sweat glistens on my body, and [removed for explicit content]
Last edited by Fiosha_Maureiba; 01-08-2012 at 01:22 PM. Reason: removed for explicit content


I meant for the new engine definitely. It takes long enough to load people around me. But the way they said they had textures and models made is so they can be shaped into many things. It would give someone a job for the backlog of gear, but making job gear and 2.0 gear they could have it in mind from the start.
MAGIC MUSHY ROOMS
You do realize how much this idea would take from developing actual environments, content, and variation in monster models/armor, right?
Also, I'm quite sure whatever this "fabulous" bug that is going around is pissing me off as much, or maybe more, than the MLP signatures everywhere.


I really like something like this (heck, even the 3° birthday have it), however i feel it's quite difficult. Just think all the work they should do D: 3 different textures for every piece of gear, related physic... with this graphic i don't think it's reasonable all that work



I don't understand why people think it would be OMG SO MUCH EXTRA WORK!!! If you watched the developer videos that were exclusive to the Collector's Edition (or YouTube for you cheaters!), you'd see that they made certain models, with parts that are interchangeable. That means, they really only have to make one piece of armor, and can remove parts for different sets (like the Steel set is just the Cobalt set minus a few shiny parts).
They'd still need to set up a texture map for a "almost broken" and a "completely broken" gear set, but it would be applied to every piece of gear. It's not nearly as much work as people think it is.
EDIT:
I should point out that if they're following a filing system similar to Final Fantasy XI (which I believe they are), they have an individual .dat file for each piece of gear, which is why it takes so long for stuff to load sometimes.
They mention the Color ID (I think that's the name...correct me if I'm wrong) system they're working on for Version 2, which would allow any piece of gear to be colored how you want. This would be the perfect time to implement something like a damaged gear feature. The new system framework sounds like it will be able to read a model file, and stick a texture on it, without having to make it an entirely new model, which is what it feels like we have now.
Last edited by KiriA500; 01-08-2012 at 10:00 PM.
nifty idea - i have already seen a korean MMO do this, albeit in a more "adult" manner.. hehehe.. but it was pretty neat to see everyones armor "wear" after taking a bit of dmg.
i vote for this idea, but SE is all about looking "good" (IE:Style happy) so i wont hold my breath.

I would be all for this if this game didn't involve my character to stand still while i change a piece of gear. The inconvenience of armor showing a visual decay would definitely be a terrible idea since you know your character would visually blink away for a second.
yeah they would have to do away with the blinking. Maybe they are in 2.0? *shrugs*
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