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Camoflage
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Topic: Camoflage (Read 1238 times)
Deathseer
Mech Pilot
Karma: +1/-0
Posts: 30
Camoflage
«
on:
October 03, 2009, 09:28:44 AM »
When the avatar stage comes out, will there be multiple supported wardrobes, so that in the begining if you choose a bright neon-pink shirt as your shirt you could change it later? That way those poor fools who decide to be infantry can blend in with the environment, maybe have some special camoflage like ghille suits (more expensive than regular clothes) that make it near impossible to see units wearing them in the correct environment.
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"I have seen the future. It does not include you. "
Hamilton
President
Wardog
Field Marshall
Karma: +15/-0
Posts: 1,996
Re: Camoflage
«
Reply #1 on:
October 04, 2009, 02:04:17 PM »
There will be clothes and body available, which are to be made for player customization. That is in terms of knowing how to model and create the meshes or texture files.
As of now, the following meshes will be used:
- Full length pants (which can be made shorter by using texture files with alpha channeling (transparencies)).
- Full length shirt (can be done as the same for pants, to shorten the sleeves or other places)
- Shoes, boots and high boots
- Gloves
- Light Body Armor
- Flex Body Armor (Medium)
- Rigid Body Armor (Heavy)
And hopefully sometime down the line in the near future, uniforms. But for now changing clothes will mostly be done by changing the texture files and using the same mesh. The trade-off is this, all pants will look the same such, but if a cargo-style of pants (or modern-day battle dress uniforms) were to be worn, they would need a new mesh.
Another example: (maybe a better one this time)
Three types of gloves, two for armor and one is a skin-tight pair. While there is only one for normal wear, by using texture files, the gloves can be made into fingerless (or just missing the trigger finger) gloves by the texture file with transparency. Wanting to wear mittens would require a new mesh.
There will be most likely just one or two starting camouflage texture files, a uniformed-like brown or tan, and then a dark red/brown random set. If other patterns or colors are preferred, then it is just a matter of creating one.
Guidelines and texture map files will be provided as to how to make one. This is much easier to do than to model a mesh.
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Hamilton
"You think that even with a Masters Degree, I would avoid typos. Am a Tech, not an English Professor."
Agamemnon
Wardog
Field Commander
Karma: +9/-0
Posts: 823
Re: Camoflage
«
Reply #2 on:
October 06, 2009, 09:41:46 AM »
I am kinda of liking that gilly suit idea though...a function could be coded in for environmental camouflage and tied to a command/icon for say an elite skill set which would be in the sniper skill set ...Then have that make a call to change model texture out to say a rock, bush or , lump of mud or something to that effect....
That'd be kinda cool actually...lemme think some more on how this can be done...
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There are 10 kinds of people in the world. Those that understand binary and those that do not.
soull3ss
Mech Pilot
Karma: +0/-0
Posts: 14
Re: Camoflage
«
Reply #3 on:
October 06, 2009, 02:34:18 PM »
well for camoflage since this is the future add some extream camo like thousands of tiny optic sensors and recivers that pick up whats all around you so that you look exactly like your terrain and or make it a virtual 3D image that projects over your body and weapon so that you are virtualy invisible to the eye and sensors getting past infer red and heat signatures of the body and heated weaponry. . alot to it.
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D3athsong
Special Agent
Mekkor Apprentice
Karma: +7/-1
Posts: 150
Re: Camoflage
«
Reply #4 on:
October 06, 2009, 05:40:28 PM »
Maybe try somethign like bf 2142 and crysis. Your camoflage makes you transparent, but if your close, you can hear the device making you appear transparent, and you can notice a shimmer.
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Hamilton
President
Wardog
Field Marshall
Karma: +15/-0
Posts: 1,996
Re: Camoflage
«
Reply #5 on:
October 06, 2009, 06:31:21 PM »
A form of Invisibility with a Fringe is possible by using the Alpha Channeling of material/texture files. The amount of alpha/transparency could be adjusted by factors (movement, distance and perception skill).
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Hamilton
"You think that even with a Masters Degree, I would avoid typos. Am a Tech, not an English Professor."
imike24
Mech Bait
Karma: +0/-0
Posts: 1
Re: Camoflage
«
Reply #6 on:
December 01, 2009, 07:30:54 AM »
ok thanks
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Thraxius
Mech Bait
Karma: +0/-0
Posts: 4
Re: Camoflage
«
Reply #7 on:
December 01, 2009, 08:20:56 AM »
That is some interesting thoughts on Camo. I believe that Camo should be less effective the larger the mech/unit/avatar is.
Example:
Avatar - (Human) Really good Electronic / Visual Camouflage
Power Armor - (Small Mini mech) Good Electronic / Visual Camouflage
Scout Mechs - (Some Tonnage to a set limit for recon type mechs. ) Electronic / Visual Camouflage
Mechs - (Some Tonnage) Did you think that can hide you Electronic / Visual Camouflage
Mech cities - (Some Tonnage) You can't hide that Electronic / Visual Camouflage
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