IDEAS FOR RYZOM


uiWebPrevious123uiWebNext

#23 [en] 

@Remigra

And that's the interresting aspect of crafting. Once everyone could do any color easy, something important is gone.

btw: Red and white colors are easiest seems to me. Some combinations with black and blue are also not possible or not that good as red or white.

#24 [en] 

Moniq
@Remigra

And that's the interresting aspect of crafting. Once everyone could do any color easy, something important is gone.

I agree.

So let us limit the 'Dying' mechanism to colors not available now like Hot Pink, Pastel blue, Dark Green, Dark Brown, checkered?, tie-die, fractals, emblems .....


I try hard to have my 'wish list' exceed my abilities as a programmer but making the first step is sometimes what needs to be done first.

#25 [en] 

Moniq
btw: Red and white colors are easiest seems to me. Some combinations with black and blue are also not possible or not that good as red or white.

Arceuid posted an article on that. TL/DR version; red is the easiest color, black is the hardest. White is technically the second hardest, but is still fairly common simply because there are a lot of folks who craft with mostly/only PR mats.

---

Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

#26 [en] 

I will try to rebuild my dev environment and see if I can get this working:


SPropVisualA 
struct SPropSubData // 64 bits used
 {
  uint64 Sex   : 1;  // max: 2  current: 2
  uint64 JacketModel  : 9;  // max: 512  current: 93
  uint64 JacketColor  : 5;  // max: 32  current: 16
  uint64 TrouserModel  : 9;  // max: 512  current: 104
  uint64 TrouserColor  : 5;  // max: 32  current: 16
  uint64 WeaponRightHand : 12; // max: 2048  current: 457
  uint64 WeaponLeftHand : 8;  // max: 256  current: 63
  uint64 HatModel  : 10;  // max: 1024  current: 192
  uint64 HatColor  : 5;  // max: 32  current: 16
 };
SPropVisualB
 struct SPropSubData // 64 bits used
 {
  uint64 Name    : 16;
  uint64 HandsModel   : 9; // max: 512  current: 90
  uint64 HandsColor   : 5; // max: 32  current: 16
  uint64 FeetModel   : 9; // max: 512  current: 94
  uint64 FeetColor   : 5; // max: 32  current: 16
  uint64 RTrail    : 4;
  uint64 LTrail    : 3;
  uint64 ArmModel   : 9;  // max: 512  current: 94
  uint64 SwimwearModel   : 4;  // max: 16  current: 8 (2 per race)
 };SPropVisualC
{
 struct SPropSubData // 64 bits used
 {
  uint64 MorphTarget1  : 3; // max: 8  current: 8
  uint64 MorphTarget2  : 3; // max: 8  current: 8
  uint64 MorphTarget3  : 3; // max: 8  current: 8
  uint64 MorphTarget4  : 3; // max: 8  current: 8
  uint64 MorphTarget5  : 3; // max: 8  current: 8
  uint64 MorphTarget6  : 3; // max: 8  current: 8
  uint64 MorphTarget7  : 3; // max: 8  current: 8
  uint64 MorphTarget8  : 3; // max: 8  current: 8
  uint64 EyesColor   : 3; // max: 8  current: 8
  uint64 Tattoo    : 7; // max: 128  current: 64
  uint64 CharacterHeight  : 4; // max: 16  current: 16
  uint64 TorsoWidth   : 4; // max: 16  current: 16
  uint64 ArmsWidth   : 4; // max: 16  current: 16
  uint64 LegsWidth   : 4; // max: 16  current: 16
  uint64 BreastSize   : 4; // max: 16  current: 16
  uint64 ArmColor   : 5;  // max: 32  current: 16
  uint64 SwimwearColor   : 5;  // max: 32  current: 16 };

#27 [de] 

@Moniq

ich weis das das eine besondere Herausforderung ist, ich bin ja auch dafür das diese umgefärbten Sachen nicht verkauft werden können an Spieler ^^.

diese craft sache ist eine weswegen wir in weißen lights rumlaufen anstatt in schwarzer ^^

Ursprünglich waren sie schwarz, doch die kosten der Herstellungen von schwarzen ausweichen 2 lights, war so hoch, das die level Rüstungen jetzt weiß sind ^^

ich bin dennoch fürs umfärben können. doch nach dem umfärben sollten diese Rüstungen NICHT weiter verkauft werden können. vielleicht nimmt die dura auch etwas ab beim umfärben so das die Rüstung so gesehen nicht weiter verkauft werden kann.

das würde vielen Gilden eine einheitliche Farbgebung ihrer Rüstungen ermöglichen, das vielleicht sie auch gerne wollen würden, aber aus logischen craftsysthem gründen es nicht so haben können wie sie es möchten ;)

---

"Decateis I Kamirac" "Necateis Sye Mideshye"
"Decateis I Loke" "Necateis Atys Morhdeis"
"I Nidran Sye Alede E Sye Neyde Ilya Necateis I Ulca"

"Liberi I`Margus"

_ Graphic-Team _

#28 [en] 

@Remigra

Yes, that is more interresting if there will be any real conditions.

#29 [fr] 

Je vois vraiment pour pourquoi un objet coloré avec des pigments qu'on aura été forer en plus des mps nécessaire à sa création ne pourrait pas être vendu. Ce serait une énorme entrave au commerce qui est déjà moribond sur Ryzom.

---

#30 [en] 

I am a "traditionalist", so concerning the additional colors thing...

>>twitch<< >>twitch<< >>SHUDDER<< >>>SCREAM!!!!<<<

---

I need me a new tag line on my messages!

#31 [en] 

Ekoh
I really see why a colored object with pigments that will have been drilled in addition to the mps needed for its creation could not be sold. This would be a huge hindrance to trade that is already dying on Ryzom.

Agreed. Considering how many trades I've been denied simply because I am in a guild that is aligned with the "wrong" faction or because some nationalists won't deal with those who must resort to Google Translate, I think that any further impediments to trade would be a bad idea. It's hard enough to find people willing to trade in the first place, why make it worse for arbitrary reasons?

---

Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

#32 [de] 

meine Idee dabei war ja nicht den handel damit zu schaden, sondern ehr das mann seine Sachen, die man selbst benutzt umfärben kann. nicht Sachen zum verkauf. weil das könnte die kunden irreführen (die farbe). deswegen meinte ich, das man umgefärbtes nicht mehr verkaufen kann. man kann ja eh benutztes, auch wenn es noch sehr lange haltbar ist, nicht verkaufen im Händler für andere.

umfärben sollte also keine Produktions Sache sein, sondern für einen selbst. rein für sein optisches Wohlbefinden :3

---

"Decateis I Kamirac" "Necateis Sye Mideshye"
"Decateis I Loke" "Necateis Atys Morhdeis"
"I Nidran Sye Alede E Sye Neyde Ilya Necateis I Ulca"

"Liberi I`Margus"

_ Graphic-Team _

#33 [en] 

I think we have one rule:

Recoloured "Low Durability" armor can not be resold.

Recoloured "High Durability" armor can be resold.

Last edited by Nubios (7 years ago)

#34 [en] 

Question:

Would it be appropriate for guilds to hire a vendor that recolors armor in a color/stitching that is unique to that guild?

Subscribed accounts might get access to a vendor that recolors in only 8 colours?

Free to play might get access to a vendor that recolors in only 4 colours?

Last edited by Nubios (7 years ago)

#35 [de] 

das könnte durchaus, ein Gilden NPC sein der das machen kann. wäre wenigstens wieder eine Idee mehr für die Gilden räume, die leer stehen ^^

mit hoher dura meinst du unbenutzte Sachen? die sind doch generell verkaufbar an dritte. benutzte nicht ;) .
ob das jetzt zuviel arbeit wäre einzubauen, das Sachen die über 70-75% dura haben verkaufbar sind an andere, müsste man vielleicht überlegen, und zwar derjenige der sich damit auskennt... also ich wäre das nicht ;)

---

"Decateis I Kamirac" "Necateis Sye Mideshye"
"Decateis I Loke" "Necateis Atys Morhdeis"
"I Nidran Sye Alede E Sye Neyde Ilya Necateis I Ulca"

"Liberi I`Margus"

_ Graphic-Team _

#36 [en] 

Nubios
I think we have one rule:

Recoloured "Low Durability" armor can not be resold.

Recoloured "High Durability" armor can be resold.

By "Low Durability" I meant  "Items made with more than 2 low quality materials".


In terms of Lore:
Low quality materials are damaged when high quality dyes are applied to them.
Items made using more than 2 low quality materials will suffer damage of 26% during the dyeing process. 

So

1/ existing Blue Armor made from 100% blue mats may be recoloured to (say) Red and retain 100% of their durability.

2/ existing Green Armor made from 50% blue mats and 50% green mats may be recoloured to (say) Red but will retain only 74% of their durability after recolouring.

This stops people dying green Armor red and selling it.

Last edited by Nubios (7 years ago) | Reason: 74% not 75%

#37 [en] 

I am still working on it.

I looked at the VisualPropsABC and decided that 256 models of armor is too low.

I am changing VisualPropsABC so that we can have (up to) 65535 models of armor in (up to) 255 colors (16 to start with) , this should provide space to allow new colors as well as a choice of 8 styles of undies in 8 colors. The players current underwear model and color are remembered so when the outer armor is removed the underwear should be automatically equiped (without the player having to find and equip them). With space for 65,000 additional models for armor we might even get permission to create some casual clothing or swimwear? 

The work is slow going but this is the plan at the moment:

struct SPropVisualA
{
 struct SPropSubData // 63 bits used
 {
  uint64 Sex   : 1;    // max: 2  current: 2
  uint64 JacketModel  : 15;   // max:32768 current: 93
  uint64 JacketColor  : 8;    // max:256  current: 8
  uint64 TrouserModel  : 15;   // max:32768 current: 104
  uint64 TrouserColor  : 8;    // max:256  current: 8
  uint64 BraModel  :  8;  // max:256  current: 1    //Include some models with Torso Tat or Piercing or Guild crest - charge $ for guild crest design
  uint64 BraColor  : 8;  // max: 256  current: 1
 };
struct SPropVisualB
{
 struct SPropSubData // 62 bits used
 {
  uint64 Name    : 16;
  uint64 HandsModel   : 15; // max:32768 current: 90
  uint64 HandsColor   : 8; // max:256  current: 8
  uint64 FeetModel   : 15; // max:32768 current: 94
  uint64 FeetColor   : 8; // max:256  current: 8
 };
struct SPropVisualC
{
 struct SPropSubData // 58 bits used
 {
  uint64 MorphTarget1  : 3; // max: 8  current: 8
  uint64 MorphTarget2  : 3; // max: 8  current: 8
  uint64 MorphTarget3  : 3; // max: 8  current: 8
  uint64 MorphTarget4  : 3; // max: 8  current: 8
  uint64 MorphTarget5  : 3; // max: 8  current: 8
  uint64 MorphTarget6  : 3; // max: 8  current: 8
  uint64 MorphTarget7  : 3; // max: 8  current: 8
  uint64 MorphTarget8  : 3; // max: 8  current: 8
  uint64 EyesColor   : 3; // max: 8  current: 8
  uint64 Tattoo    : 7; // max: 128 current: 64
  uint64 CharacterHeight  : 4; // max: 16  current: 16
  uint64 TorsoWidth   : 4; // max: 16  current: 16
  uint64 ArmsWidth   : 4; // max: 16  current: 16
  uint64 LegsWidth   : 4; // max: 16  current: 16
  uint64 BreastSize   : 4; // max: 16  current: 16
  uint64 AntiInertia   : 4; // max: 16  maybe 0 = 100% inertia , 15 = 1/15th inertia ????
          // just a placeholder for possible future expansion - no firm idea how to use it yet
          // no ideas how it affects players visual appearance yet - perhaps a glow or intensity ?
 };struct SPropVisualD
{
 struct SPropSubData // 60 bits used
 {
  uint64 WeaponRightHand : 15; // max:32768 current: 457
  uint64 WeaponLeftHand : 15;  // max:32768 current: 63
  uint64 RTrail   : 4;//size of Right weapon trail?
  uint64 LTrail   : 3;  //size of Left weapon trail?
  uint64 ArmModel  : 15;  // max:32768 current: 94
  uint64 ArmColor  : 8;  // max:256  current: 8
 };struct SPropVisualE
{
 struct SPropSubData // 56 bits used
 {  uint64 HatModel   :15;  // max:32768 current: 192
  uint64 HatColor   : 8;  // max: 256  current: 8
  uint64 UndiesModel   : 8;  // max:256  current: 1    - Some models may have belly ring or belly tatoo or thigh tatoo or Guild Crest - charge $ for a guild crest
  uint64 UndiesColor   : 8;  // max: 256  current: 1
  uint64 AntiGravity   :17;   //max 131072  // Should have defined it properly before making it a Visual Prop - might still be?
           //maybe 0= 0cm above ground, 131072 = 1.31072 km above ground????????
           //TODO - no visible component yet just "AntiGrav"cm of invisible (extremely thin) skeleton under lowest point of existing skeleton
           //TODO - also would like to not collide with other players "underneath" us
           //TODO - some day make it WRT centre of planet so the player flies horizontally rather than being "terrain following" - done
           //TODO - texture for soles of shoes might contain little rocket exhausts?
 };
AntiGravity  might never be given to players but it could be left there for event co-ordinators (Maybe Santa can fly)




I was making a list of the files that are affected but i gave up after a while, here is the lst when i gave up:

Player_visual_props.h
editor.cpp
entity_types.h
character_summary.h
character_summary.cpp
character_3d.cpp
character_3d.h
character.h x2
character.cpp x2
character_inlines.h
msg_client_server.h
stat_character.h x2
stat_character.cpp x2
action_handler_help.cpp
displayer_visual_entity.cpp
tool_create_entity.cpp
commands.cpp
admin.cpp
entities_game_service.cpp
action_handler_help.cpp
misc.cpp
misc.h
entity_cl.cpp
entity_cl.h
slot_type.h
persistent_player_data.cpp
player_sheet
player_cl.cpp
itemtype.h
itemtype.cpp
player_r2_cl.cpp
player_r2_cl.h
slot_equipment.h
egs_static_game_sheet.h
entity_base.h
egs_static_game_item.cpp
actions_client.cpp
uiWebPrevious123uiWebNext
 
Last visit Thursday, 18 April 05:53:58 UTC
P_:

powered by ryzom-api