Nosnos said:
And everything in UTComp is client side selectable...
If I force gorge I have to be seen as Gorge. Sounds Fair. If I choose to not use brightskins... <insert same logic here>
But let's not talk about comp.
- Affected by lighting (ie dark in shade) = So things look natural, and real.
- Equally bright in the same lighting = How often do I complain about Abbadon?
- Multiple colour choices for a multiple teams game. = I do like somethings about Comp.
- Forcable= Memory (as mentioned), and just in case.
Random Points:
Team colors should be the 6 main colors in the wheel. Primary colors for light are Red, Blue, and Green, and their opposites Yellow, Orange, and Purple respectively. The enemy based system in TAM or Comp would be fine too, just select what color you can see ok, to avoid "camo", but use a light effected texture, so it looks "as it should." I actually will use (as cheezy as it is, it's a counter for Abbadon) the setskins command recently added to TAM, and already have each of the prime colors on my numpad.
Blue and Red were selected as opposites for purposes of differenciation. Blue's technical opposite is Orange, which due to containing more green, is lighter then Red. Red and Orange are very similar, since red is contained in Orange, and hence to close that brightness gap some, Red is used. The next step towards darker, would be Purple, which contains blue, and hence could be confused for blue. The answer is simply lightening the Blue. Blue get's brighter if you add equal parts of the two other primes that make it's opposite. 0 0 255 is bad, 100 100 255 is still undoubtedly blue, and a bit brighter. Maybe a little washed, but comperably "reflective", and distinguishable.
Map lighting is another huge thing, that hal nailed, and should be a much bigger concern then any of this (read: I can see abbadon quite well on Deck17, though still not as well as other models, despite his near invisibility on Grendel, or low in Osiris. Or how everyone is invisible in JB-Babylon and DM-CBP2-Griffin).
Taleweaver said:
(haven't voted yet)
Epic-style brightskins...that's "Persistently the same all the time without lights affecting", right?
No. They are just more reflective.
Taleweaver said:
Can't figure out what "Animated (lights/patterns)" is supposed to be
Animated skins he meant like "flashing lights" or something on soulders. Maybe a sequence of lights down a leg or something, which IMO are tacky, and I don't like that idea. Would be like skinning a model with a particle effect. Kinda like that cool hack late in UT's life. I used to skin myself with a shock effect, so I was this animated blue blast thing. It was cool, though lame because you couln't tell which way I was facing.
Taleweaver said:
Prefered: non-forcable (otherwise, about 50% of the servers will be populated by Gorge's )
Well, theoretically, that need won't be as prevelant without our Matrix's and Abbadons's, and hence you should see less of it. As well, if they do allow force, and do it right, force with whatever model you use, and use whatever model you want, then they wouldn't be stuck with Gorge, and I wouln't be one of 3 guys playing this game as Widowmaker.