This I don't get...
This game engine is alot newer then alot of other games that have no issues doing cloaks. What is this the oops everything but cloaks engine we decided to use lol.
dwemer_paleologist wrote: »if it = more lagg
= please no.
dwemer_paleologist wrote: »if it = more lagg
= please no.
dwemer_paleologist wrote: »if it = more lagg
= please no.
I know the ZOS team are professionals, but I don't think they could exceed the amount of lag and game breaking things they already have....
Facefister wrote: »They should fix the clipping issues with numerous costumes and styles first. Hip, knee, shoulder and elbow guards on several styles and costumes should also be looked at since many of them "float". The older styles should also be reworked since there are too many visual differences between them and the newer styles. There is also a odd texture bug not only on armor(especially head and chest pieces) also on shields; When you zoom out, a strange line appears on their textures.
MisterBigglesworth wrote: »For the art team It's probably a choice between "not animated, no clipping" vs. "animated, massive clipping issues"
Nothing stopping them from making a polymorph that includes a cape, though, since you don't have to account for a variety of different geometry.
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.”
― Robert E. Howard
dwemer_paleologist wrote: »if it = more lagg
= please no.
That's the thing they shouldn't make more lag
Smasherx74 wrote: »They have to create a new physics for them, a simple animation for a cloak/cape that can move in so many different ways wouldn't be a good idea, plus it'd probably look bad to have static cape/cloak movement.
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.”
― Robert E. Howard
Rain_Greyraven wrote: »Smasherx74 wrote: »They have to create a new physics for them, a simple animation for a cloak/cape that can move in so many different ways wouldn't be a good idea, plus it'd probably look bad to have static cape/cloak movement.
They could actually use one of several OTS cloth physics engines (Havok is a terrible physics engine especially for cloth) that would work, but you still won't get the abilities of the Cry engine or Epics built in physics engines.
SakuraRush wrote: »Rain_Greyraven wrote: »Smasherx74 wrote: »They have to create a new physics for them, a simple animation for a cloak/cape that can move in so many different ways wouldn't be a good idea, plus it'd probably look bad to have static cape/cloak movement.
They could actually use one of several OTS cloth physics engines (Havok is a terrible physics engine especially for cloth) that would work, but you still won't get the abilities of the Cry engine or Epics built in physics engines.
You can't just toss things into the ESO code. That's how you get a lighting issue that breaks trials for a year.
"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.”
― Robert E. Howard