View Full Version : Can we get an update on kilts please?
Vexil
01-21-2011, 02:26 PM
We were told we would get them when New Halas was announced. Has this changed? Any timeframe?
illaria
01-21-2011, 10:00 PM
<p>I want kilts!</p>
Wolphin
01-23-2011, 11:53 AM
<p>yes please, my froglok monk wants to wear a kilt with his feathered hat!</p><p>that's it... a kilt and a hat...</p>
Aelfan
01-24-2011, 06:16 PM
<p>You can't have kilts, everyone would have to be anatomically correct. The alternative would be offensive to the Scottish nation. <em>Nothing is worn under the kilt; it's all in perrrfect working order!</em></p>
shadowscale
01-24-2011, 06:29 PM
<p>thats no reason to deprave iksar or sarnak of kilts still.</p>
Vexil
02-24-2011, 09:58 AM
still waiting.....
covic
02-24-2011, 02:48 PM
<p>Update is that we started them and where trying to figure a way around skinning issues. Well our new graphic programmer says he can give me better skinning code. Right now a vert (point at the edge of polygon) can only have two bone influences, making it really hard for long skirt type cloth. Well Alex our graphic programer says he can get me 4 influences. Its on his task list for about april. Then we will probably block more time for the creating of kilt art assets.</p><p>Dave</p>
Finora
02-24-2011, 02:52 PM
<p><cite>covic wrote:</cite></p><blockquote><p>Update is that we started them and where trying to figure a way around skinning issues. Well our new graphic programmer says he can give me better skinning code. Right now a vert (point at the edge of polygon) can only have two bone influences, making it really hard for long skirt type cloth. Well Alex our graphic programer says he can get me 4 influences. Its on his task list for about april. Then we will probably block more time for the creating of kilt art assets.</p><p>Dave</p></blockquote><p>Awesome.</p><p>/crosses fingers</p>
Juravael
02-24-2011, 04:11 PM
<p><span style="font-size: small;">Very good to hear.</span></p>
Seidhkona
02-24-2011, 04:59 PM
<p><cite>covic wrote:</cite></p><blockquote><p>Update is that we started them and where trying to figure a way around skinning issues. Well our new graphic programmer says he can give me better skinning code. Right now a vert (point at the edge of polygon) can only have two bone influences, making it really hard for long skirt type cloth. Well Alex our graphic programer says he can get me 4 influences. Its on his task list for about april. Then we will probably block more time for the creating of kilt art assets.</p><p>Dave</p></blockquote><p><span style="font-size: xx-large;"><strong><span style="color: #ff0000;">WOOOOOOHOOOOOO!</span></strong></span></p>
Rijacki
02-24-2011, 06:50 PM
<p><cite>covic wrote:</cite></p><blockquote><p>Update is that we started them and where trying to figure a way around skinning issues. Well our new graphic programmer says he can give me better skinning code. Right now a vert (point at the edge of polygon) can only have two bone influences, making it really hard for long skirt type cloth. Well Alex our graphic programer says he can get me 4 influences. Its on his task list for about april. Then we will probably block more time for the creating of kilt art assets.</p><p>Dave</p></blockquote><p>Awesome! Hopefully that would open up other possibilities, too <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Seidhkona
02-25-2011, 12:34 PM
<p><cite>covic wrote:</cite></p><blockquote><p>Update is that we started them and where trying to figure a way around skinning issues. Well our new graphic programmer says he can give me better skinning code. Right now a vert (point at the edge of polygon) can only have two bone influences, making it really hard for long skirt type cloth. Well Alex our graphic programer says he can get me 4 influences. Its on his task list for about april. Then we will probably block more time for the creating of kilt art assets.</p><p>Dave</p></blockquote><p>I'm really excited! How were they managing kilts in EQ1?</p><p>I think having four bone influences may be helpful with other types of robes and dresses in the future, so I see a lot of relevance and reuse coming from the effort!</p><p>/bounces up and down in SQUEEEEEEEEs</p>
covic
02-25-2011, 01:09 PM
<p>You will laugh at this, but EQ1 has four influences per vert, why we didnt get that, I am not sure.</p><p>Dave</p>
<p><cite>covic wrote:</cite></p><blockquote><p>You will laugh at this, but EQ1 has four influences per vert, why we didnt get that, I am not sure.</p><p>Dave</p></blockquote><p>Strange. I wonder if that's something they changed pre-release when their super-fancy looking armor was way too fancy for any computer to run at reasonable FPS.</p>
Vexil
02-26-2011, 01:40 AM
<p><cite>covic wrote:</cite></p><blockquote><p>Update is that we started them and where trying to figure a way around skinning issues. Well our new graphic programmer says he can give me better skinning code. Right now a vert (point at the edge of polygon) can only have two bone influences, making it really hard for long skirt type cloth. Well Alex our graphic programer says he can get me 4 influences. Its on his task list for about april. Then we will probably block more time for the creating of kilt art assets.</p><p>Dave</p></blockquote><p>Thank you for responding. <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>
Kusar
02-26-2011, 02:59 AM
<p><cite>covic wrote:</cite></p><blockquote><p>Update is that we started them and where trying to figure a way around skinning issues. Well our new graphic programmer says he can give me better skinning code. Right now a vert (point at the edge of polygon) can only have two bone influences, making it really hard for long skirt type cloth. Well Alex our graphic programer says he can get me 4 influences. Its on his task list for about april. Then we will probably block more time for the creating of kilt art assets.</p><p>Dave</p></blockquote><p>Sweet! You go!! ^^</p>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.