Clothing Handled Like Armor

Post » Sun Jul 10, 2011 5:49 pm

Not saying it's an ideal system, but it can work. It hardly spells the end of TES.


I would be fine with that... If its actually in the game.
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Richard Thompson
 
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Post » Sun Jul 10, 2011 2:26 pm

You open a chest. You find 1 "sack cloth pants" and 1 "sack cloth shirtpants".

Makes sense.

Makes sense yeah but if they were to do that the whole change would be pointless because they would still be breaking them up and would have been better off leaving it the way it was before. So I honestly doubt that will happen.
However in the event of them not including extra armor slots in the CK that would be a good way to go about giving some options using mods.
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Matt Terry
 
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Post » Sun Jul 10, 2011 1:12 pm

:shocking:

That wouldnt be so bad... But... Im doubting it at this point. :shrug:

Why? The logic behind them combining them in no way precludes this possibility. Mark my words everyone is going the soil themselves when they see the actual number of outfits in the game. They said they were going to have much more than any game they have made to date so that includes FO3.

FO3 had 64 base sets of clothing and armor with about 30% of them having a variant. That means that Skyrim will have much more than that. WE could be looking at 30-40 distinct armors with half of them having variants and 30-40 distinct clothing sets with half of them having variants.
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Killah Bee
 
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Post » Sun Jul 10, 2011 1:00 pm

Why? The logic behind them combining them in no way precludes this possibility. Mark my words everyone is going the soil themselves when they see the actual number of outfits in the game. They said they were going to have much more than any game they have made to date so that includes FO3.

FO3 had 64 base sets of clothing and armor with about 30% of them having a variant. That means that Skyrim will have much more than that. WE could be looking at 30-40 distinct armors with half of them having variants and 30-40 distinct clothing sets with half of them having variants.

In what way does combining two meshes allow them to make many more meshes?
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meghan lock
 
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Post » Sun Jul 10, 2011 10:08 pm

You know guys i really wish to know the real reason behind all this armor/clothes merging , i don't believe the "more characters on screen" :spotted owl: or "you can barely see the greaves on the new armor" it makes no sense for me , they also said "fits nordic style" but we have seen the Elven armor and we can see the whole greaves there and is not "nordic style", we also know that normal clothes have visible pants and shirts don't overlap. This is weird but since the announcement of the use of Fallout 3 engine i got the feeling they was going to merge the armor just because the engine and presets are merged, of course also streamlining is a posibility. They could add belts and pauldrons like Morrowind, those don't overlap for example.

But the real reason of all this stuff ... i have no idea it adds nothing and takes a lot from the game :sadvaultboy:


Please remember my english is not very good and i make mistakes :wub:
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IsAiah AkA figgy
 
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Post » Sun Jul 10, 2011 1:49 pm

Why? The logic behind them combining them in no way precludes this possibility. Mark my words everyone is going the soil themselves when they see the actual number of outfits in the game. They said they were going to have much more than any game they have made to date so that includes FO3.

FO3 had 64 base sets of clothing and armor with about 30% of them having a variant. That means that Skyrim will have much more than that. WE could be looking at 30-40 distinct armors with half of them having variants and 30-40 distinct clothing sets with half of them having variants.


I WANT TO BELIEVE! I really do. But I will not raise my hopes up. No sir.

I only want to walk in expecting a good game. Which I dont doubt. But I wont start making to many expectations, cause if I dont get them, then my experience will feel tainted. As long as I go in NOT expecting were creatures. Not expecting good customising. Not expecting partying with dragons. I will enjoy myself. If I get some of that other stuff then YIPPEE for THUORNY! :celebration:
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lisa nuttall
 
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Post » Sun Jul 10, 2011 11:45 am

You know guys i really wish to know the real reason behind all this armor/clothes merging , i don't believe the "more characters on screen" :spotted owl: or "you can barely see the greaves on the new armor" it makes no sense for me , they also said "fits nordic style" but we have seen the Elven armor and we can see the whole greaves there and is not "nordic style", we also know that normal clothes have visible pants and shirts don't overlap. This is weird but since the announcement of the use of Fallout 3 engine i got the feeling they was going to merge the armor just because the engine and presets are merged, of course also streamlining is a posibility. They could add belts and pauldrons like Morrowind, those don't overlap for example.

But the real reason of all this stuff ... i have no idea it adds nothing and takes a lot from the game :sadvaultboy:


Please remember my english is not very good and i make mistakes :wub:


If I am not mistaken, Fallout 3 was the last time they used the "old" engine. Someone correct me if I am wrong here.

As for the rest of your post brother? Who knows... :shrug:
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sas
 
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Post » Sun Jul 10, 2011 6:40 pm

In what way does combining two meshes allow them to make many more meshes?

2 reasons

1) they don't have to worry about every pants/greaves working with every other shirt/cuirass. This allows them to make as many as they want with no limit but disk space.

2)Nif functionality introduced in FO3 allows a single mesh to display in multiple states depending on what the game engine determines.
Example: the alien at the crash site has two states in the same mesh, one with the helmet glass intact and one with it smashed.
This is also how the variants are achieved. Essentially they can make one outfit with multiple variants and it only requires one mesh.
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Chris Jones
 
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Post » Sun Jul 10, 2011 9:01 pm

Those are also completely different engine designs and purposes.


Well, you brought Quake into the discussion, not me. :)

The MW/Ob engines weren't designed to have parts of the game completely rewritten and replaced, because the engine wasn't designed for reuse. The Quake and Unreal engines were designed to be licensed to third parties, hence the need for easilly replacing some core game logic. The MW/Ob engines weren't designed for use outside of their respective games. Such a capability would be quite problematic, too... imagine you have a couple hundred mods, and the majority of them all have their own rewritten game.dll.


The "rewritten game.dll" problem is easily solvable: Allow multiple DLLs to be loaded, like UDK-based games do. There will still be conflicts, but we know how to deal with those from modding for Oblivion.

In general, Oblivion could use more of its inner workings moved from the engine code to modifiable scripts and configuration files. The hope is Skyrim does that (so we can, for example, more easily mod in additional skills, magical effects, or even add attributes back if we want to), but I won't hold my breath.
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Chris Duncan
 
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Post » Sun Jul 10, 2011 9:06 pm

Now does this mean that we won't be able to wear clothing under our armor?



Clothing would surely have been combined and woven into the armour anyway for comfort and cushioning, wouldn't it?
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Add Meeh
 
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Post » Sun Jul 10, 2011 2:53 pm

2 reasons

1) they don't have to worry about every pants/greaves working with every other shirt/cuirass. This allows the to make as many as they want with no limit but disk space.


Firstly, since when do meshes take up a huge amount of disk space? Pretty sure it's voice acting and textures that do that. And they still have to make sure every set of clothing they make works perfectly together, so if they made the same amount of combinations as can be achieved from individual pants and shirts meshes being used together, which I highly doubt and if they did it would make the whole idea of having them as suits frustrating and pointless, it would take just as long.

2)Nif functionality introduced in FO3 allows a single mesh to display in multiple states depending on what the game engine determines.
Example: the alien at the crash site has two states in the same mesh, one with the helmet glass intact and one with it smashed.
This is also how the variants are achieved. Essentially they can make one outfit with multiple variants and it only requires one mesh.

I don't understand what you mean exactly and what the point of that is and how it benefits forcing all clothing to be in suits, so I won't comment.
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Leanne Molloy
 
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Post » Mon Jul 11, 2011 12:40 am

It sounded like to me that both armors and clothings are having their torso/greaves parts merged in a favor of having clothing piece under a armor. So basically, you get same numbers of pieces as Oblivion since your greaves are now replaced with whatever clothing you wear underneath.



I highly doubt that somehow, wouldn't that just defy the object of preventing clipping?
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Jeffrey Lawson
 
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Post » Sun Jul 10, 2011 7:54 pm

I only care about robes sorry :shrug:

but its kinda lame to attach pants and shirts together :glare:
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Charlotte Buckley
 
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