The Mass Effect engine - hair
#26
Posté 26 décembre 2011 - 01:32
#27
Posté 26 décembre 2011 - 01:46
#28
Posté 26 décembre 2011 - 01:48
MistyStar wrote...
how hard would it be for them to go back and fix the hair before it went to CD?
i think what we have seen thus far is sadly what we will get
#29
Posté 26 décembre 2011 - 01:55
#30
Posté 26 décembre 2011 - 01:59
MistyStar wrote...
that really sucks. my femshep refuses to use that much hairspray. BW think of the ozone.
a. It's future hairspray.
b. Femshep spends most of her time on starships anyway.
The galactic ozone supply is secure.
#31
Posté 26 décembre 2011 - 02:15
#32
Guest_Arcian_*
Posté 26 décembre 2011 - 02:34
Guest_Arcian_*
You are now aware that her armor is made of hairspray.MistyStar wrote...
so ur saying its bulletproof hairspray.
#33
Posté 26 décembre 2011 - 03:32
Mr Arg wrote...
ME2 solved texture popping from ME1, perhaps 3 will solve the hair issue...
There's no flowing clothing so flowing hair is unlikely.
#34
Posté 26 décembre 2011 - 04:34
#35
Guest_Guest12345_*
Posté 26 décembre 2011 - 04:36
Guest_Guest12345_*
#36
Posté 26 décembre 2011 - 04:41
Everything in a game takes up space. Dialog = space. VO = space. Art = space. Animations = space. Hair movement = space. Some things are more important than other things and the dev team balances out all of the elements that go into a game. Animated hair, in our opinion, is not as important as more areas to explore, dialogs to be had, etc.
#37
Posté 26 décembre 2011 - 04:42
Why do you always have to make it an either-or situation though? You make it sound like there's just a small team working on this.Chris Priestly wrote...
Ok, who wants us to cut dialog so you can have flowing hair? Hands up for a count please.
Everything in a game takes up space. Dialog = space. VO = space. Art = space. Animations = space. Hair movement = space. Some things are more important than other things and the dev team balances out all of the elements that go into a game. Animated hair, in our opinion, is not as important as more areas to explore, dialogs to be had, etc.
Modifié par burr beer, 26 décembre 2011 - 04:43 .
#38
Posté 26 décembre 2011 - 04:46
Chris Priestly wrote...
Ok, who wants us to cut dialog so you can have flowing hair? Hands up for a count please.
Everything in a game takes up space. Dialog = space. VO = space. Art = space. Animations = space. Hair movement = space. Some things are more important than other things and the dev team balances out all of the elements that go into a game. Animated hair, in our opinion, is not as important as more areas to explore, dialogs to be had, etc.
Flowing hair can wait for the Next Gen ME game! W00T!!
#39
Posté 26 décembre 2011 - 04:46
burr beer wrote...
Why do you always have to make it an either-or situation though? You make it sound like there's just a small team working on this.
Because that's how it works, there will always be limitations.
Modifié par spiros9110, 26 décembre 2011 - 04:47 .
#40
Guest_D3MON-SOVER3IGN_*
Posté 26 décembre 2011 - 04:47
Guest_D3MON-SOVER3IGN_*
Chris Priestly wrote...
Ok, who wants us to cut dialog so you can have flowing hair? Hands up for a count please.
Everything in a game takes up space. Dialog = space. VO = space. Art = space. Animations = space. Hair movement = space. Some things are more important than other things and the dev team balances out all of the elements that go into a game. Animated hair, in our opinion, is not as important as more areas to explore, dialogs to be had, etc.
Bioware has a reputation for paying to attention to detail..
Detail in environments..
Detail in dialogue
Detail in codex and journals
Detail in audio..
Hair physics is hard to do but would still be nice if bioware put more attention to that:innocent:
#41
Posté 26 décembre 2011 - 04:48
burr beer wrote...
Why do you always have to make it an either-or situation though? You make it sound like there's just a small team working on this.
Team size has nothign to do with it. I'm sure if the team wanted it, they could have motion hair (as pointed out, teh Unreal engine does fine work with that feature). It is an either or situation though. Either it is in taking up the space to have it in or it isn't and somethign else is used in that space. We prefer to put in content rather than, what is essentially, a limited vanity item.
#42
Posté 26 décembre 2011 - 05:12
.
But as I said, from what I saw in the leak the hairs had received a decent improvement. Can't wait to try the demo and see for myself.
Modifié par SNascimento, 26 décembre 2011 - 05:14 .
#43
Posté 26 décembre 2011 - 05:20
But, if it's really that tight a space squeeze so be it, you won't hear me crying over it when ME3 comes out. I'll be crying over more important things, like people dying. And epic Clint Mansell music.
#44
Posté 26 décembre 2011 - 05:24
Chris Priestly wrote...
Team size has nothign to do with it. I'm sure if the team wanted it, they could have motion hair (as pointed out, teh Unreal engine does fine work with that feature). It is an either or situation though. Either it is in taking up the space to have it in or it isn't and somethign else is used in that space. We prefer to put in content rather than, what is essentially, a limited vanity item.
I just want to say that I don't care how many discs or how much space on my HD ME3 will take, so I hope the team is not being limited by space restrictions or compression ratios.
#45
Guest_Arcian_*
Posté 26 décembre 2011 - 05:53
Guest_Arcian_*
#46
Posté 26 décembre 2011 - 06:00
#47
Posté 26 décembre 2011 - 06:01
Chris Priestly wrote...
Ok, who wants us to cut dialog so you can have flowing hair? Hands up for a count please.
Everything in a game takes up space. Dialog = space. VO = space. Art = space. Animations = space. Hair movement = space.
Multiplayer = space. Kinect support = space.
#48
Posté 26 décembre 2011 - 06:04
Terror_K wrote...
Chris Priestly wrote...
Ok, who wants us to cut dialog so you can have flowing hair? Hands up for a count please.
Everything in a game takes up space. Dialog = space. VO = space. Art = space. Animations = space. Hair movement = space.
Multiplayer = space. Kinect support = space.
Lmao, I don't mind the MP, but the Kinect.... I could go without that.
#49
Posté 26 décembre 2011 - 06:58
Chris Priestly wrote...
burr beer wrote...
Why do you always have to make it an either-or situation though? You make it sound like there's just a small team working on this.
Team size has nothign to do with it. I'm sure if the team wanted it, they could have motion hair (as pointed out, teh Unreal engine does fine work with that feature). It is an either or situation though. Either it is in taking up the space to have it in or it isn't and somethign else is used in that space. We prefer to put in content rather than, what is essentially, a limited vanity item.
Don't pretend that this is a huge issue that requires some deep (hell, or shallow) levels of cutting. I was playing a PSP game earlier this year, in which a certain protagonist's bandana was able to flap when he moved. This game didn't have a physics engine (or an extremely weak one) either.
Nice try though.
#50
Posté 26 décembre 2011 - 07:06





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