View Full Version : City of Heroes/City of Villains Environment work.
01-18-2007, 04:34 PM
Well I got approval to post some work I did. This is all stuff from City of Heroes/City of Villains.
With Issue 9 (next update) we're releasing an invention system. Essentially crafting. We've had the exterior of these Universities around the game for a long time, but now we've built an interior, which will be where people go to use the invention system.
Along with crafting comes Auction Houses. More Specifically a "Consignment House" for Heroes, and a Black Market for Villains.
Crits are welcome, but since this stuff is done and in game already, I probably won't be able to do much with them.
Anyway, I hope you guys like it.
01-18-2007, 04:45 PM
hah! YOU'RE the one that built that Prime semi!
Hah, I've danced on that thing more than once! /images/graemlins/smile.gif
01-18-2007, 04:48 PM
uh. . .
:::looks over at producer glaring & punching his hands together:::
I don't know what you're talking about. . . it's just a red semi . . .
01-18-2007, 04:50 PM
it's cool! just a red semi.
I tried to put him in one of our games, but that fell through.
I'll get him in our next game though.
01-18-2007, 05:32 PM
Just curious, why are there no shadows on the props and such? Are prop shadows too taxing on the engine because it's an MMO or something? I really have no idea, but would very much like to.
01-18-2007, 06:27 PM
Nice post Nick. I already gave you crits at work on some of these. /images/graemlins/smile.gif I really like the visual push you've been giving City of.
01-18-2007, 07:14 PM
Erik, keep in mind this is an older game, not "next gen" And yes, basically we don't have cast shadows. We can do some trickery on certain objects, such as using a dark, blurry decal under things (like characters) but for the most part our lighting is pretty simple.
01-18-2007, 08:02 PM
Ah, ok, makes sense to me. I played CoV for a little while when it first came out. Very much enjoyed the character customization, but got a little bored being stuck in cities. Nice work though, looking forward to seeing more.
01-18-2007, 11:38 PM
cool stuff Nick, the black market is exceptionally awesome.
I'm digging your lighting in the library too, particularly in the "techy" room. The mix of colors and outdoor & indoor light give it a nice feel.
01-19-2007, 03:21 AM
Cool stuff /images/graemlins/smile.gif
01-19-2007, 07:06 AM
Thanks guys, I'll try and post more stuff later, but it can be hard since I can't post until something goes live, and by time it goes live it's usually been so long since I've worked on it I'll have forgotten.
01-19-2007, 07:46 AM
cool stuff,, i wonder if i can sneak Prime into Warhammeronline. that could be a bit tricky !
01-23-2007, 09:28 AM
I think it's horrible that you have been allowed to turn Optimus Prime into a dealer of stolen/illegal goods for auction/sale by villains.
There is no way that creation is going to last long in City of Villains - as a simple easter egg he was harmless, but now it's confirmed that he is going to act as a villain "loot house" people are going to be miffed and close him down.
Did you think you'd get away with doing this to a fictional hero?
01-23-2007, 09:53 AM
Doll, I honestly can't tell if you're joking or being serious. Either way, creating a new account just to respond to this thread is amusing in itself. Thanks for the chuckle.
01-23-2007, 10:07 AM
You would never get away with dropping a Superman/Batman/Yoda/Gandalf model into the middle of an MMO. Especially where they were going to be used as a trading post for villains.
Cryptic Studios wouldn't allow World of Warcraft to use a Statesman model as an evil NPC. It's an insult to the character and their fans.
With the Transformers film approaching, along with a mass of new merchandise focused squarely on Optimus Prime, how do you think this model and it's intended use/context are going to remain unnoticed by Dreamworks Studios and/or Marvel comics?
Prime is a comic/cartoon icon. A heroic one. It's just wrong to abuse his image like this.
01-23-2007, 10:11 AM
Dollmistress, any further commentary on this subject and further derailment of the thread will result in deletion of your posts and banning of your account. Please stop now.
01-23-2007, 10:19 AM
Well, as stated above. . . it's just a red truck. . .
01-23-2007, 11:04 AM
Whoa, how do i missed this one.
Great work, I never play this one, In MMo i prefer japanesee, korean and else manga style like Silkroad or Rappelz, but this looks cool.
01-23-2007, 11:06 AM
Thanks Por, COH/COV is out in Korea too just fyi :P
I played CoH for a while, still have my accound sleeping (just deactivated it for now) I always loved the environments in there (and to me the shots are not giving them justice) they really look awesome and run damn fast when crowded with ennemies ( I remember loads of missions with areas filled with 20+ ennemies, really cool)
good job man /images/graemlins/laugh.gif
01-23-2007, 12:19 PM
Vahl, you obviously haven't been in Grandville! LOL
Suffice it to say that we've had performance issues with COV. We've done a lot to make them better already, but there's always room for improvement.
01-23-2007, 03:46 PM
I think it all looks outstanding. I only have 1 crit though, which is bugging me. The carpet/throw rug in the 3rd screenshot is VERY low res, when compared to everything else. Even the normal carpet in the screenshot above it, looks better.
Other than that, amazing stuff /images/graemlins/smile.gif
02-10-2007, 08:00 AM
While everyone is entitled to their opinion, I just wanted to chime in and say it's been my experience in playing CoH and CoV that opinions like Dollmistress are not the norm.
I was pleased and excited to see "the big red truck" and I know a lot of people I've talked to feel the same.
Kudos on some very good work, and I'm sorry someone felt the need to trash this thread when the Official message board for CoH is (barely) where that belongs.
02-10-2007, 09:23 AM
Nice work. I also like how you reduced/hid repetition on textures like the book racks. Are you guys using vertex-color for the interior lighting? Or was it baked into the bitmaps? Looks like maybe the latter.
02-11-2007, 08:27 AM
Nope for COH/COV we use vertex lighting, nothing but point lights, and only on interiors. God I wish I had access to spot lights & cast shadows! LOL
02-17-2007, 06:08 PM
Lovely work, as a CoX'er myself I like the "Red Semi" and it's interesting as a amateur to hear about the limitations of the CoX engine. But can I ask?
What on earth happened to the shaders used for the medium LOD model for Wentworths? the roof just "pops" in a really nasty way as you cross the threshold, its like after face reduction a totally different shader is being used, its really jarring.
Here's an example:
Or was the LOD work out of your hands?
02-19-2007, 12:18 AM
Hey Silent, thanks for the comments. It's nice hearing from people who actually play the game :P
As for the roof, the reason it looks like one LOD is using a different shader is because. . . well, it is.
The Same way you can set up LODs and have a farther away object use a less expensive mesh (less polys), We also have a way of having that farther object use a less expensive shader (i.e. no normal map/fancy reflection, etc.)
I'll take a look at it on Tuesday when I get in (monday being a holiday) and make sure it's not popping, but essentially it comes down to whether you'd rather have fancy shaders on everything, no matter how far away it is, or if you want your game to run right LOL.
Recently we've actually discovered that bumpmaps in general are causing a big hit for some reason. If you've been to Grandville, one of the main reasons it runs so horridly is actually all the Arachnos shaders, not the polycount (which is also fairly excessive).
Hope that sheds some light on stuff, and I'll take another look when I get into work.
02-19-2007, 02:47 PM
Good stuff, man /images/graemlins/smile.gif
02-21-2007, 04:30 PM
As a long-time CoX player (wave 3 beta), every issue brings me great joy. If only you could've heard the joy in my voice when I first saw the Abandoned Tech area for Faultline... Everything looks wonderful, and I'm really looking forward to the new issue. :3
Question, though... Do y'all at Cryptic use 3DS or Maya? Or is it a proprietary piece of software?
Just curious and all.
02-21-2007, 05:43 PM
HA HA Glad you liked the abandoned tech area. That was my doing as well. It was fun to F*ck it up after having to deal with it so much! LOL
We use Max for all our modeling/UVing and then export to our own proprietary engine/editor for zone assembly.
02-21-2007, 10:32 PM
Seeing it redone after running through the original oh so bloody often was a breath of fresh air. The reskins/redos of the mission maps are always welcome, and I'm crossing my fingers for more. /images/graemlins/smile.gif
Thanks for the reply, by the way; I'd contacted Cuppa, Cricket and Lighthouse on the official boards at various asking that same question. Getting the answer from the source seems a little easier. /images/graemlins/laugh.gif
Keep up the fabulous work.
02-22-2007, 07:26 AM
LOL ya Those three are really helpful, but they're on the NCSoft side, and disconnected from the studio. Well, the only one left is Lighthouse, and he's inhouse now. So if you ever have questions, you can ask me, or PM Lighthouse and tell him to go ask Nick if he doesn't know LOL.
There's some cool stuff coming in I9, but I can't think of any terribly cool mission customizations. . . Oh, wait, there's at least one that you'll like. ::/images/graemlins/grin.gif::
05-11-2007, 09:05 AM
Just a quick update now that I9 is released.
The Abyss, the Villain side home to the Hamidon (raid content) is in now. I made most of the parts, and assembled everything.
And for the few that were tremendously upset with me for putting in a red truck, rest at ease. . . it's now blue:
05-11-2007, 10:54 AM
Aw, man. The Optimus Prime truck was a cool homage to Transformers. There's no use crying over spilt milk. Anyone who got upset about it are just hassling you because they can. Ignore them.
Other than that, the environments look great. I haven't had the pleasure of playing City of Heroes/Villains, but it's looking pretty intriguing. I'll be watching this thread. /images/graemlins/smile.gif
05-11-2007, 11:10 AM
Looks great Nick. Good job.
05-11-2007, 11:27 AM
Hehe. I remember my wife asking where the blackmarket was in Cap, and I told her to look for the big red diesel truck. Then she gets there and she's like, 'Is this it?'. And then I'm like oh, yeah... I thought it was gonna be red.
Then later that evening I got rocked by the Hami.
05-16-2007, 06:36 PM
Excellent stuff. The Abyss looks great, though it'll be ages before I get a villain high enough to raid Hami there. /images/graemlins/laugh.gif
05-17-2007, 07:20 AM
Hi matey, looks very impressive. It will even more if U could put some light in there.
Impressive like always /images/graemlins/smile.gif
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