Okay so Atlantis is an important aspect of my CoH comics. If you are unfamiliar with my comics go to www.jkcomics.com
So I want to bring Atlantis in and I want to do it in a unique way. Atlantis isn't going to have a starring role yet but it does have a cameo/hint moment that occurs in issue 13 or 14 and deals with issue 1 and 2 in Justice-Knights Origins (if I ever get to making that).
Premise:
Thousands of years ago, on another world known as Taos, lived a very advanced species. They were technocratic and abandoned weapons long ago. There science excelled mainly in energy manipulation (power sources, space travel, force fields) and genetics. An enemy armada one day appeared (possibly the Battalion) and pushed the entire Taosian civilization back to their planet, abandoning outposts, settlements and satellites. The Taosians activiated their planet wide shield and remained safe for generations as the alien armada remained in orbit, waiting for the right moment to continue the siege.
To combat an every growing population, they genetically modified themselves to survive in their oceans and continued city development off their shores. Short on weapons technology, they began to create genetically engineered living weapons. Giant hulking creatures, creatures with flying and energy abilities, and even small but powerful psychic creatures. Generations of research and safety came to an end when one of those creatures, a super strong hulk escaped and destroyed everything within its path, including one of the planet shield generators. A whole was opened and the enemy took advantage.
A small convoy was able to escape the planetary attack, making its way to a small blue planet where they hid beneath its oceans. At times they attempted communication with the species already inhabiting the planet but found them too barbaric. The story of the Taosians spread among that species, known as humans, and it eventually became myth and legend.
They refered to themselves as 'Et Lan Taos" which the humans eventually transformed into Atlantis, however Et Lan Taos means, "the people of Taos". Taos had fallen and Et Lan Taos sank beneath the ocean.
------------------
So that's the premise or origin. I wanted to bring certain aspects of different Atlantis stories but change it in a way that hasn't been done in comics yet. You always have them originally being human or another species that evolved on the same planet. They often have magic or comparable technology to the surface world.
Further resource:
In the Justice-Knights series, the enemy known as Obedience is actually a Taosian genetic weapon which CyCorp recovered from a ship on the ocean floor. It is Taosian genetic sciences which CyCorp begins playing with in current issues.
Main point of post:
So the reason I am posting is that I am trying to create them using the Icon program. I'm trying to figure out what they look like as a species now, surviving on the dark ocean floor. I can't really start picking technology, armor, etc, until I get the core down. I thought I might open this up to the CoH community and see what feedback you all have and what input to design choices you may share.
What costume pieces in CoH currently speak alien amphibian race and what pieces speak alien technology (armor and such) that the Taosians would have?
Here are some tests some friends and myself made and played around with.
http://i.imgur.com/Fb5GdPJ.jpg
http://imgur.com/baWHWrH
http://imgur.com/XRlrOcc
http://imgur.com/aaZmKn9
http://imgur.com/LK1haWo
http://imgur.com/16CO4ms
Trying to not make them too crazy.
Another possible.
http://imgur.com/cwRq4bL
Also, is this the wrong area to post design help in or does no one care? Cool either way but I could use input so if there is a better section to post this in, please let me know. :)
Multimedia.
:)
Thank you.
I was also messaged by someone who saw the post. I don't like responding via my email, which is where the message came from. How do I check those emailed messages on the forums? How do I reply to the message via forums instead of email?
There's a link in the email you get.
Or you can click "my messages" at the top of any page on the forums.
Quote from: Sin_Stalker on July 02, 2013, 09:19:26 AM
http://i.imgur.com/Fb5GdPJ.jpg
This one is super cool. Great design. Might want to include a belt (maybe the tribal-thorny one?) to obscure the "waist line" where the torso and legs meet.
That one was done by Biosphere. Its meant to be an Taosian without any clothing. Just the base.
Quote from: Aggelakis on July 08, 2013, 02:38:38 AM
There's a link in the email you get.
Or you can click "my messages" at the top of any page on the forums.
That's what I thought, however the messages do not appear in that section. That's why I haven't used the link in the email for fear its a scam. I can't risk that right now as I am so close to finishing the next issue of my comic.
Please forward the email to support@cohtitan.com
Quote from: Aggelakis on July 08, 2013, 05:32:46 AM
Please forward the email to support@cohtitan.com
Done. Please let me know if its legit or not. :)
Quote from: Sin_Stalker on July 08, 2013, 05:04:16 AM
That's why I haven't used the link in the email for fear its a scam.
Are my ears ringing...?
Quote from: Sin_Stalker on July 08, 2013, 06:19:48 AM
Done. Please let me know if its legit or not. :)
Yes, it's legit. He didn't send it via PM, it looks like he clicked on the little email icon on one of your posts under your name. If you don't want your email address publicly accessible, you can change the option here (http://www.cohtitan.com/forum/index.php?action=profile;area=account) by unselecting the "allow users to email me" option. The link in the email is a link to a post in this thread.
Quote from: Sin_Stalker on July 08, 2013, 12:04:29 AM...does no one care?
It's not that I don't care, it's just that I'm from New Mexico, and there's a town here that goes by the name of Taos.* So when you say:
Quote from: Sin_Stalker on July 02, 2013, 09:15:21 AManother world known as Taos
it makes me giggle a little bit. The designs are cool, the concept is cool, just the name of the place is kind of funny. I wanted more people to chime in with serious feedback before I noted that, is all.
*Julia Roberts has a house there. It's also good for skiing, or so I hear.
Here are some things to consider:
First, at what depth do they live at? Over time various degrees of pressure would influence how they look. Take a look at deep sea dweller (http://en.wikipedia.org/wiki/Deep_sea_creature (http://en.wikipedia.org/wiki/Deep_sea_creature)) is to see some of the odd adaptations that life takes in very deep places. For example, conventional respiratory systems do not work well, if at all. They would be compact, and shorter. (similar to heavy gravity modifications)
Second, Hair. Unless closely cropped or strongly restrained is a real nuisance in the water. They likely would write it out during modifications.
Third, Bioluminescence If they live below the photonic layer, then seeing is real problem. Low light vision requires, well low light at the very least. Total darkness is a problem. Do they generate light? Genetic enhancements might take the shape of larger eyes to allow for sensory intake of longer wave lengths of light outside to of (to us anyway) the visual spectrum.
Fourth, Bioorganics. You mention in your summary that they perfected "genetically engineered living weapons" and that they "genetically modified themselves to survive in their oceans". It seems likely that they would have used this technology to modify themselves with bioorganic armor and weapons.
I realize that you are primarily looking for aesthetic opinion, but form from function and all that. Science!
Hard sci fi isn't often pretty. I really liked Richard Corben's fish people from Den, and although they were mostly baldies, their queen (http://img.photobucket.com/albums/v684/ManticMan/Den05_15.jpg) would not have been the same without that mane of long black hair.
Anyway, submitting the following. It currently uses the ape face, or the alien if you aren't using the replacement. But I could do a fish-face texture (or several), or other bits, to better suit the concept.
(https://img.photobucket.com/albums/v684/ManticMan/CoH/Atlantean01.png)
{
CostumeFilePrefix Male
Scale -0.02191
BoneScale -0.3641
ShoulderScale -0.359
ChestScale -0.793
WaistScale 0.04912
HipScale -0.682
LegScale 0.01267
ArmScale 0.173
HeadScales -0.09864, 1, -1
BrowScales -1, 1, -1
CheekScales -1, 1, -1
ChinScales 0.3602, 1, 0.05831
CraniumScales -0.8311, 1, 1
JawScales -0.3602, -1, 1
NoseScales 0.4768, 1, 0.2033
SkinColor 118, 183, 215
NumParts 28
CostumePart ""
{
Geometry Tight
Texture1 !Hips_tights_smooth
Texture2 Tiger_02
DisplayName P887196332
RegionName "Lower Body"
BodySetName Tight
Color1 0, 204, 202
Color2 0, 255, 252
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry Tight
Texture1 standard
Texture2 !Chest_Tiger_02
DisplayName P566009771
RegionName "Upper Body"
BodySetName Tight
Color1 0, 204, 202
Color2 0, 255, 252
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard
Texture1 !v_face_skin_alien_01
Texture2 !BLACK
DisplayName P687117166
RegionName Head
BodySetName "Full Masks"
Color1 76, 255, 253
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry Smooth
Texture1 Tights
Texture2 !glove_Tiger_02
DisplayName P3937616722
RegionName "Upper Body"
BodySetName Tight
Color1 0, 204, 202
Color2 0, 255, 252
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry Flat
Texture1 Tights
Texture2 !Boot_Tiger_02
DisplayName P2104750136
RegionName "Lower Body"
BodySetName Tight
Color1 0, 204, 202
Color2 0, 255, 252
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P177456852
RegionName "Upper Body"
BodySetName Tight
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry Crown_01
Texture1 masked_matt_01a
Texture2 masked_matt_01b
DisplayName P2793026233
RegionName Head
BodySetName "Full Masks"
Color1 0, 255, 252
Color2 0, 204, 202
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P2371314042
RegionName Head
BodySetName "Full Masks"
Color1 126, 241, 238
Color2 49, 81, 97
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P2281134661
RegionName "Upper Body"
BodySetName Tight
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P772741860
RegionName "Upper Body"
BodySetName Tight
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P3890352428
RegionName Weapons
BodySetName Weapons
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Geometry Mustache_03
Texture1 Beard_01a
Texture2 Beard_01b
DisplayName P2488029243
RegionName Head
BodySetName "Full Masks"
Color1 0, 102, 102
Color2 0, 61, 61
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry V_MALE_CRANIUM.GEO/GEO_Cranium_V_Pointy_Ears_04
Texture1 !FACE_Skin_V_Head_06
Texture2 !face_V_asym_fullmask
DisplayName P1848153390
RegionName Head
BodySetName "Full Masks"
Color1 76, 255, 253
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx WEAPONS/Custom_LongStaff/Staff_Trident_01.fx
Geometry none
Texture1 !X_Trident
Texture2 none
DisplayName P1562119090
RegionName Weapons
BodySetName Weapons
Color1 183, 135, 40
Color2 49, 97, 49
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P1164533673
RegionName Shields
BodySetName "Cavalier Shield"
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P2864400186
RegionName Weapons
BodySetName Weapons
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P546439883
RegionName "Lower Body"
BodySetName Tight
Color1 97, 85, 60
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart ""
{
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
}
Quote from: TonyV on July 08, 2013, 01:50:59 PM
Yes, it's legit. He didn't send it via PM, it looks like he clicked on the little email icon on one of your posts under your name. If you don't want your email address publicly accessible, you can change the option here (http://www.cohtitan.com/forum/index.php?action=profile;area=account) by unselecting the "allow users to email me" option. The link in the email is a link to a post in this thread.
Didn't realize that. Changed settings. Thank you. :)
Quote from: TheDevilYouKnow on July 09, 2013, 08:36:28 PM
Here are some things to consider:
First, at what depth do they live at? Over time various degrees of pressure would influence how they look. Take a look at deep sea dweller (http://en.wikipedia.org/wiki/Deep_sea_creature (http://en.wikipedia.org/wiki/Deep_sea_creature)) is to see some of the odd adaptations that life takes in very deep places. For example, conventional respiratory systems do not work well, if at all. They would be compact, and shorter. (similar to heavy gravity modifications)
Second, Hair. Unless closely cropped or strongly restrained is a real nuisance in the water. They likely would write it out during modifications.
Third, Bioluminescence If they live below the photonic layer, then seeing is real problem. Low light vision requires, well low light at the very least. Total darkness is a problem. Do they generate light? Genetic enhancements might take the shape of larger eyes to allow for sensory intake of longer wave lengths of light outside to of (to us anyway) the visual spectrum.
Fourth, Bioorganics. You mention in your summary that they perfected "genetically engineered living weapons" and that they "genetically modified themselves to survive in their oceans". It seems likely that they would have used this technology to modify themselves with bioorganic armor and weapons.
I realize that you are primarily looking for aesthetic opinion, but form from function and all that. Science!
1. On the sea floor at depths we can't reach or currently don't fully explore via manned vessel.
This is of course only a few thousand years so natural evolutionary would barely be occuring. However they do have the technology to adapt themselves (such as altering their genetics to access oxygen through liquid and air. So like other comic books, they would be more dense. I was also playing around with Bioluminessense for this reason however they wouldn't necessarily change everything about themselves. Any advance species would be utilizing technology, having altered pressure domes and lighting.
2. I question how much change they would do to their own species. Certain things make sense but not necessarily full changes. But then again, perhaps larger changes works. I'm open to different input. So they may choose to retain certain identifying features. Or perhaps the alien species lacked hair even before they fled their home planet.
3. One problem with biolum is that it can make them more of a target. Another reason why they may opt for tech lighting via flashlights and suits. Although maybe some opt for bio lum such as soldiers (their version of soldier at least) or the species has divded. Although this leads to another idea I had with a small separatist group who have highly altered themselves although that concept isn't important at this time. Ultimately its whatever looks to have the right feel.
4. There's a difference between making a test tube baby completely different than your own species and completely altering your own species. I try to look at it from human perspective if we were in similar shoes. There are examples in stories (like Batman Beyond splicers as a comic example) those in society that may want to fully alter themselves but as a whole, probably not. Especially when impacted with the sociological view of losing your home and attempting to have your species survive. Just how much of your own species are you willing to give up to survive? So you may have conservative and liberal forces at work here that can be addressed in their future.
So there are reasons for opposing sides going either way. Since I'm limited in art resources, I have to alter function to support form as well as the common form from function.
Quote from: Mantic on July 10, 2013, 07:21:42 PM
Hard sci fi isn't often pretty. I really liked Richard Corben's fish people from Den, and although they were mostly baldies, their queen (http://img.photobucket.com/albums/v684/ManticMan/Den05_15.jpg) would not have been the same without that mane of long black hair.
Anyway, submitting the following. It currently uses the ape face, or the alien if you aren't using the replacement. But I could do a fish-face texture (or several), or other bits, to better suit the concept.
(https://img.photobucket.com/albums/v684/ManticMan/CoH/Atlantean01.png)
{
CostumeFilePrefix Male
Scale -0.02191
BoneScale -0.3641
ShoulderScale -0.359
ChestScale -0.793
WaistScale 0.04912
HipScale -0.682
LegScale 0.01267
ArmScale 0.173
HeadScales -0.09864, 1, -1
BrowScales -1, 1, -1
CheekScales -1, 1, -1
ChinScales 0.3602, 1, 0.05831
CraniumScales -0.8311, 1, 1
JawScales -0.3602, -1, 1
NoseScales 0.4768, 1, 0.2033
SkinColor 118, 183, 215
NumParts 28
CostumePart ""
{
Geometry Tight
Texture1 !Hips_tights_smooth
Texture2 Tiger_02
DisplayName P887196332
RegionName "Lower Body"
BodySetName Tight
Color1 0, 204, 202
Color2 0, 255, 252
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry Tight
Texture1 standard
Texture2 !Chest_Tiger_02
DisplayName P566009771
RegionName "Upper Body"
BodySetName Tight
Color1 0, 204, 202
Color2 0, 255, 252
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard
Texture1 !v_face_skin_alien_01
Texture2 !BLACK
DisplayName P687117166
RegionName Head
BodySetName "Full Masks"
Color1 76, 255, 253
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry Smooth
Texture1 Tights
Texture2 !glove_Tiger_02
DisplayName P3937616722
RegionName "Upper Body"
BodySetName Tight
Color1 0, 204, 202
Color2 0, 255, 252
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry Flat
Texture1 Tights
Texture2 !Boot_Tiger_02
DisplayName P2104750136
RegionName "Lower Body"
BodySetName Tight
Color1 0, 204, 202
Color2 0, 255, 252
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P177456852
RegionName "Upper Body"
BodySetName Tight
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry Crown_01
Texture1 masked_matt_01a
Texture2 masked_matt_01b
DisplayName P2793026233
RegionName Head
BodySetName "Full Masks"
Color1 0, 255, 252
Color2 0, 204, 202
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P2371314042
RegionName Head
BodySetName "Full Masks"
Color1 126, 241, 238
Color2 49, 81, 97
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P2281134661
RegionName "Upper Body"
BodySetName Tight
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P772741860
RegionName "Upper Body"
BodySetName Tight
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P3890352428
RegionName Weapons
BodySetName Weapons
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Geometry Mustache_03
Texture1 Beard_01a
Texture2 Beard_01b
DisplayName P2488029243
RegionName Head
BodySetName "Full Masks"
Color1 0, 102, 102
Color2 0, 61, 61
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Geometry V_MALE_CRANIUM.GEO/GEO_Cranium_V_Pointy_Ears_04
Texture1 !FACE_Skin_V_Head_06
Texture2 !face_V_asym_fullmask
DisplayName P1848153390
RegionName Head
BodySetName "Full Masks"
Color1 76, 255, 253
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
Color1 183, 135, 40
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Fx WEAPONS/Custom_LongStaff/Staff_Trident_01.fx
Geometry none
Texture1 !X_Trident
Texture2 none
DisplayName P1562119090
RegionName Weapons
BodySetName Weapons
Color1 183, 135, 40
Color2 49, 97, 49
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P1164533673
RegionName Shields
BodySetName "Cavalier Shield"
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Fx none
Geometry none
Texture1 none
Texture2 none
DisplayName P2864400186
RegionName Weapons
BodySetName Weapons
Color1 31, 31, 31
Color2 227, 227, 227
Color3 31, 31, 31
Color4 227, 227, 227
}
CostumePart ""
{
Geometry none
Texture1 none
Texture2 none
DisplayName P546439883
RegionName "Lower Body"
BodySetName Tight
Color1 97, 85, 60
Color2 88, 68, 57
Color3 183, 135, 40
Color4 88, 68, 57
}
CostumePart ""
{
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart ""
{
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
}
Naked! lol
I like the use of the faces but I do know if I am a fan of the fin on top. I want to be but its so 2D it makes it hard to seem organic and I fear problems when attempting to dress them in tech armor.
I like it though. I like the way the stash doesn't look like hair but rather a face structure. Thank you. :)
No worries, it doesn't need to be my costume design for me to offer assist with other elements. Was thinking of Ariel Olivetti's work on Sub mariner when I did that, and the paste-up. If you've not seen that, you can probably get som preview pages on Comixology... or just Google image search (https://www.google.com/search?q=Ariel+Olivetti+Sub+Mariner&num=100&newwindow=1&safe=off&client=firefox-a&hs=M6H&rls=org.mozilla:en-US:official&source=lnms&tbm=isch&sa=X&ei=M4gzUtbdJKPW2gXul4D4DQ&ved=0CAkQ_AUoAQ&biw=1440&bih=704&sei=T4gzUpLvDeXV2AW_wYHwDA) it.
Here are some other aquatic type CoX costumes I've done, not that they're suggestions but maybe you can swipe something here or there. In demo code format because it's shorter:
Sea Turtle (was a emp defender):
Squid Kid (water blast corrupter):
Shrimp (a claws scrapper):
Lagoon Dragoon (staff):
Toad:
Killer Carp (mace brute -- throw cat whiskers on here, recolor the orange bits grey, and you've got the variant: Mudcat):
Jurassic (yeah, this one's a stretch for aquatic, but it's reptile):
Thank you. Input and suggestions are more of what I am looking for. :)
Although I can't see the hidden sections you posted. They are too thin to see the data.
I was mainly thinking along the lines of that these are issues they would have to deal with. Tremendous pressure and dome living means, that you can never, ever have a problem with maintaining counter pressure. You could posit force fields to prop up the dome. But if it ever failed, instant death for everyone inside. The essentially would be manic about it. Safety would be very heavily stressted and would likely change their culture.
It sounds to me like you really want a hybrid that can function in both air and water, but essentially humanoid. In that case, let me suggest that above the photonic layer they can interact with both air and water. But at depth's they are as dependent on technology to survive as we would be. This would allow for the least amount of structural change, Consider having some communities settled at more friendly depths. This would allow you to emphasize the gap between the deep and shallow dwellers.
Quote from: Sin_Stalker on July 12, 2013, 07:57:16 PMAlthough I can't see the hidden sections you posted. They are too thin to see the data.
I can see a button labeled "Show" above them. Click that, they should open up.
Quote from: TheDevilYouKnow on July 12, 2013, 10:01:00 PM
I was mainly thinking along the lines of that these are issues they would have to deal with. Tremendous pressure and dome living means, that you can never, ever have a problem with maintaining counter pressure. You could posit force fields to prop up the dome. But if it ever failed, instant death for everyone inside. The essentially would be manic about it. Safety would be very heavily stressted and would likely change their culture.
It sounds to me like you really want a hybrid that can function in both air and water, but essentially humanoid. In that case, let me suggest that above the photonic layer they can interact with both air and water. But at depth's they are as dependent on technology to survive as we would be. This would allow for the least amount of structural change, Consider having some communities settled at more friendly depths. This would allow you to emphasize the gap between the deep and shallow dwellers.
For the most part yes. There bodies can survive at those low pressures for a short time but essentially they are reliant on technology. Besides genetics, force field energy type technology is what they are best at. They also have a steady stream of energy from thermal vents. Each citizen also wears an emergency personal force field which will come into play later when they are in battle. The idea is if the dome shield fell, and that's a big "IF" since they did have a planetary shield which stood for generations, they could activiate multple lesser shields with redundancies as well. If those were to fall and a full evac was needed, they would use personal force fields. Those personal shields can't last forever but a long time so they could swim to safer pressures.
As human kind advanced, they moved to lower and lower depths. So they can survive pressure far below what we can.
I am tossing around that they regularely leave the dark and swim around with just force shields. At the very least they can with their techno armor.
I'm also sure about separatist groups so far. Whether its still just a cultural divide among a single civilization that leads to separation or if already separated. I lean more to the former. The break could occur after introduction to the surface world.
Quote from: Felderburg on July 12, 2013, 10:09:38 PM
I can see a button labeled "Show" above them. Click that, they should open up.
Clicked that and a white line appears but still nothing. Am I missing an update?
Quote from: Sin_Stalker on July 12, 2013, 11:11:02 PM
Clicked that and a white line appears but still nothing. Am I missing an update?
Try quoting his post then looking at the quoted post in your reply box.
It'll be a bit messy, but you should be able to copy his costume codes from there.
:)
Quote from: Arachnion on July 12, 2013, 11:51:11 PM
Try quoting his post then looking at the quoted post in your reply box.
It'll be a bit messy, but you should be able to copy his costume codes from there.
:)
Where do I copy it to?
Here they all are in playable demos, collected in one *.rar archive. I threw in that Altlantean from the earlier PM while at it.
DOWNLOAD (http://www2.zshares.net/pml9dhk4p2lr)
Quote from: Mantic on July 13, 2013, 04:31:54 AM
Here they all are in playable demos, collected in one *.rar archive. I threw in that Altlantean from the earlier PM while at it.
DOWNLOAD (http://www2.zshares.net/pml9dhk4p2lr)
What do I do with them? Put them in costume folder?
Quote from: Sin_Stalker on July 13, 2013, 12:11:51 AM
Where do I copy it to?
I apologize, I thought they were standard .costume code. Instead they are demo format.
Quote from: Sin_Stalker on July 13, 2013, 09:50:55 AM
What do I do with them? Put them in costume folder?
No, put those in your client_demos folder.
Then you can view the costumes in the demos.
http://paragonwiki.com/wiki/Demo_record#Playing_Back_A_Demo
They're demos. So client_demos, and run as normal with command line or demo launcher.
I wasn't trying to make it a chore. Sorry.
(https://img.photobucket.com/albums/v684/ManticMan/CoH/Sea_Turtle.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Squid_Kid.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Shrimp.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Toad.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Killer_Carp.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Mudcat.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Lagoon_Dragoon_00.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Jurassic.png)
(https://img.photobucket.com/albums/v684/ManticMan/CoH/Altlanteans.png)
And the *.costume files (http://www2.zshares.net/jt6xf4mc3h4f)
Quote from: Mantic on July 13, 2013, 09:13:29 PMThey're demos. So client_demos, and run as normal with command line or demo launcher.
I dunno what's going on in this thread, but I love those costumes. :)
Quote from: goodtime on July 13, 2013, 11:15:51 PM
I dunno what's going on in this thread, but I love those costumes. :)
Throwing out ideas for Atlantis designs that could be used in my CoH fan made comic, basically.
www.jkcomics.com
Quote from: Mantic on July 13, 2013, 09:13:29 PM
They're demos. So client_demos, and run as normal with command line or demo launcher.
I wasn't trying to make it a chore. Sorry.
(https://img.photobucket.com/albums/v684/ManticMan/CoH/Sea_Turtle.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Squid_Kid.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Shrimp.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Toad.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Killer_Carp.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Mudcat.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Lagoon_Dragoon_00.png)(https://img.photobucket.com/albums/v684/ManticMan/CoH/Jurassic.png)
(https://img.photobucket.com/albums/v684/ManticMan/CoH/Altlanteans.png)
And the *.costume files (http://www2.zshares.net/jt6xf4mc3h4f)
These are awesome. I'll need to reconsider some things because there are several here I'd love to use. I especially like the guy with the trident's design. That's probably my favorite. I also like the purple dude as it resembles Obedience from my comic. I definitely like the armored guys at the end. Perhaps that (or something close) would be the average citizen and many of these others would be genetically altered weapons. Not sure yet.
Yeah, Lagoon Dragoon was one of my favorites, too. The color contrast seems natural and he's got a sword & sandals quality that makes me think of undersea gladiator games... or stories in the vein of E.R. Burroughs.
The fish monster head part was really nicely made, too, with a decent-sized texture and detailed geometry that scales in response to most of the head sliders. Not many people seemed to have bought that set the first time around, but I was gobsmacked at first sight.
Oh, and I could probably edit the drudge faces to look more like they're related to the piranha/fish monster if you want to mix and match like that. With an edit of the costume/demo file you can turn the fish head fins on for other models too, though they don't match to the normal human head. To the drudge head, with the right scaling they probably fit.
Mostly glad to have helped restore your faith in the power of the CoX costume creator. ;)
Quote from: Mantic on July 14, 2013, 08:42:18 AM
Oh, and I could probably edit the drudge faces to look more like they're related to the piranha/fish monster if you want to mix and match like that. With an edit of the costume/demo file you can turn the fish head fins on for other models too, though they don't match to the normal human head. To the drudge head, with the right scaling they probably fit.
Mostly glad to have helped restore your faith in the power of the CoX costume creator. ;)
Which is the drudge faces and which oneis the piranha/fish monster?
Also how difficult would it be to take the fins from the glove and boots and attach them to another glove and boot? The fish monster fins are really good but they come with the glove and boots that look armored rather than skin, scales or biolum.
(https://images.weserv.nl/?url=s14.postimg.org%2Fc20uz3fy9%2Fdrudgan.png)
Dunno about the fins.
That's not the drudge face on Mudcat. That's just the grinning face with some accoutrements; it was designed in the regular game. The drudge head is used for the guys in the bottom group, along with a bunch of other NPC components.
QuoteAlso how difficult would it be to take the fins from the glove and boots and attach them to another glove and boot? The fish monster fins are really good but they come with the glove and boots that look armored rather than skin, scales or biolum.
Not possible (well, barring someone figures out the *.geo files and how to call new ones in the game, but then practically
anything would be possible). The fish gloves and boots are a unified geometry. The fins on the fish head, though, are an independent object.