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The Big Giant Icon Thread

Started by Codewalker, December 11, 2012, 02:51:44 PM

Kistulot

Quote from: pmoyer on June 04, 2013, 06:40:43 PM
Personally, IF such an ability was added (I have no idea on the feasability of this), I think a command along the lines of:

/spawncostume "<costume file name>" "<NPC name>"

would probably be the best bet for command implementation.  Since you are able to recreate NPC and PC costumes in Icon and save them, the .costume files will still be in the COH costume folder.  Then, triggering this would spawn a pre-saved costumed character at the current location, like how /spawnnpc now works for all the NPC object models.  Mind you, it may be necessary to include a tag in there for M/F/H to determine which body frame the costume should be loaded on, but since I'm only giving suggestions here, Codewalker definitely has a better idea of the viability of the entire idea. :)

--- Philip

I tried my hand at looking at the source for something like this, and I'm not sure the game at the moment would like a costume file for anything but the Costume Creator. Looking at the way we've been doing things, with things like Mov and spawning existing models, it seems to me like taking the data created by a demorecord would be more useful but I'm not really good enough at C with no experience with assembly so... all I had was vague ideas until I had to close out or be frustrated.

Can the current version demo record? Just a curiosity. Obviously I'm just musing myself, but it seems like that the newer Models, including say Diabolique and new Penny use costume creator pieces, so if we could just make models using the data in the same way, maybe something to point to an external file, such as how you can use an external map...

But this is just theorizing. This is really an awesome program, and saying again, I am ever grateful for the time thats been spent developing this even if it is just a singleplayer art program :)
Woo! - Argent Girl

Ouroboratika

I just registered an account here to thank you for this! I started playing CoH just before Issue 5 when I was 12, so I pretty much grew up through my teens playing it. I stopped playing towards the end, but I still enjoyed reading up on updates. Now that CoH is gone, I've really been missing it and having troubles finding a game that gives me the same feelings, and so I'm beyond excited to redownload the game and give this a try. :)

Agent Zhien

Hey Codewalker, this is an amazing piece of work so far, thanks SOOO much! I love making Machinima vids and this will really prove useful!
I've used WoW Model Viewer in the past to make such vids, and they have some of the below options not implemented here, so are you perhaps planning on adding any of the following? -->
1.) A means of extracting a textured model from the code into a format that can be imported into other 3D programs?
2.) The ability to run animations from a selection tool in the character creator?
3.) The ability to make the background in the character creator a different color? (I use greenscreen effects to put models over backgrounds in vids)
4.) The ability to load NPC models in the character creator so we can see them up close (and perhaps apply #2 to them so they can be animated)?

WoW Model Viewer was a perfect toy for viewing graphics and animations of every in-game model, so if you ever find the time to implement similar options (or an exclusive program to just view models and animations) that'd make creating fan videos a breeze :). In the meantime, keep up the great work!

Arachnion

Quote from: Agent Zhien on June 05, 2013, 04:36:36 PM
*snip*

I'm not Codewalker, but I enjoy model viewers, poking at game files, and the like.

I'll go over your points, with my opinion.

1.) This seems outside the scope of a project like Icon. Extracting actual game assets and simply viewing them in-game are two different things.
2.) The NPC edit mode of Icon has functionality for this, but it was put there/coded in by the original developers.
3.) You can change the color of the background in the creator, yes. However it will take a texture replacement. A lot easier than it sounds.
4.) There was functionality for this in the Mission Architect. You could make custom mobs that had different colors than the source NPC.

For point 4, Codewalker or someone will need to bring in the relevant bits from the Architect Entertainment system.

Those being the list of source NPCs and the ability to recolor/view them in a character creator-like interface.

Point 2 sounds like it will simply need more animations added to the dropdown box of choices you can pick.

:)
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

daveyfiacre

Quote from: Arachnion on June 05, 2013, 04:52:47 PM
I'm not Codewalker, but I enjoy model viewers, poking at game files, and the like.

I'll go over your points, with my opinion.

1.) This seems outside the scope of a project like Icon. Extracting actual game assets and simply viewing them in-game are two different things.
2.) The NPC edit mode of Icon has functionality for this, but it was put there/coded in by the original developers.
3.) You can change the color of the background in the creator, yes. However it will take a texture replacement. A lot easier than it sounds.
4.) There was functionality for this in the Mission Architect. You could make custom mobs that had different colors than the source NPC.

For point 4, Codewalker or someone will need to bring in the relevant bits from the Architect Entertainment system.

Those being the list of source NPCs and the ability to recolor/view them in a character creator-like interface.

Point 2 sounds like it will simply need more animations added to the dropdown box of choices you can pick.

:)


if point 4 were to ever happen I would just about die. :D

goodtime

Quote from: Agent Zhien on June 05, 2013, 04:36:36 PM
1.) A means of extracting a textured model from the code into a format that can be imported into other 3D programs?
There's a previous thread on this that may be of some help.   The white map ( maps/white.txt ) used in a demo file may be of some help.

claudiolima

I tried download all parts but something seems corrupted. 7zip can't descompact... (sry my english)

DeadMetal

Great work codewalker, however I am trying desparately to load the Parez Park map, please anyone advised on how to do this.

Ouroboratika

Quote from: DeadMetal on June 05, 2013, 11:51:16 PM
Great work codewalker, however I am trying desparately to load the Parez Park map, please anyone advised on how to do this.

Here's a list of all the maps. I found it earlier in the thread.

https://docs.google.com/spreadsheet/ccc?key=0Asgb7CIX1MhodGZyYmZCaks2b2N4bDF6dXdHblpTcFE#gid=0.

malonkey1

Quote from: claudiolima on June 05, 2013, 11:44:52 PM
I tried download all parts but something seems corrupted. 7zip can't descompact... (sry my english)

No worries. The word you want is decompress.
BadWolf: "The point that JaguarX is trying to make, of course, is that City of Heroes is like a tree. And Google is like a Toyota...Corolla...? Which would make NCSoft a trespasser, shot by...um, Mister T...which is good, because diplomacy...?"

The internet is full of Comedy Gold.

GamingGlen

I'm happily making a comic book of screenshots again, but I noticed a lot of emotes I wish had been in the game. For instances: sitting AND talking, sitting with face facing left or right, sitting with face facing left or right AND talking.  There's many more.

And being able to place NPCs where I want them, doing emotes that I want them to do... almost better than COH being live, for the sake of screenshots. 

Put away the tar and feathers, I said ALMOST!!!!!   

doc7924

Quote from: GamingGlen on June 06, 2013, 06:47:41 PM
I'm happily making a comic book of screenshots again, but I noticed a lot of emotes I wish had been in the game. For instances: sitting AND talking, sitting with face facing left or right, sitting with face facing left or right AND talking.  There's many more.

And being able to place NPCs where I want them, doing emotes that I want them to do... almost better than COH being live, for the sake of screenshots. 

Put away the tar and feathers, I said ALMOST!!!!!

I here ya. It's weird seeing he city so lifeless and empty - bu tfor me its better then no city at all.

I'm not making comics or anything the least bit ambitious but I am able to get screenshots of a lot of places I didn't get a chance to getbefore the game closed.

I made a screensaver slideshow with my screenshots and a ton I downloaded from here and other places. Something to keep me happy as I see all the familiar places pop up on my screen.

Illusionss

After some trouble and experimentation - I am not really handy with this sort of thing - I got issue24 beta onto my desktop and I can launch Icon from that folder. The only problem is, the 50 or so costumes I had saved on the other version of Icon are now gone. Do I have to make them all over again? That was a lot of work.... it can be done again of course, but am I just overlooking something stupid?

Arachnion

Quote from: Illusionss on June 07, 2013, 05:29:15 PM
After some trouble and experimentation - I am not really handy with this sort of thing - I got issue24 beta onto my desktop and I can launch Icon from that folder. The only problem is, the 50 or so costumes I had saved on the other version of Icon are now gone. Do I have to make them all over again? That was a lot of work.... it can be done again of course, but am I just overlooking something stupid?

You made these 50 or so in Issue 23, then?

As long as you didn't overwrite your Issue 23 with Issue 24, then your costumes will be in the Issue 23 folder.

Your I23 folder being wherever you installed it, of course.

Usually under Program Files for Windows, but I'm real bad at explaining this sort of thing, so..

:P
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Illusionss

No, I know if I pull up my issue 23 Icon, those will still be over there.

I'm going to have to make them again for the issue 24 one though, right? Oh well, first world problems  8)

Codewalker

You just need to copy the costumes folder from you I23 folder to your I24. Be sure and use right click copy / paste to do it, or hold control while dragging to make sure you don't move by accident.

Arachnion

Yeah, just copy your I23 costumes folder over to I24, they'll work fine.

I probably should've mentioned that in the first place, but I was a bit pre-occupied at the time.

Assuming you have no costumes in your I24 folder for them, there's no worry of overwriting or copying over anything.

:D
I'm all dressed up with nowhere to go
Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

claudiolima

I trying  "/ spawn_npc" and nothing appears.  ???

saipaman


GamingGlen

Something else I just realized moving about the empty Paragon City: no villains mugging citizens every few 100 feet.

That was one of the things that bugged me about the game, way too many street spawns.