Author Topic: CoH Atlantis Help Create Designs  (Read 14573 times)

Sin Stalker

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CoH Atlantis Help Create Designs
« on: July 02, 2013, 09:15:21 AM »
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?

« Last Edit: July 02, 2013, 09:28:15 AM by Sin_Stalker »

Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #1 on: July 02, 2013, 09:19:26 AM »
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.

Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #2 on: July 08, 2013, 12:04:29 AM »
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. :)

Arachnion

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Re: CoH Atlantis Help Create Designs
« Reply #3 on: July 08, 2013, 12:07:29 AM »
Multimedia.

:)
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Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #4 on: July 08, 2013, 12:57:29 AM »
Thank you.

Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #5 on: July 08, 2013, 01:39:19 AM »
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?

Aggelakis

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Re: CoH Atlantis Help Create Designs
« Reply #6 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.
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Aggelakis

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Re: CoH Atlantis Help Create Designs
« Reply #7 on: July 08, 2013, 02:41:02 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.
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Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #8 on: July 08, 2013, 05:02:47 AM »
That one was done by Biosphere. Its meant to be an Taosian without any clothing. Just the base.



Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #9 on: July 08, 2013, 05:04:16 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.

Aggelakis

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Re: CoH Atlantis Help Create Designs
« Reply #10 on: July 08, 2013, 05:32:46 AM »
Please forward the email to support@cohtitan.com
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Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #11 on: July 08, 2013, 06:19:48 AM »
Please forward the email to support@cohtitan.com

Done. Please let me know if its legit or not. :)

Mantic

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Re: CoH Atlantis Help Create Designs
« Reply #12 on: July 08, 2013, 10:51:36 AM »
That's why I haven't used the link in the email for fear its a scam.

Are my ears ringing...?


TonyV

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Re: CoH Atlantis Help Create Designs
« Reply #13 on: July 08, 2013, 01:50:59 PM »
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 by unselecting the "allow users to email me" option.  The link in the email is a link to a post in this thread.

Felderburg

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Re: CoH Atlantis Help Create Designs
« Reply #14 on: July 09, 2013, 04:30:43 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:

another 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.
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MWRuger

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Re: CoH Atlantis Help Create Designs
« Reply #15 on: July 09, 2013, 08:36:28 PM »
AKA TheDevilYouKnow
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Mantic

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Re: CoH Atlantis Help Create Designs
« Reply #16 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 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.



Code: [Select]
{
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
}


}


« Last Edit: July 11, 2013, 01:31:27 AM by Mantic »

Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #17 on: July 11, 2013, 05:44:47 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 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. :)


Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #18 on: July 11, 2013, 06:00:05 PM »

Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #19 on: July 11, 2013, 06:04:03 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 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.



Code: [Select]
{
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. :)

Mantic

  • Boss
  • ****
  • Posts: 172
Re: CoH Atlantis Help Create Designs
« Reply #20 on: July 12, 2013, 06:53:22 PM »
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 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):
Spoiler for Hidden:
Code: [Select]
0   1   NEW "Sea Turtle"
0   1   COSTUME 4 002a7c2a -0.725524 0.319314 0.000000 -0.340343 0.363994 0.693690 0.160357 -0.100000 0.000000 -1.000000 0.110000 -1.000000 0.970000 0.970000 -1.000000 0.970000 -1.000000 0.970000 -1.000000 0.970000 -0.660000 -1.000000 -0.900000 -1.000000 -1.000000 -1.000000 -1.000000 0.160000 -1.000000 -1.000000
0   1   PARTSNAME Tight Chiton_01a !Hips_Leopard_01 00ffffff 00001f1f
0   1   PARTSNAME Tight Chiton_01a !Chest_Leopard_01 00ffffff 0000111a
0   1   PARTSNAME N_Huge_Piranha_Head.GEO/GEO_Head_Piranha_01 !X_Head_Piranha_02 !Piranha_Head_01_Mask 0000111a 00ffffff
0   1   PARTSNAME Spike Chiton_01a !glove_Leopard_01 00ffffff 00001f1f
0   1   PARTSNAME Flat Chiton_01a !Boot_leopard 00ffffff 00001f1f
0   1   PARTSNAME V_HUGE_BELT.GEO/GEO_Belt_Bone_01 !Emblem_V_Skull_01 !Emblem_V_Skull_01_Mask 008f8f8f 00ffffff
0   1   PARTSNAME none none none 00003d00 0000007f
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME Tight base Trident 00001f12 00ffffff
0   1   PARTSNAME none none none 00001f12 00316161
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME Over_Shoulder Cape_Top_01 none 00001f1f 00009957
0   1   PARTSNAME none none none 00003d00 003c5561
0   1   PARTSNAME Over_Shoulder Cape_01 Cape_Special_DVD_01 00001f1f 00009957 00001f12 00009957 capes/CapeLongOverShoulderHuge.fx
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00003d00 003c5561
0   1   XLU 0.498039
0   1   MOV FLYREADY 0

Squid Kid (water blast corrupter):
Spoiler for Hidden:
Code: [Select]
0   1   NEW "Squid Kid"
0   1   COSTUME 0 00d776b5 -12.380000 -1.000000 0.000000 -1.000000 -1.000000 -0.370800 -0.517400 0.020000 0.000000 0.674100 -0.162600 0.000001 -0.472400 1.000000 -0.626700 0.112400 -1.000000 -1.000000 0.000001 1.000000 -0.511500 1.000000 0.883800 1.000000 0.053490 -1.000000 1.000000 1.000000 -1.000000 -1.000000
0   1   PARTSNAME Tight !X_Hips_Skin_Bioluminate_01 !Hips_Skin_Bioluminescence_01_Mask 001f0014 00575757
0   1   PARTSNAME Tight !X_Chest_Skin_Bioluminate_02 !Chest_skin_Bioluminate_01_Mask 001f0014 00ffffff
0   1   PARTSNAME V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard !X_Head_Skin_Bioluminate_01 !Face_Skin_V_Bioluminescence_01_Mask 001f0014 00f399f0
0   1   PARTSNAME N_Male_Fish_Monster_01.geo/GEO_Larm*_Fish_monster__Alpha !X_Fish_Monster_Gloves none 00613151 00660044
0   1   PARTSNAME N_Male_Fish_Monster_01.geo/GEO_N_Lleg*_Fish_Monster__Alpha !X_Fish_Monster_Boots none 00613151 00660044
0   1   PARTSNAME V_MALE_BELT.GEO/GEO_Belt_Bone_01 !Emblem_V_Skull_01 !Emblem_V_Skull_01_Mask 001f0014 001f0014
0   1   PARTSNAME V_MALE_HAIR.GEO/GEO_Hair_Cyrus_01 !Hair_V_Cyrus_01 !Hair_V_Cyrus_01_Mask 003d0029 003d0029
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 001f0014 001f0014
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00003855 00003855
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00000000 00ffffff 00ffffff 00ffffff Auras/Male/Clunker/Clunker_Trail.fx
0   1   PARTSNAME none none none 003d0029 00c063c0
0   1   PARTSNAME none none none 00003855 00003855
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 008f8f8f 000070aa
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00ffffff 00ffffff
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   MOV BEAST_READY_SLOW 0


Shrimp (a claws scrapper):
Spoiler for Hidden:
Code: [Select]
0   1   NEW "Shrimp"
0   1   COSTUME 4 003030ce -21.170000 0.705100 0.000000 -0.147500 0.692300 0.424600 -0.147500 -0.100000 0.000000 1.000000 0.110000 1.000000 1.000000 -1.000000 1.000000 -1.000000 0.970000 -1.000000 1.000000 -0.020000 1.000000 -1.000000 -1.000000 1.000000 1.000000 -1.000000 -1.000000 1.000000 -1.000000 -1.000000
0   1   PARTSNAME V_HUGE_Pants.GEO/GEO_Hips_Monstrous_02 chiton_01a chiton_01b 005252ff 00310099
0   1   PARTSNAME Tight chiton_01a chiton_01b 005252ff 00310099
0   1   PARTSNAME V_HUGE_HEAD.GEO/GEO_Head_V_Asym_Masked V_Mask_Skull !V_Face_Mask_8 00310099 005252ff
0   1   PARTSNAME Tied Skin_Tied_01a Skin_Tied_01b 0000001f 00220066
0   1   PARTSNAME v_huge_boot.geo/geo_lleg*_v_insectoid_claw_02 !X_Boot_Insect_01 none 005252ff 005252ff
0   1   PARTSNAME V_HUGE_BELT.GEO/GEO_Belt_Bone_01 !Emblem_V_Skull_01 !Emblem_V_Skull_01_Mask 005252ff 00220066
0   1   PARTSNAME Crown_19 masked_matt_01a masked_matt_01b 005252ff 00220066
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME Bug_Antenna Bug_01 Bug_01b 005252ff 00000000
0   1   PARTSNAME Tight Base V_Ribcage 00000000 00220066
0   1   PARTSNAME V_HUGE_SPADR.GEO/GEO_SpadR_Sport_01 !Boot_V_Sport_01 !Boot_V_Sport_01_Mask 005252ff 00220066
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 005252ff 00000033 005252ff 00220066 weapons/custom_claws/huge_clawsright_shadow01.fx
0   1   PARTSNAME none none none 005252ff 005252ff
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 000b001f 00220066 005252ff 00220066 auras/huge/smoldering/smolderbody.fx
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 005252ff 00220066
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 005252ff 00000033 005252ff 00220066 weapons/custom_claws/huge_clawsleft_shadow01.fx
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 005252ff 00220066
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   MOV DRAW_CLAWS_CYCLE 0

Lagoon Dragoon (staff):
Spoiler for Hidden:
Code: [Select]
0   1   NEW "Lagoon Dragoon"
0   1   COSTUME 4 002a7c2a -0.046810 -1.000000 0.000000 -1.000000 -0.000001 -0.698600 -0.000001 -0.100000 0.000000 -1.000000 -1.000000 1.000000 1.000000 -1.000000 -1.000000 1.000000 -1.000000 -1.000000 0.554600 -0.488100 0.116100 -1.000000 -1.000000 1.000000 1.000000 0.162900 1.000000 -1.000000 -1.000000 -0.337500
0   1   PARTSNAME Tight !X_Skin_V_Hips_Reptillian_01 !Hips_V_Pattern_Male_Mesh_01 00316161 00006666
0   1   PARTSNAME Tight !X_Skin_V_Chest_Reptillian_01 !Chest_V_Pattern_Mesh_01 00316161 00006666
0   1   PARTSNAME N_Huge_Piranha_Head.GEO/GEO_Head_Piranha_01 !X_Head_Piranha_02 !Piranha_Head_01_Mask 00316131 0063c098
0   1   PARTSNAME N_Huge_Fish_Monster_01.geo/GEO_Larm*_Fish_monster__Alpha !X_Fish_Monster_Gloves none 00003d00 0000547f
0   1   PARTSNAME N_Huge_Fish_Monster_01.geo/GEO_N_Lleg*_Fish_Monster__Alpha !X_Fish_Monster_Boots none 00003d00 00006666
0   1   PARTSNAME N_HUGE_Barbarian_Belt.GEO/GEO_Belt_Barbarian_01 !X_Glove_Barbarian_01 !Barbarian_Glove_01_Mask 0000007f 00001133
0   1   PARTSNAME N_Huge_Piranha_Hair.GEO/GEO_Hair_Piranha_01 !X_Head_Piranha_01 !Piranha_Head_01_Mask 0000663b 00006666
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME N_HUGE_Barbarian_Emblem.GEO/GEO_Emblem_Barbarian_03 !X_Glove_Barbarian_01 !Barbarian_Glove_01_Mask 0000007f 00001c55
0   1   PARTSNAME V_HUGE_SPADR.GEO/GEO_SpadR_CoThorns_01B !X_SpadR_CoThorns_02B !Spadr_CoThorns_02B_Mask 0000007f 000046d4
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME none none none 004cfdff 000000ff
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME Asym Cape_Top_01 none 0000007f 0000007f
0   1   PARTSNAME none none none 00001c55 00001133
0   1   PARTSNAME none Cape_01 Cape_V_Tribal_01 0000007f 0000007f 00000055 00000055 capes/CapeLongHuge.fx
0   1   PARTSNAME none none none 0000111a 00006666 0000663b 00006666 Auras/Huge/BeastlyRage/BeastlyRage_Fists_Combat.fx
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME none !X_Trident none 00001c55 00cacc00 001f1f1f 00e3e3e3 WEAPONS/Custom_LongStaff/Huge_LongStaff_Trident_01.fx
0   1   PARTSNAME none none none 003d2900 004cfdff
0   1   PARTSNAME none none none 003d1400 004cfdff
0   1   PARTSNAME none none none 0000663b 00006666
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   MOV STAFF_DRAW_POST 0

Toad:
Spoiler for Hidden:
Code: [Select]
0   1   NEW "Toad"
0   1   COSTUME 4 002a7c2a -33.000000 1.000000 0.000000 1.000000 0.000000 1.000000 1.000000 -0.100000 0.000000 1.000000 -1.000000 1.000000 -1.000000 -1.000000 -1.000000 -0.169300 -1.000000 -1.000000 1.000000 -1.000000 -1.000000 1.000000 -1.000000 1.000000 1.000000 1.000000 -1.000000 1.000000 1.000000 -1.000000
0   1   PARTSNAME Tight !Hips_V_Skin_Bare_01 !Hips_V_Skin_Bare_01_Dual 0000111a 00737373
0   1   PARTSNAME Tight skin_bare !chest_blend 00ffffff 00c7c7c7
0   1   PARTSNAME V_HUGE_HEAD.GEO/GEO_Head_V_Deformed_01 Skin_V_Deformed_01 !V_Face_Clown 00001f00 00003d23
0   1   PARTSNAME V_HUGE_GLOVE.GEO/GEO_LArm*_Monstrous_01 skin_wrapped_01a skin_wrapped_01b 0000111a 000055ff
0   1   PARTSNAME V_HUGE_BOOT.GEO/GEO_LLeg*_V_Zombie_01 !boot_V_skin_Zombie_01 None 00000a1f 00316131
0   1   PARTSNAME V_HUGE_BELT.GEO/GEO_Belt_Vangaurd_02 !X_Vanguard_Belt None 0000111a 00002a7f
0   1   PARTSNAME crown_16 masked_matt_01a masked_matt_01b 00ffffff 00316131
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME V_HUGE_EYES.GEO/GEO_Eyes_Gas_Mask_Goggles_01 !X_Eyes_Gas_Mask_01 !Eyes_V_Science_Goggle_01_Mask 00316131 00001c55
0   1   PARTSNAME V_HUGE_EMBLEM.GEO/GEO_Emblem_Roman_01 !Emblem_V_Roman_01 !Emblem_V_Roman_01_Mask 0000111a 00002a7f
0   1   PARTSNAME None None None 00ffffff 000055ff
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00662200 001e1e61 00662200 001e1e61 None
0   1   PARTSNAME Reaver Reaver None 0000111a 0063c063
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00000000 00e3e3e3 00000000 00e3e3e3 None
0   1   PARTSNAME None None None 00575757 001f1f1f 00ffffff 000055ff None
0   1   PARTSNAME None None None 00000000 00e3e3e3 00000000 00e3e3e3 None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff Auras/Male/Flies/Flies.fx
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   MOV READY 0

Killer Carp (mace brute -- throw cat whiskers on here, recolor the orange bits grey, and you've got the variant: Mudcat):
Spoiler for Hidden:
Code: [Select]
0   1   NEW "Killer Carp"
0   1   COSTUME 4 000e58ef 1.930000 0.764300 0.000000 -0.117800 0.882200 0.372200 0.407800 -0.100000 0.000000 1.000000 -1.000000 1.000000 1.000000 1.000000 -1.000000 1.000000 1.000000 -1.000000 1.000000 -1.000000 1.000000 -1.000000 -1.000000 1.000000 1.000000 1.000000 1.000000 0.719600 -1.000000 -1.000000
0   1   PARTSNAME Tight Tights_Shiny !Hips_Brief 000055ff 00000000
0   1   PARTSNAME Tight Tights_Shiny !chest_blend 000055ff 00c7c7c7
0   1   PARTSNAME V_HUGE_HEAD.GEO/GEO_Head_V_Asym_Masked V_Mask_Skull !Face_V_Mask_Smiley_01 00000000 000055ff
0   1   PARTSNAME Finned !X_Skin_V_Glove_Reptillian_01 None 000055ff 000055ff
0   1   PARTSNAME Finned !X_Skin_V_Boot_Reptillian_02 !BOOT_Blend 000046d4 000055ff
0   1   PARTSNAME leather_03 Leather_03a Leather_03b 00e3e3e3 00000000
0   1   PARTSNAME Crown_05 masked_matt_01a masked_matt_01b 00ffffff 000055ff
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME V_HUGE_EYES.GEO/GEO_Eyes_Gas_Mask_Goggles_02 !X_Eyes_Gas_Mask_02 !Eyes_V_Science_Goggle_02_Mask 000055ff 00000000
0   1   PARTSNAME Strap_01 Strap_01a Strap_01b 00000000 00e3e3e3
0   1   PARTSNAME None None None 00ffffff 000055ff
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00000000 00e3e3e3 00ffffff 000055ff WEAPONS/Custom_Axe/Huge_Axe_Roman01.fx
0   1   PARTSNAME Mustache_03 Beard_01a Beard_01b 000055ff 000038aa
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME Half Cape_Top_01 None 00000000 00e3e3e3
0   1   PARTSNAME Half_54 Round_02 None 00575757 001f1f1f
0   1   PARTSNAME None Cape_01 Cape_V_Tatter_04 00000000 00e3e3e3 00000000 00e3e3e3 capes/CapeLongHuge.fx
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff 00ffffff 000055ff None
0   1   PARTSNAME None None None 00ffffff 000055ff
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   MOV BEAST_READY_SLOW 0

Jurassic (yeah, this one's a stretch for aquatic, but it's reptile):
Spoiler for Hidden:
Code: [Select]
0   1   NEW "Jurassic"
0   1   COSTUME 0 00000000 16.320000 1.000000 0.000000 1.000000 1.000000 1.000000 0.000000 -0.100000 0.000000 1.000000 -1.000000 1.000000 1.000000 -1.000000 -1.000000 1.000000 1.000000 -1.000000 1.000000 1.000000 1.000000 -1.000000 -1.000000 1.000000 1.000000 1.000000 1.000000 0.986300 0.351400 1.000000
0   1   PARTSNAME V_MALE_PANTS.GEO/GEO_Hips_Skirt Plant_02a Plant_02b 00316161 00000000
0   1   PARTSNAME Tight Plant_02a Plant_02b 00003d3d 00000000
0   1   PARTSNAME V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard !V_Face_Plant_02a !Face_V_Mask_Smiley_01 00000000 00316161
0   1   PARTSNAME V_MALE_GLOVE.GEO/GEO_Larm*_Warrior_01 !Glove_V_Warrior_02 !Glove_V_Warrior_02_Mask 00001133 005f9900
0   1   PARTSNAME V_MALE_BOOT.GEO/GEO_LlegR_Warrior_01 !Boot_V_Warrior_02 !Boot_V_Warrior_02_Mask 00001133 005f9900
0   1   PARTSNAME V_MALE_BELT.GEO/GEO_Belt_Spikes_04 !X_V_SpadR_Spikes_01_Metal None 00001133 00001133
0   1   PARTSNAME Hood_02 Hood None 00001133 00001c55
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME V_MALE_EYES.GEO/GEO_Eyes_Gas_Mask_Goggles_04 !X_Eyes_Gas_Mask_04 !Eyes_V_Science_Goggle_04_Mask 00316161 000055ff
0   1   PARTSNAME V_MALE_Emblem.GEO/GEO_Emblem_Chain_02 !X_V_Emblem_Chain None 00737373 00c7c7c7
0   1   PARTSNAME V_MALE_SPADR.GEO/GEO_SpadR_Warrior_01 !spadr_v_Warrior_02 !spadr_v_Warrior_01_Mask 00001133 005f9900
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None None None 00316161 00316161
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None None None 00003d3d 00000a1f 00000055 00000a1f None
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None !X_Wings_Demon_01 None 00003d3d 00006666 00000055 00000a1f GENERIC/fx_wings_Demon.fx
0   1   PARTSNAME None None None 000055ff 00ffffff 00000000 00ffffff None
0   1   PARTSNAME V_MALE_SKIRT.GEO/GEO_Skirt_Kilt_02 !Skirt_V_Battle_Kilt_01 !Skirt_V_Battle_Kilt_01_Mask 00001133 00001133
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None None None 00000000 00ffffff 00000000 00ffffff None
0   1   PARTSNAME None None None 0031614d 00001f1f
0   1   PARTSNAME none none none 00000000 00000000
0   1   PARTSNAME none none none 00000000 00000000
0   1   MOV FLYREADY 0
« Last Edit: September 13, 2013, 09:50:45 PM by Mantic »

Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #21 on: July 12, 2013, 07:57:16 PM »
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.

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Re: CoH Atlantis Help Create Designs
« Reply #22 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.
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Re: CoH Atlantis Help Create Designs
« Reply #23 on: July 12, 2013, 10:09:38 PM »
Although 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.
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Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #24 on: July 12, 2013, 11:10:31 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.

Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #25 on: July 12, 2013, 11:11:02 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?

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Re: CoH Atlantis Help Create Designs
« Reply #26 on: July 12, 2013, 11:51:11 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.

:)
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Re: CoH Atlantis Help Create Designs
« Reply #27 on: July 13, 2013, 12:11:51 AM »
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?

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Re: CoH Atlantis Help Create Designs
« Reply #28 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

Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #29 on: July 13, 2013, 09:50:55 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

What do I do with them? Put them in costume folder?

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Re: CoH Atlantis Help Create Designs
« Reply #30 on: July 13, 2013, 04:03:16 PM »
Where do I copy it to?

I apologize, I thought they were standard .costume code. Instead they are demo format.

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
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Re: CoH Atlantis Help Create Designs
« Reply #31 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.





And the *.costume files
« Last Edit: July 13, 2013, 09:43:07 PM by Mantic »

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Re: CoH Atlantis Help Create Designs
« Reply #32 on: July 13, 2013, 11:15:51 PM »
They'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.  :)

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Re: CoH Atlantis Help Create Designs
« Reply #33 on: July 14, 2013, 02:18:55 AM »
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


Sin Stalker

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Re: CoH Atlantis Help Create Designs
« Reply #34 on: July 14, 2013, 02:30:09 AM »
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.





And the *.costume files

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.

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Re: CoH Atlantis Help Create Designs
« Reply #35 on: July 14, 2013, 08:42:18 AM »
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. ;)
« Last Edit: July 14, 2013, 11:42:55 PM by Mantic »

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Re: CoH Atlantis Help Create Designs
« Reply #36 on: July 17, 2013, 08:31:19 PM »

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.

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Re: CoH Atlantis Help Create Designs
« Reply #37 on: July 17, 2013, 09:22:02 PM »


Dunno about the fins.
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Re: CoH Atlantis Help Create Designs
« Reply #38 on: July 18, 2013, 10:53:29 AM »
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.

Quote
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.

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.
« Last Edit: July 18, 2013, 11:00:09 AM by Mantic »