Jump to content
3DXChat Community

Kleio

Members
  • Posts

    21
  • Joined

  • Last visited

Posts posted by Kleio

  1. NOw now before you flame on , let me say what im saying , the devs have either bought assets or released content from their users over the past 2 years mean while several " ddos " attacks and server " upgrades and maintenance " have happened no set road map of wanted features of their game or outlook in mind we have to sit here and wait for someone to post a object or animation another person made , i want a road map and expected plan from the devs something we can look forward to and know what were paying to them for. Many indie devs have made far more in shorter time then what this game has shown

  2. i have this too on a gaming laptop.  Not as bad as you and only most noticeable at login and dark areas. 

    this could just be how their lighting and everything is rendered which is why i think their HDR rendering must either be one of the worst ive ever seen or they are faking it and still using full on LDR rendering bloom has and always had transparency issues(if they use ssaa, i hope they fix this) but color banding is bad on normal client and 2.0 is even worse (lighting is finished from what they say tho) its bad when most of this goes away from applying a dither type shader. If they forced the color rendering bit to something higher if it works on the current game build issue gone.

  3. i see there is coding for an orgasm meter is this going to be an actual feature or just testing purpose atm or just a system in game already ?

     

     

     

    would also love to see smaa tx2 actually enabled here supersampling is setup for the game idk how its used but could be very interesting

     

     

    also on topic to tonemapping (read something bit ago we were getting multiple options with some control over settings on it) this could just be how unity 5 compiles its dll files but there are several tonemappers in the code but reinhard is the only one i can see being used which is why the game is overly saturated and has a dark color to it 

  4. Wow! Such toasty! So 3DXChat!  :lol:

    dont know if this will get passed on but the ssao being used whether intentional is so subtle it might as well be shut off idk how fast its running but even if its say 1.3ms runtime well thats 1.3ms a weaker gpu could be pushing for something else yes theres a turn off button but what im saying is off and on can barely been seen im injecting ssao into the game specifically a modded hbao and its looks miles better then whats being used currently 

  5. I haven't much experiences or interest about the animations developing stuff but I know to share parts of 3DXChat sources with other members needs a lot time and trust because 3DXChat isn't openSource.

    To share too many informations or give out a SDK brings also the risk to copy parts of the game.

     

    I agree, some User created content needs really a chance and a eye of the Developers but also is it sometimes better if the Developers do it self because it's faster as when the developers first explain to someone all needed steps and also will this safe all engine parts of 3DXChat :)

     

    The core question is what's more preferred: Should the Developers invest her time to make user created content 3DXChat ready or should the Developers invest her time to Develop self her planed Updates?

     

    Don't forget 3DXChat isn't a Browser or Flash game ;)

    this may sound silly but im gonna throw this simple solution female and male avatar use the same skeletal structure and body model no matter what theres only two genders i could be wrong but i bet its the same ones , if those were public problem solved 100% and you cant copy game assets which btw isn't hard to do as unity engine currently stands i could send in work to the admins but i would also be banned for using their assets to make them assets ? see what i mean here in order to correctly make artwork for the game we would have to break a law in most countries and rip the content out of the game files to do so that isnt a solution.

  6. Wondering if someone could let me know if this game is using multisampling in any shader in the game or just outright being applied as anti aliasing for the scene.Seems to be running from what i can tell on my end.Please if you dont have contact with a dev who wouldn't mind in giving  me some input on this please dont post its not helpful if you dont actually know.

  7. There are some graphic issues with the character body. I've noticed this mostly in Sin Club. I mean what is this? :huh:

     2015-11-13_2202.png   

    artifact banding from low resolution shadows casted by a fake light ? what it looks like to me they put volumetric lighting or god rays or light shafts into that room you would assume this wouldnt be a problem but haha jokes on you if you think so

  8. The only clothing in 3dx that uses a diffuse texture are the un-colorable ones, eg. jeans, socks, hats..etc. Everything else uses only a bump map, and sometimes a specular. But the method you're talking about (a mask) is already used in 3dx (like the stitching or laces on male shoes).

     

    The clothing meshes that do use diffuses would just need to have a grayscale diffuse in order to be colored ingame via the picker. This would also mean creating a mask for them too, which yes is very time consuming and probably not a priority (and rightly so). But something tells me it's the way unity works (or the way 3dx is set up) where maybe you can only recolor materials and not overlay colors on textures for ingame. Or maybe they tried it and it didn't look right. 

    not sure if the game uses it but if it does doesn't seem to do it all that well , is PBR+subsurface scattering done in a more effective manor you can still keep the artstyle the game has without losing the factor of how realistic it looks i dislike this barbie doll plastic look a lot of things seem to have in game , and yes i know the game uses subsurface scattering

  9. Sorry Tipsy and Rochi but no you don't have it quite right.

    A lot of things are coloured with a texture file, you can only colour a single item with a colour code.

    The socks for instance are likely done with a texture file, or else there would need to be a separate item for each colour in the sock.

    A texture file is like the item surface being unwrapped and flattened into a picture file.

    If the socks are done with a texture file then they would not be able to have the colour picker as you have shown :(

    There are people in here that know how to do these texture files and even fully design clothes meshes and all, like SweetApril who has done that in other games for 5 years.

    If you remember the thing I suggested where they could make texture files is maybe one way we could get that type of thing done.

    You could simply download the texture file for the socks and change the colours, view how it looks in your change room and take some pics, then show it in the forum for the devs to see and hopefully they would add your texture (socks) to the list.

    allowing all textures in game to be recolorable is extremely easy to do by making a separate texture to handle what is tagged as being allowed its just time consuming as all just think of what i said as adding something like a specular map onto the diffuse just in this case its say red and green and green can have its color changed and red would stay the same many games do this to save time on multiple armor sets say in dragon age origins prime example

  10. So the game is way to colorful and bright looking its distracting i think a tweak to a few shaders could really do some wonders for the game , image below is obviously personal taste but heres an example of what you could do.

     

    YIWVEhd.png

×
×
  • Create New...