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Star Citizen Alpha 2.0 | The 'Verse Awakens

NuMiQ

Neo Member
New ATV coming today.

First week in a while we haven't had an ATV preview. Wonder what they'll be showing.

Strangely enough I'm really looking forward to tomorrow's Happy Hour livestream in which they plan to show more of the Solar System editor. The few happy hour's they did in which they created something together with the community have been great.
 

iHaunter

Member
oh is this the guy that said he was going to have Neural Net A.I in his game in the 90s and some NASA engineer actually responded to him laughing on a forum

He also beat up a Coke machine.

All of the games he's "Made" were predominantly made by other Devs. For example BC3K was actually made by Take Two. He also beat up a Coke machine out of rage in the 90s, which is pretty funny.

Generally his games are heavily unfinished and lack execution, vision or not.
 

Raticus79

Seek victory, not fairness

MhrTSMo.png
 
He also beat up a Coke machine.

All of the games he's "Made" were predominantly made by other Devs. For example BC3K was actually made by Take Two. He also beat up a Coke machine out of rage in the 90s, which is pretty funny.

Generally his games are heavily unfinished and lack execution, vision or not.

His "game development" career is laughable. Yet some naively use his words as some type of authority on this project and game development or the industry. Even when he puts out half-truths. The other half is usually just batshit insane ramblings.

Also poor Take - Two having to finish his garbage stink fest of a game. But it was also dumb of them to have given him the ability to make a game in the first place. Let alone large amounts of money.
 

Danthrax

Batteries the CRISIS!
Awesome, they should give this "Thing" bug some AI and leave it in the game like they did in Minecraft with the creepers.

If that thing gets in my ship, it's self-destruct + bail out + insurance claim time.

The insurance company will consider Slenderman to be an act of God. No replacement ship for you. =P
 

New Female Head model with more detail it seems and better hair texturing/lighting. Looks amazing.

Not a video though, would have been nice seeing the new hair simulation in motion. But that will come soon enough for sure.
 
New Female Head model/more detail it seems and better hair texturing/lighting. Looks amazing.

Not a video though, would have been nice seeing the new hair simulation in motion. But that will come soon enough for sure.

Looks much better than stuff we have been seing on AtV. I wonder if the simulation is left for hero characters in squadron, or will retroactively apply to all the persistent universe stuff.
 
Looks much better than stuff we have been seing on AtV. I wonder if the simulation is left for hero characters in squadron, or will retroactively apply to all the persistent universe stuff.

Given the character model tier scale and either their own version of the cryengine Jiggle Bone that their using. It should work across all character models as it's not that much a of a hog on resources but of course they're making sure it suited to their needs.

I believe that's what they said in the Character Designer Subscriber Town Hall, a few weeks back.

https://www.youtube.com/watch?v=K8BNAPxH7A4
 

elyetis

Member
New Female Head model with more detail it seems and better hair texturing/lighting. Looks amazing.

Not a video though, would have been nice seeing the new hair simulation in motion. But that will come soon enough for sure.
Do we know if they are aiming for presets or will we get something more akin to what a BDO or Eve online offer ?
 
The hard work is filling that system with stuff to do, but it's still impressive.

The hard work is creating the procedural mission system and trees. Once that is in place it reduces the work to something akin what we saw in soled and the procedurally generated moon. Except the mission system looks like a node based graph.
 
Do we know if they are aiming for presets or will we get something more akin to what a BDO or Eve online offer ?

Here's an overview from the Character Tech Team and their efforts:

https://www.reddit.com/r/starcitizen/comments/6k15dv/june_townhall_overview_character_tech_team/

Character Pipeline & Creation Steps
  • The Pipeline starts with the Character Concept Artists who create the 2d sketch, art or outline normally based on a brief.
  • Then it will get laid out in 3d on a base model, they will look at the purpose & feel of what the character is supposed to convey. What armor do they wear, what weapons and attachments.
  • Then a High Poly Sculpt will get created, which will go to Chris for approval.
  • If approved the game asset topology will start to get worked out, this is the start of implementation of the model into the game.
  • The Model will then get rigged (throughout the process, they have checks to make sure the model is suitable for rigging and would physically work).
  • They skin it & make sure it moves correctly.
  • They double check it all works together then move onto to loadouts.
  • Assets, Clothing & armor are added & fitted together. And the correct items, gadgets and weapons are installed.
  • There are differences between the characters they create for Star Citizen & Squadron 42, in SQ42 characters may have very specific roles, outfits, loadouts & only need to do those functions & use those items.
  • In the PU players have to be able to do EVERYTHING which requires a lot more work.

    Armor, Clothes & Layers
  • Some armor already incorporates fabric, like the sand nomads cloak, some armor might have a hood OR cape already as part of it.
  • At the moment characters are layered with an undersuit, then armor, helmet, attachment points & laying more clothing on top of that separately does get complicated.
  • In the future it's possible that you will be able to layer clothing over armor like a robe, but currently unless it's already part of the armor it's not allowed.
  • Their loadouts systems looks at player characters in a certain way:
  • They start with a naked body, attach a mobiglas and a head.


Then, are you equipping Clothing OR an Undersuit?


  • The Undersuit will cover over all clothing & will allow you to equip armor.
  • Armor is grouped into Legs, Torso,Arms & Helmet allowing you to customize your loadouts, Light, Medium & Heavy armor are very different sizes.
  • Body parts have ports for the Clothing / Armor & more become available based on what you equip, holsters for pistols, gadgets, grenades, shotguns all for you to customize.
  • So you'll have to choose between CLOTHES OR ARMOR, tho some armor will, incorporate cloth into it. They can have armor that kinda looks like clothing too.
  • But you can wear various different clothing together and it will layer that clothing.
  • Once a helmet is attached to an Under suit, that effectively makes it capable of EVA & surviving in space.
  • Their armor & clothing culling & overlay system works out what it should show and not show when laying items. This helps with everything look realistic.
  • Clothing and armor is simulated, they mark points where they want movement or weight, wrinkles & deformations. This makes it move correctly in EVA, zero gravity & when walking around and how it reacts to terrain.

Female Model & Hair

  • The female model can have long hair. They are working on it!
  • They are working on how helmets will work with long hair.
  • Hair will be weighted for physics too, zero g, ragdoll.
  • There will be dresses.
  • They have worked on beards for in game.
  • They are looking forward to show off the improved Bishop Speech.
  • Characters have been OR are being updated for all the new improvements.
  • They haven't really worked on other body hair, certainly nothing simulated.

    Tier Heads | 0-3
  • 0 has the most detail, 3 the least BUT still extremely high quality.
  • Tier 0s are reserved for super important characters like Gary Oldman & Mark Hamill.
  • T1 just has less blend shapes & topology than T0.
  • The little things add to the performances of the characters.
They use wrinkle and blood maps to really bring them to life.

Tools & Pipeline

They are trying to unify the functionality of the in game loadouts with Maya, so that it's

much easier and quicker for artists to create and test things.

They spend a lot of time creating tools & making processes as efficient as possible.


Other Character Customization


  • In 3.0 we will have lots of clothes, armor & colors to choose from.
  • Multiple Heads & Faces, hair to customize.
  • They are also looking at Color tinting on armor & clothing for the future.
  • They don't currently have a port for a specific separate cape for clothing / armor.
  • There will be scars and blemishes, tattoos are also being planned and worked on.
  • The backend work of having a robotic/bionic eye has been done, so you could have
    one in game, the same system could allow for robotic arms too.
  • In the future there might be ports for concealed weapons.
  • The Character Customization system uses the same topology for heads, it will moves the vertices around, but it allows them to standardize helmets and hair. The facial tech is some next level stuff! The system is called DNA internally.
  • Environments may affect the look of characters in the future, they have a wear and tear system, BUT this is all still being worked on and developed.
  • No Robots in SC at the moment - The Titan Suit is a big robotic suit they have been working on tho, but that is piloted.
 

elyetis

Member
Thanks.
The Character Customization system uses the same topology for heads, it will moves the vertices around, but it allows them to standardize helmets and hair. The facial tech is some next level stuff! The system is called DNA internally.
Seems to mean it won't be limited to preset, which would be nice.
 
Thanks.
Seems to mean it won't be limited to preset, which would be nice.

I hope they looked at Black Desert (To a degree) and NBA 2K17 character creator morphing system/texturing, funny enough.

this is going to be the most revolutionary video game of all time

It could very well be. They have the money, the talent, the engine, the community support and the time.

Even if they don't get to 100% of their goals. In the next two years, the stuff they are accomplishing now and well improve upon later, all these new tools/features/mechanics. Is more then enough to push things in the game industry, if utilized for the right game.
 

Raticus79

Seek victory, not fairness
Seems to mean it won't be limited to preset, which would be nice.

The "DNA" approach is really interesting. You're presented with sets of overall faces and examples for the different parts, and instead of choosing a specific preset within those categories, you set sliders for how much weight you want each example to have - so there's room for a lot of variety, but it's within some natural constraints. I'm sure people will still find ways to make goofy-looking characters, but nothing as extreme as you can get with other character generators.
 
The "DNA" approach is really interesting. You're presented with sets of overall faces and examples for the different parts, and instead of choosing a specific preset within those categories, you set sliders for how much weight you want that example to have - so there's room for a lot of variety, but it's within some natural constraints. I'm sure people will still find ways to make goofy-looking characters, but nothing as extreme as you can get with other character generators.

Wasn't Fallout 4 an example of something similar?
 
The "DNA" approach is really interesting. You're presented with sets of overall faces and examples for the different parts, and instead of choosing a specific preset within those categories, you set sliders for how much weight you want each example to have - so there's room for a lot of variety, but it's within some natural constraints. I'm sure people will still find ways to make goofy-looking characters, but nothing as extreme as you can get with other character generators.

Remember this?

  1. https://www.youtube.com/watch?v=9R3klQqaR1s
  2. https://www.youtube.com/watch?v=I2SBYtj9pis

Edited down version: https://www.youtube.com/watch?v=vQsgKBaYKoo

It's essentially what they're talking about in relation to DNA approach.
 

elyetis

Member
The "DNA" approach is really interesting. You're presented with sets of overall faces and examples for the different parts, and instead of choosing a specific preset within those categories, you set sliders for how much weight you want each example to have - so there's room for a lot of variety, but it's within some natural constraints. I'm sure people will still find ways to make goofy-looking characters, but nothing as extreme as you can get with other character generators.
Yeah it can be interesting depending of the number of preset you can use as a base for your "parents?".
To be honest I prefer being able to still use specific slider for body parts, because it allow you to make something more.. personnal.
But I still can see the appeal of their approach, less opportunity for unrealistic/goofy faces and with enough preset as a base it should still prevent everyone from looking the same.
Where I hope they will do better than most game is on the hair, there is usually far too few variety of them, I'd also love to see them try to improve on the hair personalization we can find in BDO -again- where you can change the length/curl/position of part of your hair style.
 
So what are we thinking, 3.0 to avocados within a week or two?

Some of the instrumental features where scheduled to finish on the 28th, not sure if that includes bug testing, but as long as things are going smoothly I would agree with what you project.


Pretty good call Zabo.

Window is pushed by two weeks.


So it looks like they are completing work for delta patcher. Code dependencies are still present and animation rework is still in progress for mission givers. More tasks to be done for persistence and netcode. Comms, character and ship customization options put on hold to complete the other tasks.

It seems to me the Evocati is going to get all the bells and whistles for them to break. They aren't leaving anything out.


Edit: For all that speculation, I felt that Chris wouldn't be satisfied if the mission givers lacked polished, comms system not complete and persistence had issues. I have a feeling if those were complete and obvious bugs squashed he would let a release slide.
 
PTU will probably go into effect during gamescom, with a week or two after for the general release.
I still hold that they want to keep the surprise and impact at maximum by hedging exposure.
 

Vash63

Member
PTU will probably go into effect during gamescom, with a week or two after for the general release.
I still hold that they want to keep the surprise and impact at maximum by hedging exposure.

I wouldn't be surprised if early PTU was a bit before that but they announce that it's available to everyone at Gamescom (still not a 'stable' release though).
 

Daedardus

Member
New Female Head model with more detail it seems and better hair texturing/lighting. Looks amazing.

Not a video though, would have been nice seeing the new hair simulation in motion. But that will come soon enough for sure.

Hnnggh, that looks so good, a lot better than those bald space marines. Female model is 3.1 though, isn't it?
 
I wouldn't be surprised if early PTU was a bit before that but they announce that it's available to everyone at Gamescom (still not a 'stable' release though).

Yes, It would make more of an effect if they had a more stable release out. They may be holding off for feature complete and data patcher. There may be a cost associated with so many people downloading full version of game on that amazon distribution service. I am sure they want to keep that way down.
 

iHaunter

Member
That's when they'll announce a Squadron 42 2018 release.

cant wait for the Squadron 42 - 2019 release announcement

See I don't care about delays like that.

Know why? Mass Effect Andromeda, COD: Infinite Warefare, etc.

I would rather it delay then come out as hot garbage like those games did.

Remember Battlefront? Had practically no game modes and roughly 6 hour completion time for $60.

I do agree that it was a bit naive and a mistake from CIG to predict a 2016 release. But its realistically a 2018 release IMHO. I don't see it going to 2019.
 
I do agree that it was a bit naive and a mistake from CIG to predict a 2016 release. But its realistically a 2018 release IMHO. I don't see it going to 2019.

it was a bit naive and a mistake to predict 3.0 for the end of the year 2016 followed by June/July/August but that's just how Chris rolls. they didn't update the schedule for the last 2 weeks to reflect the delay.. around the same time they were selling the cyclone. its incredibly scummy.
 

iHaunter

Member
it was a bit naive and a mistake to predict 3.0 for the end of the year 2016 followed by June/July/August but that's just how Chris rolls. they didn't update the schedule for the last 2 weeks to reflect the delay.. around the same time they were selling the cyclone. its incredibly scummy.

What does that matter?

The cyclone? You're on that bandwagon now? Really?
 
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