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 04/07/2008 20:00:20
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Systemic Anomaly
Joined: Aug 18, 2005
Messages: 3393
Location: [SERVER]Recursion [FACTION]Kings of Never [REAL]Systems Administrator
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I'm sure it's been mentioned before (It's certainly been raised again in the Tech Help section) but are we able to move the glow effect (redeye, code-eyes, gold-code eyes) slightly forward? When zoomed out the effect works properly and even can be seen in front of glasses. But when you're nice and close the glow effect moves inside the eyes.
I assume its a distance scaling issue. But if correcting it for up close doesn't make the effect hang in front of your head (when viewed from a distance) then what is the chance of this getting adjusted?
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 04/07/2008 20:26:50
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Systemic Anomaly
Joined: Aug 18, 2005
Messages: 3393
Location: [SERVER]Recursion [FACTION]Kings of Never [REAL]Systems Administrator
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Link to Tech Help thread: http://forums.station.sony.com/mxo/...mp;#36300438936
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 04/07/2008 20:52:54
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Jacked Out
Joined: May 3, 2006
Messages: 3042
Location: San Tropez
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I've wondered about this as well. I've spent way too many hours staring at glowy eyes. I think the code eyes would look way better if they covered up the detail of the eye when you moved in closer. Shades seem to cover up a lot of the effect as well. I doubt we will ever see changes in the FX though, considering it looks like the code eyes use the same effect as normal lights in the city. I don't know if that is fact, but the code eyes look like shrunken light effects with color.
Edit: Like mentioned in the thread you linked, I think it comes down to which head your RSI has. Some females have code eyebrows instead of eyes. xD
Message edited by HostileIntention on 04/07/2008 21:02:11.
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 04/07/2008 22:37:10
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Mainframe Invader
Joined: Jan 5, 2006
Messages: 417
Location: The Watchmen
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As you can see in the below explanation, character height and eyeline are at different levels for male & female, but the glow/emitter effects are at same height. This doesn't bother me, but providing the feedback in case you want to fix. (on an unrelated note, I like how shades cover up the FX!)

Red circle is where the glow/emitter currently sits, blue circle is ideally where it should sit.
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 04/08/2008 01:09:05
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Mainframe Invader
Joined: Dec 27, 2006
Messages: 6283
Location: Invadin yore Maneframez
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Yeah, code eyebrows don't look as cool as code eyes! Could be a problem if the effect was a universal effect ie. the effect is just an animation at a set hight and distance from the current location of the character. Adjusting for each character's eye height may mean creating the effect for every combination of gender/head shape there is...
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 04/10/2008 06:15:12
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Mainframe Invader
Joined: Jan 5, 2006
Messages: 417
Location: The Watchmen
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Vinia wrote:
Yeah, code eyebrows don't look as cool as code eyes! Could be a problem if the effect was a universal effect ie. the effect is just an animation at a set hight and distance from the current location of the character. Adjusting for each character's eye height may mean creating the effect for every combination of gender/head shape there is... I would guess the group of effects is locked to a bone of the skeleton and offset. I think the influence face-types have on revealing incorrect height or depth position would come from facial features such as cheeks, eyebrows.
If this was the case the most efficient way to solve it would be average the position out to something that works with all face types for that gender (eg. change face types while positioning, what you arrive at is the chosen effect location for that gender). When activating.. have the effect query gender before being sent position data, therefore having two location possibilities total.
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