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Clothing

PostPosted: Sat Feb 28, 2009 9:17 pm
by I.Brattin
Is there a way to add clothing into Uru?

Re: Clothing

PostPosted: Mon Mar 02, 2009 3:49 pm
by Nalates
Yes. I saw it being discussed. I understand it is not that hard to do. But, it is an age writers thing... not something that can happen in game as things are in MOUL.

Search for Lontahv's posts. He wrote about the possibility.

Re: Clothing

PostPosted: Mon Mar 02, 2009 6:03 pm
by BAD
The only clothing additions I have seen so far are the ones I had created. At least released publicly.

You can change the looks of existing clothing with direct texture edits, and then create mirrored files that will work within Uru, but it takes at least a passing understanding of hex editing. As for creating completely new clothing files for the avatar, I don't think anyone has completed any way or program to do that just yet. :)

Re: Clothing

PostPosted: Mon Mar 02, 2009 6:05 pm
by I.Brattin
Thanks Bad and Nalates.

I was looking at adding new clothes to Uru. I have some stuff meshed and would have loved to have been able to add it. I guess it will just have to wait for now.

Re: Clothing

PostPosted: Mon Mar 02, 2009 7:00 pm
by BAD
Don't dishearten, if you can campaign for this to be worked on, I am sure you will find others interested. It is known how to make valid PRPs for the clothing, so it would only take a programmer the work of making a viable easy way to use that information. That's no easy task, but at least your not starting from nothing. :)

Re: Clothing

PostPosted: Mon Mar 02, 2009 7:26 pm
by GPNMilano
I believe (distributed with the Offline KI) are the new Clothing PRPS I made. These include all clothing options from MOUL that I was able to convert. It is possible to create your own clothing, without hex-editing with libPlasma. There currently is no way to do so with blender though, it is something to look into, I just never got around to looking into how to do it. Its entirely possible, the clothing information needed has been available for some time.

Re: Clothing

PostPosted: Tue Mar 03, 2009 7:59 am
by D'Lanor
Yes, I had zrax fix a few things related to clothing in libPlasma. ;)

My method for UU simply copied an existing clothing item under a different name. Then we added the textures and slapped them onto the copy by editing its text strings. No meshes were modified or created in the process. The string editing part should be much easier now with libPlasma than it was with hex editing back then.

Re: Clothing

PostPosted: Tue Mar 03, 2009 10:47 am
by Nalates
Being able to easily add clothing or any other items to MOOS brings up whole sets of questions.

I see adding clothes or anything else as a subset of the canon/extended canon questions and the basic nature of MOOS. Those threads are scattered around and I see no consensus on a choice yet.

MOUL is an example of a ‘restricted’ content game (restricted in the sense it is difficult to add content and not everyone can do it). Second Life is an example of a run-away environment where content addition is ridiculously easy and almost everyone adds something. Content in SL is rumored to consume over 100 terabytes of data storage. My inventory is currently over 15,000 items (and I really have nothing to wear … it’s a female thing :) ) and I hear of others with way way more stuff. If you are interested in some the trivia of the cost of SL and the size of the system see: The Cost of Running SL.

There are trade-offs to adding content (ages or ‘things’) and the cost of game operation (bandwidth needed) and attractiveness to new players. I have mixed thoughts on how it “should” be and what it may “need” to be for MOOS to survive and attract players in an MMO common era. The current consensus seems to be let it develop as the shard operators decide, which seems sort of like staying home with a life challenging disease and hoping to get well. But, until we see what Cyan gives us we are sort of waiting on the lab results.

Re: Clothing

PostPosted: Tue Mar 03, 2009 2:12 pm
by greendragoon
I would imagine that such questions will get answered on a per-shard basis. Although, now that I think about it, I suppose the issue of shard interoperability may be an issue in regards to different versions of content.

Re: Clothing

PostPosted: Tue Mar 03, 2009 7:13 pm
by I.Brattin
I'm just interested in adding clothing to CC, not OSMO. In fact some of the meshes I have done for clothes are not suitable to be released to anyone but myself.