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Old 02-01-2007, 10:48 AM   #52
SSG Troyer
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Join Date: Dec 2001
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Quote:
Originally Posted by cephasjames View Post
I have no clue if this is right, but it sounds like it will use the teams logos for the hats and unis and will automatically update the photos whenever a player switches teams.

This makes me wonder though. I read someones comment that generating pictures at a seasons opening slows the processing... does that mean having players switch teams during the season will slow the processing too?
First of all, the plan is that, yes, when a player changes teams, his clothes will change, too.

The plan is for the logo and team colors used elsewhere in the game will be the ones used. Andreas has mentioned thay are modeling diffrent style shirts, but as to whether they would be historically accurate ... I have my doubts. This is aimed at those who use fictional universes, anyway, so I (as a fictional-only player) don't think it's that big a deal. That they will (hopefully) sport a uniform bearing some resemblance to what I had in mind for the Morro Bay Ocean, Amarillo Thunder, etal, is great by me.

And as to the processing time ... as of now, it doesn't really add that much time to the run of a season, but then, it's not changing uniforms yet (we'll see with the next few builds what happens there ...). The big hit comes in universe creation. I play large universes (~450 teams, in all levels (P4 3.4, 2meg RAM, 320gig RAID0 HD with 100gig free)), and if I create pictures for every player, the time involved can be upwards of half an hour ... I often use the option to create pictures just for "important players", as the menu calls it. Minimal time (~2-3 minutes extra) taken on creation then.

Oh, and yes, everyone has the RonCo sprayhead, but that's supposed not to matter, since their heads will eventually be covered. Supposedly.

Remember also, that OpenGL supprt is required for FaceGen.
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Last edited by SSG Troyer; 02-01-2007 at 10:56 AM.
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