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Old 02-01-2007, 11:07 AM   #53
cephasjames
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Join Date: Jun 2004
Posts: 8,736
Quote:
Originally Posted by SSG Troyer View Post
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.
Important players? It can do just certain players? That's cool. How would it know who is who?
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