LunchBox
JIM MINY
Thermos sold separately
Posts: 86
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Post by LunchBox on Jul 23, 2018 16:00:13 GMT
Some edit makers were very creative and used the gradients to great effect.
I was not one of them, and never really cared for them. Making an edit with layers is much easier.
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Post by djkm77 on Jul 24, 2018 20:36:24 GMT
If you make Women or Lucha edits you miss gradients. My lucha masks could really use them. Also were great for kick pads and tie dye outfits.
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Post by sofia on Jul 24, 2018 20:47:44 GMT
Since you mentioned tie-dye, I'm curious about whether they're going to be adding patterns or anything to Firepro World with the NJPW DLC.
There are some designs on Yano's tights that look more complex than what the layering system would allow for, in particular... Also the rainbow striping on KUSHIDA's outfit.
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Post by kikrusher99 on Jul 24, 2018 23:54:56 GMT
If you make Women or Lucha edits you miss gradients. My lucha masks could really use them. Also were great for kick pads and tie dye outfits. RVD's singlet was a great example of a tie dye pattern. I never saw a really good RVD with gradients. Haven't seen a good one period.
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Post by Melly on Jul 25, 2018 1:59:16 GMT
funnily enough i was really worried that i'd sorely feel its absence
after like 2 weeks getting into the game i forgot they even existed. guess i wasn't really creative enough with them
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Post by djkm77 on Jul 26, 2018 21:52:07 GMT
Add cowboy boots to the list of parts that suck with out gradiants.
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Post by dudecactus on Jul 27, 2018 7:06:26 GMT
There were some things I miss because of there being no gradients. I was someone who happened to like the tye-dye effect I was able to get despite how pixel it appeared.
Though I think it is also because the right parts haven't been released yet. I think with some right layer combinations after the NJPW DLC, some concepts for tights might be easier to execute. I'm kind of mentally figuring things out after seeing the like of Hiromu and Yano.
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Post by Phil Parent on Jul 27, 2018 12:54:21 GMT
Somebody could simulate gradients if they took in-game edit parts and split them according to how they were split per color in Returns and made new edit parts.
So for exemple, take the kneepad, draw the gradient zones on it then split it and release it as 3-4 different parts.
Then the creator uses what he needs.
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Post by AcidDragon on Jul 31, 2018 19:53:01 GMT
Rarely used them myself except for very specific applications. Like Phil says, totally doable as new edit part layers. Of course this would mean each piece taking up 3 or more layers so there's a bit of give and take there but easily doable. Not sure how it would translate aesthetically in FPWorld's new HD smooth presentation, though.
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Post by desertpunk34 on Jul 31, 2018 20:29:56 GMT
I notice a theme, people or usually make normal wrestlers could careless about gradients.
Where as people who make fantasy, abstract or unusual edits miss the fuck out of gradients.
Also idk the story behind why we have to have layers or gradients.....why cant we have both lol.
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Post by TheDenizen on Jul 31, 2018 20:36:34 GMT
I only make original characters, and used gradients on many of them in FPR.
Don't miss 'em at all in World.
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Post by freem on Aug 1, 2018 23:04:54 GMT
Before I get into the main part of the post, I'm going to share some examples of what I was able to do with gradients in Fire Pro Returns. I'm not saying these are the best uses, or even great, but having more visuals is nice. As mentioned before, gradients are really good for torn pants: I really miss being able to do this hair: You could also do partial invisibility (if you hacked things...): (For the record, I am fine with the Layer system because it allows for previously-impossible designs. And of course, modding custom parts kills all arguments.) Now for the main part. I'm genuinely confused as to why people keep making this an either/or thing. Also idk the story behind why we have to have layers or gradients.....why cant we have both lol. To go into this requires jumping back 20+ years. In the old days, game consoles couldn't show a million plus colors at once, so the concept of palettes was used. This system worked fine up until the PS3/Xbox 360/Wii generation, when advances in GPU technology caught up to consoles. The primary reason "gradients" don't exist today is that paletted rendering has fallen out of favor. While Fire Pro World probably doesn't use OpenGL, a note can be found in the EXT_paletted_texture document: So that's the gist of it. You can still get similar effects if you program a shader, but that requires effort that could be spent implementing Management of the Ring mode or the NJPW stuff.
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