- 2,185
- London
- Jonny-TWC
Like mentioned, Tokyo Game Show 2006, this was all a "target" for GTHD, which got cancelled.
The article was from an interview in 2010, you didn't read it did you
Like mentioned, Tokyo Game Show 2006, this was all a "target" for GTHD, which got cancelled.
I wasn't even remotely talking about if I want a livery editor or not...
ReDxHorneTIf GT5 did have a livery editor, I would probably use it to make replicas of the BMW's and Corvettes which race in the American Le Mans Series. However, it would take too much effort and all I would end up doing would be applying racing stripes and numbers to the car as well as some windscreen decals.
Have you even followed the god damn conversation? I replied because Slashfan called the livery editor a "minor thing". I just wanted to clarify that implementing a livery editor is a huge task to do and most likely nothing we will see in an update for GT5.
Jeez, got it now?
EDIT: And now please stop acting like being oh so smart, when you don't even get the posts you quoted yourself.
You cannot put it like that, because the game engine needs to be capable of texture editing. Especially when you have stuff like night racing and dirt on the cars (shading). The livery editor from ACR is buggy as hell by the way.
Again, no, because for the reasons I've posted above and it also doesn't change that PD showed the livery editor on a target plan for GTHD and not GT5.If beta stage games created by tiny studios (Eutychynx - bet you've never heard of them) are capable of putting a decent system in then surely a larger development studio should be capable of doing so?
Again, I am not saying it's impossible, but it is not so easy to implement.
So basically you're saying that Eutechnyx, Codemasters, Turn 10 and EA (amongst others) are more knowledgeable than Polyphony, given that they managed to figure it out years ago?EDIT: Again, I am not saying it's impossible, but it is not so easy to implement like you seem to think ("If Eutechnyx can do it, shouldn't PD be able too?").
You don't need a livery editor that load every single layer when you are on track like in Midnight Club . Best option is to add an "export" function, the game save the livery as a .dds, then load it as a normal skin without calculating layers every time. This will save memory on the long run. You can leave layers "history" in a proper game menu.You cannot put it like that, because the game engine needs to be capable of texture editing. Especially when you have stuff like night racing and dirt on the cars (shading). The livery editor from ACR is buggy as hell by the way.
So basically you're saying that Eutechnyx, Codemasters, Turn 10 and EA (amongst others) are more knowledgeable than Polyphony, given that they managed to figure it out years ago?
sigh
These excuses for Polyphony about how it's hard or not as easy as everybody thinks are just moronic, and I'm puzzled why they keep getting trotted out on occasion. Of course it's not "easy", but that so many studios have figured it out, it's just nonsense to infer that just because one studio can, Polyphony can't; especially so when it's not just one, but a large handful.
So basically you're saying that Eutechnyx, Codemasters, Turn 10 and EA (amongst others) are more knowledgeable than Polyphony, given that they managed to figure it out years ago?
sigh
These excuses for Polyphony about how it's hard or not as easy as everybody thinks are just moronic, and I'm puzzled why they keep getting trotted out on occasion. Of course it's not "easy", but that so many studios have figured it out, it's just nonsense to infer that just because one studio can, Polyphony can't; especially so when it's not just one, but a large handful.
Funny isn't it that for a long time, and not that long ago, the Japanese (in general) were always accused of copying existing products (and improving them, and selling them for less), maybe that's left a 'stigma' they wish to avoid at all costs these days.
Nowadays we live in an age with confidently Japanese styled products (for example the Lexus LF-A and Nissan GT-R) and it's clear they have their own way of doing things and proud of that.
But then again, a livery editor won't be a new element for racing games anyway, so it begs the question why you'd really want to 'reinvent the wheel' if it takes that much time and effort to do so.
Especially on a gameplay element whereby the true originality stems from the player using it.
Ofcourse I could be completely wrong and PD eventually releases a unique system which clear logic is indisputable (like GT-menus used to be) but I doubt many would complain if it were a system similar to Forza with only different accents.
And then simultaneously release a 'car design' editor and complementary 'engineering' editor to camouflage it.
When I said "re-invent the wheel" I was perhaps being a bit facaetious; ironically, the wheel has been reinvented, or at least re-factored, several times.
Minor note for JBanton - forgive me if this is a stupid question, but what's with the pink cars and "<3HT" decals?
And by the way. Polyphony isn't such a huge Studio, between 90 and 140 people worked on GT5, on everything (modeling, engine, physics, sounds, research etc.). Not even half of the amount of people who worked on Forza (three teams from which two only did the modeling for cars and I think some tracks).
Welsh-FuryI can't deny that I'd love the livery editor. Bringing back classic liverys and those that should be, that would do it for me in GT5.
I only fear people abusing it with inappropriate/offensive images.
Cars painted like that (In game and in real life) are frequently used to annoy or "Troll" people. There are also those who find that certain cars can have working pinks and obnoxious colors.
yet they make HUGE money off GT just on sales alone, they can obviously afford to hire more modelers but i guess they don't want to, this is why Forza has DLC with tons of cars coming out practically every month while GT gets 5 cars every half a year or so at this rate.
The league i run with do league vs league races in between seasons, a livery editor would be so good for battling other leagues with, each team in thier teams liveries would definatly add somthing imo.
Its THE top selling point for Forza and is one of the main reasons the series is so successful. In fact they would lose a large amount of the community if they removed the livery editor.Agree, Spence, what are TAM colours anyway out of interest?
I never really looked into how forza teams use the livery editor. I bet that is a great selling point.
Shaders are for modders not necessarily for skinners.The shading used for GT5, which is also responsible for light reflections, must be able to handle "custom" textures. I've seen what can happen if you use different shaders in a game.Whole liveries which worked before looked horrible with the new shaders applied, because they handle a combination of certain colors differently, or reflections suddenly look wrong etc. (white becomes silver, red looks orange, black goes grey). A livery editor must allow processing of all of that on-the-fly inside of the engine,
An export function will save tons of memory on the long run. Don't forget memory is the weakest point on the PS3.never mind if you use the export function you mentioned, it still has to be rendered in the running game.
Don't get your point, cars are already rendered in the game menu, I don't see the problem.Then there's also the polycount of the cars,
We are in 2012, just make good use of these 200 premiums. Standards are just... standards. And I never had a problem changing resolution on GTR2 liveries, from 1024x1024 to 4096x4096.the difference between Standard and Premium cars (the texture resolution could be a problem)
Upload on granturismo.com the templates and let's paint with Photoshop. The can do it. Memory problem solved. Than we upload .dds liveries via USB.the V-Ram limitation of the PS3 (even with your idea, 256 mb while editing isn't much to work with)
Report button. Easy does it.a way to monitor and check the liveries people create (racism, sexism, pornography and so on).
Sure but that's a place where you at leaststart understanding how stuff works.On a sidenote: Being registered at NoGrip isn't a guarantee for understanding how this stuff works.
Its THE top selling point for Forza and is one of the main reasons the series is so successful. In fact they would lose a large amount of the community if they removed the livery editor.
And you know how much money they make from?
The game alone cost 80.000.000$ if I remember correctly, you need to sell a lot of games to make a profit out of that. I'm not saying they didn't make a lot of profit, but I don't know if it's enough to hire dozens of new people and you don't know either.
Don't forget that a huge part of the team moved into a different city this year too, which wasn't cheap for sure.
Shaders are for modders not necessarily for skinners.
You can skin a car keeping the original shader, eventually changing the bodymask. AS long as you create a normal skin you don't HAVE to change shaders. GT5 already have default skins with chrome, metallic, gloss and matte effects at the same time, Raybrig NSX for instance. So it's not an issue, GT5 already handle these fx very well. They only need to create an UI where the livery editor apply a particular effect to a choosen layer.
An export function will save tons of memory on the long run. Don't forget memory is the weakest point on the PS3.
Don't get your point, cars are already rendered in the game menu, I don't see the problem.
We are in 2012, just make good use of these 200 premiums. Standards are just... standards. And I never had a problem changing resolution on GTR2 liveries, from 1024x1024 to 4096x4096.
Upload on granturismo.com the templates and let's paint with Photoshop. The can do it. Memory problem solved. Than we upload .dds liveries via USB.
Report button. Easy does it.
Sure but that's a place where you at leaststart understanding how stuff works.
That means 7 million copies shipped to retailers, not sold to customers and like you said yourself, take away the costs you listed, do it, please. Bet you can't though, since no one here has an inside look at how much that stuff costs.More than 7 million copies of GT5 sold, if I recall correctly.
7 million x $60 = $420 000 000.
Take away production costs, retailers cuts, shipping, and whatever else you like, they made a :censored:load of money. And sales continue.