Oh... crap. :S
But I'd like clonk with diffrent skin tones by random: white, "coloured" and black.
But I'd like clonk with diffrent skin tones by random: white, "coloured" and black.
I wanted to mention that as well, isnt it a bit racist to have "normal" clonks white, and for example jungle clonks black.
IMO when creating a team there should be choice of:
Skin colour:
Black
Black-White
White
White-Yellow
Yellow
Yellow-Black
Green :P
Other :P
Gender:
Female
Male
Neutral
And maybe style and color of clothing as well, along with hair...
Then it would be possible to identify a clonk even w/o looking at team name...
IMO when creating a team there should be choice of:
Skin colour:
Black
Black-White
White
White-Yellow
Yellow
Yellow-Black
Green :P
Other :P
Gender:
Female
Male
Neutral
And maybe style and color of clothing as well, along with hair...
Then it would be possible to identify a clonk even w/o looking at team name...
Yay Open Clonk seems to turn into a 2D Version of Sims, where you need about an hour to create you simclonk....
What is bad in customising clonks? Also with this as someone said - it would make it easier to create RPG mods. Also white only clonks is a bit racist, as well as male-only is a bit sexist...
I think it could be pretty simple to have black/white/asian clonks by just a simple colour modulation of the teture. A few different clothes textures would be incredibly simple to make, but I think skin/clothes/gender should be all randomly set the on Clonk's creation in the player profile. As previously stated, Clonk should not be the sims.
You are probably right, but a bit of customisation to make highest rank clonk look more noble would be good.
A rankshowing overlay (at the shoulder or at the arm) would be enough, i think.
Also, in my opinion, the Clonk just has no gender or different skin. It is just "the clonk".
Also, in my opinion, the Clonk just has no gender or different skin. It is just "the clonk".
You are not supposed to create each of your clonks yourself, the engine does it for you. No worries!
Exactly. :) Though if someone really cares, they should be able to modify the clonk's appearance in their Player Settings.
So the player needs to sort his clonks out, which he dislikes ('cause of skin or smth) instead of creating ones, he likes?
Or maybe he wants variety...? If you had three Clonks, all of which were generated White/Female, it would be desirable to change them a bit so they are more identifiable in-game. Maybe a female player wants her Clonk leader to be female. If an african person is playing clonk, maybe he wants his Clonks african.
Everyone, just stop making ridiculous claims about others. Instantly assuming everybody is a racist, sexual predator, or any other such ignorant accusation is a pathetic argument, and will be ignored.
Everyone, just stop making ridiculous claims about others. Instantly assuming everybody is a racist, sexual predator, or any other such ignorant accusation is a pathetic argument, and will be ignored.
> Everyone, just stop making ridiculous claims about others. Instantly assuming everybody is a racist, sexual predator, or any other such ignorant accusation is a pathetic argument, and will be ignored.
Yup, pathetic...
Forget it. I didnt ever say it :P
I am just worring, if all those different looking types fit to Clonk. Ever imagined a black skinned clonk in medieval armor? Ever thought about a red skinned asiaclonk? Such would be possible, but it is just not normal and may even strange.
Well, Clonk history is not the same as our own. I think it would be pretty awesome to have an african knight. :D
So Clonks should look like different human, but not include their history? All this idea, i would like rather to have in an extension pack.
In the U.S., there are black, white, native-american, and oriental people all living in the same country. Why must their be histories in the base game? It sounds more logical to have an extension pack for the clonk race histories (f.e. FarWorlds... Jungle=African; Arctic=Native-American).
Clonks could get green-ish or blue-ish color. Oh well, forget it...
>It sounds more logical to have an extension pack for the clonk race histories
and those packs include the specific skin, so that it is NOT necessary to include this as enginefeature...
You have to think about Clonks, like about Worms, Lemmings and even Super Marios (yes!). They are the main Content of the game, and can't be changed, because it would change the way you think about it. There are two different kind of video game characters, the ones that are like from novels or movies, where you can choose to identify with them or not, or there are video game characters that work more like mascots. The identification is absolutely unimportant (unless a scenario really wants it).
An example: You can't really identify with Super Mario, because he's more like a "tool" that you take to play with (like a Clonk too), on the other hand Link, from Zelda, is really somebody to identify with, because the adventures are meant to be an emotionally travel with ups and downs.
My conclusion is, when the Clonk starts to be something with attributes, like gender, different skin color and all that, it would loose the mascot character and become something with an half identification ability that wouldn't work in the small rounds with different themes, that you play in Clonk. The Clonk would become something else.
Actually it's pretty hard for me to verbalize my thoughts on this point, perhaps somebody understands what I mean.
An example: You can't really identify with Super Mario, because he's more like a "tool" that you take to play with (like a Clonk too), on the other hand Link, from Zelda, is really somebody to identify with, because the adventures are meant to be an emotionally travel with ups and downs.
My conclusion is, when the Clonk starts to be something with attributes, like gender, different skin color and all that, it would loose the mascot character and become something with an half identification ability that wouldn't work in the small rounds with different themes, that you play in Clonk. The Clonk would become something else.
Actually it's pretty hard for me to verbalize my thoughts on this point, perhaps somebody understands what I mean.
OpenClonk is about new innovations... and what is so important about the Clonk mascot? As my friend was just saying, OpenClonk shouldn't be a retexture of Clonk Rage. This is the kind of innovation we need; change.
You really approach the core of the issue with this post.
However considering this aspect I think that it is still possible to make the clonks look like 'individuals in a tribe of clones'. We should only allow very small differences (I could even imagine a few pixels in size, but of course nothing should affect gameplay). I wouldn't mind a female clonk either.
But I agree with you that the clonks must stay 'mascots', and should not become to individual. I thought a bit about that problem and figured that the game "The Settlers 2 remake" has solved this problem quite clever.
Example Screenshots (googled):
http://www.gaming-society.de/attachments/752d1170457308-die-siedler-ii-wikinger-neue-infos-screenshots-pic_20061205_145845.jpg
http://www.gaming-society.de/attachments/753d1170457330-die-siedler-ii-wikinger-neue-infos-screenshots-pic_20061205_150315.jpg
http://www.gaming-society.de/attachments/754d1170457407-die-siedler-ii-wikinger-neue-infos-screenshots-pic_20061205_150437.jpg
However considering this aspect I think that it is still possible to make the clonks look like 'individuals in a tribe of clones'. We should only allow very small differences (I could even imagine a few pixels in size, but of course nothing should affect gameplay). I wouldn't mind a female clonk either.
But I agree with you that the clonks must stay 'mascots', and should not become to individual. I thought a bit about that problem and figured that the game "The Settlers 2 remake" has solved this problem quite clever.
Example Screenshots (googled):
http://www.gaming-society.de/attachments/752d1170457308-die-siedler-ii-wikinger-neue-infos-screenshots-pic_20061205_145845.jpg
http://www.gaming-society.de/attachments/753d1170457330-die-siedler-ii-wikinger-neue-infos-screenshots-pic_20061205_150315.jpg
http://www.gaming-society.de/attachments/754d1170457407-die-siedler-ii-wikinger-neue-infos-screenshots-pic_20061205_150437.jpg
Yes, individual aspects on the Clonks are no problem, but they should stay random. Btw, I can't see the pictures. Edit: No, just the links are a little bit wrong.
Well finally got it right. The exporter doesn't work properly when the mesh has a translation or rotation in Blender. Here also the parenting with the armature made some problems. I got it fixed by joining the female mesh with a copie of the male one, and then remove the vertices of the male. So now the female has the exact same armature settings like the male on.
And well this picture wasn't the strangest, there were far stranger ones I encountered later.
And well this picture wasn't the strangest, there were far stranger ones I encountered later.
Are you sure it was the exporter's fault, and not the engine's?
Powered by mwForum 2.29.7 © 1999-2015 Markus Wichitill