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Thread: Dungeon Tour Trailer     submit to reddit submit to twitter

  1. #41
    Relic Horn
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    Quote Originally Posted by Reve View Post
    Back to the more interesting topic of dungeons. Has it been mentioned if all those dungeons are going to be Light Party, or will it switch to Full Party at some point? Or will we have a mixture of Light/Full Parties even at higher levels?
    All we know is Amdapor Keep is 4man.

  2. #42
    Relic Horn
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    I reeaally think that all dungeons, with the exception of Castrum Meridianum/The Praetorium(maybe), will be 4-man, and the ones that end up being level 50, will offer a hard-mode 8-man version.

  3. #43
    Mithra Ero-Sensei
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    Quote Originally Posted by Waraji View Post
    I hope they put some thought into the re-texturing for Dx11 release.
    Their supposed to bump the texture quality a lot for "HD release" with DX11, when PS4 comes out. From what 512? textures to 2K?

    I blame PS3 limitations for holding us PC users back (and the PS4) ヽ(´▽`)ノ

  4. #44
    The Tower
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    I wish we had better tools available, but 512 does seem reasonable. There is the xivmodels.com thing, but apparently they have no plans to release an offline version, let alone a dissector which would be useful for model editing.

  5. #45
    New Odin
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    Bring these creepy dinosaurs back!

    http://i34.photobucket.com/albums/d1...psd8d713ef.png

  6. #46
    the whitest knight u' know
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    Slaaaaavennnnnnn~

    That's always the first thing I think of when it comes to FFXII mobs. Dat death animation...

  7. #47
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    Why haven't I seen this before? Or more like dear god why did I see this? #cringe

  8. #48
    It's all dicks and airplanes
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    I guess I'll leave this here.

  9. #49
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    i dunno. it still looks apparent to me that many of the rigs are imported directly from XI without any work done to it. textures no doubt have to be updated because of the lower resolution required for PS2 and all..

    a lot of the XI models they're using aren't actually as old as 10 years, and the thing about XI that sets it apart from other PS2 titles is that it feels like their work on it was done with some degree of future-proofing in mind. it wasn't intended to be PS2 only so the assets they created for it went well beyond that level and were able to match up to much higher end PCs of its time and later on the XB360.

    while it is true that SE did work with HQ/LQ polygon for PS2 FF titles, they did progressively try to close that gap no? especially with XII with the way they dropped overall polygon count and focused on texture? but even that applied more for characters than monsters..

    quality of monster models were overall kept pretty high to begin with, and since they were only used for battle and not cutscenes they only had 1 quality? like apparently even for FFX HD they had to rebuild playable character models... but for the most part enemies will only require retexturing.

  10. #50
    Relic Horn
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    Quote Originally Posted by Spira View Post
    i dunno. it still looks apparent to me that many of the rigs are imported directly from XI without any work done to it. textures no doubt have to be updated because of the lower resolution required for PS2 and all..

    a lot of the XI models they're using aren't actually as old as 10 years, and the thing about XI that sets it apart from other PS2 titles is that it feels like their work on it was done with some degree of future-proofing in mind. it wasn't intended to be PS2 only so the assets they created for it went well beyond that level and were able to match up to much higher end PCs of its time and later on the XB360.

    while it is true that SE did work with HQ/LQ polygon for PS2 FF titles, they did progressively try to close that gap no? especially with XII with the way they dropped overall polygon count and focused on texture? but even that applied more for characters than monsters..

    quality of monster models were overall kept pretty high to begin with, and since they were only used for battle and not cutscenes they only had 1 quality? like apparently even for FFX HD they had to rebuild playable character models... but for the most part enemies will only require retexturing.
    You're right, crabs are about 13 years old if you include the beta. :>

    Either way, I like the old models more than some of the new shit anyway. Texture is a bit low but it's still fine.

  11. #51
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    well yeah.. but you do get my point. vanilla XI mobs are mostly 12-13 years old.. CoP ones are around 10. ToA 8 ish. WotG 6+. the point is that as skeletals they're resilient enough to work in XIV. and to be honest, there's really no need for very much more from fodder mobs - to be fair FFXI had some of the best mob models for its generation of MMOs
    i am perfectly fine with them but do agree that they lack the glorious textures that entirely new mobs seem to have.

    but there again.. i just watched the Primals trailer.. and Behemoth looks so bare. Ifrit looks the most incredible but that may just be because of the glowy fire bits.. and Sleipnirs mane is incredibly distracting.

    Maybe they just havent had time to implement it or are holding off on the HQ texture stuff for DX11?

  12. #52
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    Quote Originally Posted by Spira View Post
    i dunno. it still looks apparent to me that many of the rigs are imported directly from XI without any work done to it. textures no doubt have to be updated because of the lower resolution required for PS2 and all..
    Yes, you can import rigs and we've established that, but rigs are only controls for skeletons so unless you're importing the animation you're only skipping the creation of the rig. We aren't saying they haven't or couldn't do that, but even if they did they would still need to do animation.

    Quote Originally Posted by Spira View Post
    a lot of the XI models they're using aren't actually as old as 10 years, and the thing about XI that sets it apart from other PS2 titles is that it feels like their work on it was done with some degree of future-proofing in mind. it wasn't intended to be PS2 only so the assets they created for it went well beyond that level and were able to match up to much higher end PCs of its time and later on the XB360.

    while it is true that SE did work with HQ/LQ polygon for PS2 FF titles, they did progressively try to close that gap no? especially with XII with the way they dropped overall polygon count and focused on texture? but even that applied more for characters than monsters..

    quality of monster models were overall kept pretty high to begin with, and since they were only used for battle and not cutscenes they only had 1 quality? like apparently even for FFX HD they had to rebuild playable character models... but for the most part enemies will only require retexturing.
    They didn't have any future proofing in mind when they made these monsters, that much is clear. They certainly didn't think when they made FFXI, "let's keep all these monsters around and make them HD so that when FFXIV fails and gets remade, they can include these monsters!" What would they have future proofed them for? Making them current generations standard would always take work, and making them HD standard would require the unoptimized to be optimized again. Either way, future proofing isn't a thing that was happening here.

    How old the models are doesn't really matter, because no matter when the model is made you still have to adhere to a 10 year old pipeline to implement them and they still have the same standards and guidelines.

  13. #53
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    I totally marked out when I heard Tonberry Kinq sharpening THE KNIFE

  14. #54
    XI was, and will always be, better.
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    fuck the disappointment of 1.0

    am excited as shit now

  15. #55
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    Quote Originally Posted by Elcura View Post
    They didn't have any future proofing in mind when they made these monsters, that much is clear.
    don't be stupid. i meant for the same game on future platforms. PS2 -> PC, XB360.

  16. #56
    Piece of shit Bruins fan

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    Quote Originally Posted by NotGreyheim View Post
    I totally marked out when I heard Tonberry Kinq sharpening THE KNIFE
    Totally happy he's there, but something about the head just seems wrong. Seems like a green ball with two eyes. No discernible snout.

  17. #57
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    To be honest, the tonberries bug me as seemingly underdeveloped models compared to the rest of the graphic quality of the game. Granted, I'm not demanding sleekly scaled lizard-like skin or the grainy burlap of a robe or whatever, but they just feel a bit cartoony where even their "cartoony brethren" the cactuar make a better leap to fit in.

  18. #58
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    Quote Originally Posted by Spira View Post
    don't be stupid. i meant for the same game on future platforms. PS2 -> PC, XB360.
    How am I being stupid? The point is that SE, at the very least, all they can do is keep unoptimized versions around which is the closest I can get to calling this future proofing. Which in these situations can come down to individual luck and/or work practices.

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