Jump to content

[DE]Artarrwen

PC Member
  • Posts

    1,238
  • Joined

  • Last visited

Posts posted by [DE]Artarrwen

  1. 1 hour ago, TheBlackSpectre said:

    Hi,

    Apparently when a post I made is viewed using the Forum's Dark Mode Theme the post shows up as gray text on gray background... very difficult to read. I didn't change any colors and I'm using the Warframe Default theme. Any ideas on how to fix this? 

    Here's the post 

     

    Copy your entire post and then replace it by pasting with Ctrl+Shift+V. This will paste it in plain text and get rid of any rich text styling (like the color).
    Alternatively there is a pop-up whenever you paste rich text with a prompt to "paste as plain text instead".
     

  2. start your project in 2048, import your images, you can then resize the textures in TextureSet Settings (click on the lock to turn off proportion restrictions):
    Or91vsX.jpg

    btw if you have substance painter anyway I would recommend doing all of your textures there without using Photoshop at all, it's much faster that way

  3. Your name is only listed when you are active in the chat, I imagine there'd be a number of players who would just passively read the chat and, like, PM hosts every so often. Going to a mission means you're not in the chat anymore so there's players popping in and out constantly.

    Plus not everyone has a reason to use recruiting chat (or any chat at all for that matter), could be that lots of players play in public mode or solo or with their friends or with their clan or alliance.

    Additionally IIRC the chats are segregated not just by region but by language as well so even if you're running the english client you won't be seeing the entire EU playerbase.

    You're looking at a portion of a portion of a portion of a portion of a portion of the playerbase. The numbers don't really seem that far off to me, all things considered.

  4. 3 hours ago, Acriax said:

    Hi all! Long time player and forum lurker, first time poster here.

    So yeah, I'm currently unemployed and on a financial downslope, and I'm decent (and slowly getting better) at making 3d models and textures. So the premise of making assets for Warframe intrigued me greatly. But would the sales from Tennogen items be enough to support a frugal lifestyle? How slim are the chances of getting ones items into the game, and if one manages to do so, how are the earnings for a single item? Do the items sell at a steady rate due to constant influx of new players or is there a quick drop in sales after the item comes into the game? What seems to sell better, Syandanas, attachments, helmets or skins? 

    Making things for one of my favourite games is a lifestyle that I really could see myself enjoying. I understand that it's sensitive to talk about earnings (and hope it's allowed here), but just a rough yes/no would help me make up my mind about whether or not I should pursue this. Appreciate any responses, no matter how vague. :) Thanks!

    I did pretty much only alt helmets and 1 helm+skin combo so I can't speak for popularity of other categories (pretty sure helm+skin combos and syandanas on average do better than helmets though). Monthly sales can vary greatly - so much so that just talking in aggregates won't tell you anything, and sharing detailed stats in public is not allowed. From my experience, the income has been enough to get by at worst times. Having consistent quality and maintaining a momentum is required if you want to make a living.

    There's a long delay between submitting an item and receiving any revenue for it - waiting for the announcement, then release, then Valve delays payments by one month (e.g. you won't see your September revenue until the end of October - not applicable to consoles, they are treated differently).

    Getting started can certainly be tricky - even more so if you're expecting to enjoy a full-time gig with no other means of income to support you in the meantime. My own experience with Tennogen has definitely been worth it but I happened to get lucky in some aspects.

  5. 16 minutes ago, Kethus said:

    The UK is also a different region with its own prices. 

    Well, yes, obviously UK was always an exception because it's special like that.

    18 minutes ago, Kethus said:

    Also I've heard the opposite: that the regional prices don't depend on Valve. And indeed, for Valve games the prices are pretty consistent across the currencies and it's everyone else that converts $1 to 1€, making the games 20%+ more expensive for countries in Europe.

    My mistake. Indeed, publishers may choose to set different prices per region (and many probably do) but Valve still makes an automatic suggestion when a game is submitted, according to this article.


    Though I still believe that there is no way to adjust prices for individual EU countries (aside from UK) based on their national currency without having to go through Valve. So, again, DE can't help here. 

    14 minutes ago, KentuckyKid_69 said:

    The problem with that must be Stream since obviously they get a percentage of this sell and the whole system is running on their platform. I bet if DE and the designers did this on their own it would be cheaper to buy Tennogen stuff. Someone knows how Tennogen is working, percentage wise I mean? How much does each part get I wonder.

    Artists get 30%, the rest goes to DE and Valve. Don't know the exact split.

  6. You asked this exact same question in another thread so I'm just going to copy my reply here:

     

    1 hour ago, Doomerang said:

     I agree Prime Access & Tennogen prices are a little bit too high, but I can live with that, after all it's a F2P, u just buy them to show ur support. But price adjustments for different regions sounds reasonable, and DE can learn something from Steam. I'm sure some proper adjustments will bring DE more income.

    I don't believe DE are in charge of regional price adjustments, and even if they were, according to Valve's policies EU is one big region with EUR being its only currency so it's literally impossible to adjust for smaller countries like Romania while still selling the items through Steam without Valve doing anything about it (and it's likely that they won't).

  7. You don't need to set up cloth physics, it's done by DE when the item is accepted.

    20 hours ago, Ath4 said:

    P.S. All tutorials found by me simply describe the way to animate one sheet of cloth, while my item consits of several materials Metal, braids, hard cloth etc, so it requires pretty much more complicated hierarchy than Izvara cape, for example. 

    This isn't recommended, change of weight and complex chains like that are difficult to simulate.

  8. 15 minutes ago, Xekrin said:

    The video you posted is roughly 80% content that was put into warframe.  Grineer, raptor (Isn't it Jackal?), the liset, the weapon's he used, solar rails, even some of his abilities.  That's a touch more than a nod here and there, just saying.

    I was referring to the 2008 Dark Sector when I said that - in addition to everything I've mentioned and showed before. Poor wording, sorry.

    But basically, yes, the gist is the same, Warframe borrows heavily from both iterations of that game, more than what's initially apparent.

  9. In short, Dark Sector originally was supposed to be set in a universe similar to Warframe's. Later it was changed to a Cold War era setting as an easier pitch to a publisher.

    Warframe, in a way, is the modern realization of Dark Sector's original concept. Naturally, it has some easter eggs, as well as direct references like the anniversary skins for Excalibur (Proto-armor), Nyx (Nemesis) and the Glaives.

    Some of the more obscure easter eggs is the reflection in Hydroid's Undertow puddle (you can see an environment from Dark Sector). An even older easter egg is the occasionally seen blocky Corpus crewman suit. There's also some nods to the creature and character designs here and there.

    However, there is no direct connection between the two games, their universes and storylines.

  10. Should be possible, yes, but limited due to tri budgets (5000, that's less than 7500 for a syandana). A huge complex scarf would result in a bland simple helmet and vice versa. Not necessarily a deterrent, just something to keep in mind.

    Also obviously limited by physique of different Warframes and their Primes (Mesa comes to mind, as well as Vauban Prime - wouldn't try a scarf on those). But definitely possible for some of them.

    (can't speak for DE, though, probably don't do anything excessively crazy)

  11. Just now, SpiralViper said:

    Oh man! It looks amazing. And the colours are so suited to Mirage. I hope you don't mind me asking, how to add colour to the model while still making it customizable?

    You mean tint mask?
    https://warframe.com/steamworkshop/help/index.php?page=texturing-guide explains how customization is handled using a special map called a tint mask, as well as some tips as to how to create a suitable albedo (diffuse) map.

  12. 1 hour ago, SpiralViper said:

    Thanks Artarrwen. Is is possible to somehow put different maps next to each other in Photoshop to make sure i'm applying patterns to the correct areas? To make sure i put new patterns in the same places on a normal map as i did on the diffuse map?

    It shouldn't be difficult to just keep all of the maps in the same PSD (separate them by groups, e.g. Diffuse group contains all layers for your diffuse map, etc.), though making consistent changes to multiple maps at a time is a bit more advanced than just keeping things organized, so much so that I'd recommend using Substance Painter or similar software for texture work rather than Photoshop (not that it's impossible in PS, just tedious).

×
×
  • Create New...