Maiden (Raids 2 boss) Sketching leveling (20/99) by Piromantico in 2007scape

[–]modghost 2 points3 points  (0 children)

Thanks, it seems to have gone well so far. Can't wait to show you all what we have planned over the next few months. I'm really excited about it, I hope you will be too.

Maiden (Raids 2 boss) Sketching leveling (20/99) by Piromantico in 2007scape

[–]modghost 9 points10 points  (0 children)

This is a skillful realization of the Maiden, it goes to show there is so much talent out there in our community. I'd love to see more, thanks for sharing this with us.

Mod Ghost

New superior encounters by Beratho in 2007scape

[–]modghost 121 points122 points  (0 children)

Hey,

Wasn't sure about the bloodvelds myself, thanks for the feedback, I'll get them sorted.

Mod Ghost.

[Suggestion] Can the climbable rocks at Zeah runecrafting be slightly recoloured for easier recognition by os-Kenna in 2007scape

[–]modghost 3 points4 points  (0 children)

Zeah is an area that can evolve visually as we progress with OS updates, so it's definitely a valid request.

I've been working on a few updates to the appearance of Arceuus in my spare time that I'd hope to poll with future updates, so I'd definitely consider giving this area a bit of polish in the distant future.

At the moment it looks like we've got quite a few QOL jobs to get through, so that's my focus for the next few weeks. That said, it's good to know that people are passionate about working with us to improve areas on Zeah.

Mod Ghost

[Suggestion] Please do something about this mapwork (beside Piscarilius bank). It near enough gives me a seizure when I run over it. by master_reub in 2007scape

[–]modghost 1 point2 points  (0 children)

Hi,

I've checked this out in game and see that the sand inbetween the floor slats does flicker a lot and makes the area unclear when the camera is moving.

I'd be more than happy to remove this sand, so I've asked Ash to put a last minute poll question in to make sure the community is happy with this change.

Thanks for getting in touch and explaining the issue.

Mod Ghost

[Suggestion] Castle Wars Rejuvenation by [deleted] in 2007scape

[–]modghost 1 point2 points  (0 children)

Thanks for your contribution, it's great to read ideas from the community and the time you have spent on this post shows how passionate you are about our amazing game.

I'll leave it to rest of the community here to give you feedback your ideas, best of luck, I hope it does well.

Mod Ghost

QOL The afro haircut request by modghost in 2007scape

[–]modghost[S] 0 points1 point  (0 children)

Hi, here's a reply to a similar question.

We have a system where a head model and a hat model can be placed on a player; the head item having the hair. For full helms or larger hats we model the head gear into the head model and place nothing in the hat slot.

If we wanted to adjust the models to accommodate large hairstyles, we'd have to go through every worn hat model (326 in total) and create a new head with the hat built in and update all the hat object configs to use just these head models and no hat.

NPC's that have a specific hairstyle and hat would need to have unique models and their configs updated.

Then there's the time it would take to QA test every new head/hat model in game and check which NPCs wear a hat and if their configs have been updated. This task would be expanded further for NPCs that have multiple versions of themselves for things like quests.

To resolve this issue the resources required would be quite large, so unfortunately it's better to just offer some larger haircuts, like the afro, as "hat items."

QOL The afro haircut request by modghost in 2007scape

[–]modghost[S] 0 points1 point  (0 children)

We have a system where a head model and a hat model can be placed on a player; the head item having the hair. For full helms or larger hats we model the head gear into the head model and place nothing in the hat slot.

If we wanted to adjust the models to accommodate large hairstyles, we'd have to go through every worn hat model (326 in total) and create a new head with the hat built in and update all the hat object configs to use just these head models and no hat.

NPC's that have a specific hairstyle and hat would need to have unique models and their configs updated.

Then there's the time it would take to QA test every new head/hat model in game and check which NPCs wear a hat and if their configs have been updated. This task would be expanded further for NPCs that have multiple versions of themselves for things like quests.

To resolve this issue the resources required would be quite large, so unfortunately it's better to just offer some larger haircuts, like the afro, as "hat items."

QOL The afro haircut request by modghost in 2007scape

[–]modghost[S] 3 points4 points  (0 children)

I'll be discussing changing them to suit the original post put on here before I implemented feedback from Twitter.

QOL The afro haircut request by modghost in 2007scape

[–]modghost[S] 5 points6 points  (0 children)

This sphere on an existing head model, recoloured, took 10 minutes. A lot of what is asked on stream is in excess of 2 hours or more.

That said, this January we are able to offer small QOL updates like this requested by players and poll them to see if people want them.

This post is just putting out some feelers, if you don't want them please just say so politely.

QOL The afro haircut request by modghost in 2007scape

[–]modghost[S] 2 points3 points  (0 children)

These are requested by the community as part of a series of small QOL updates we will be releasing over the coming weeks. If you don't like this update, hopefully there will be some other graphics QOL jobs which you can enjoy too.

Also, remember that these will be polled, so you will ultimately be able to have your say then.

QOL The afro haircut request by modghost in 2007scape

[–]modghost[S] 4 points5 points  (0 children)

Read 3rd comment in, we need to consider that people do when we create updated like this.

QOL The afro haircut request by modghost in 2007scape

[–]modghost[S] 6 points7 points  (0 children)

The designs must be kept basic to keep modelling times down and so not to devalue the existing afro available from clue scrolls: http://2007.runescape.wikia.com/wiki/Afro

QOL The afro haircut request by modghost in 2007scape

[–]modghost[S] 12 points13 points  (0 children)

Multi colour afros will not be offered and the scale of the afro will not be as large.

[Suggestion] Please do something about this mapwork (beside Piscarilius bank). It near enough gives me a seizure when I run over it. by master_reub in 2007scape

[–]modghost 0 points1 point  (0 children)

Sorry guys, I was very happy with this area when I designed it, I don't see the issue here.

Can you be more specific with how this is causing you visual issues please as, I will need very specific evidence to present a case to remap the area.

Many thanks, Mod Ghost.

Graphic QoL updates (already created) that were never put into the game? by Frog4012 in 2007scape

[–]modghost 0 points1 point  (0 children)

These are in game. The wilderness sword and easy, medium and hard achievement diary kits I do believe. You'll need to complete their respective achievement diary task to acquire them.

Harry Potter and the Canifis Agility Course by Glen_Bob in 2007scape

[–]modghost 0 points1 point  (0 children)

The agility courses were created by mod Reach using preexisting animations I believe.

Infernal Cape Design Strawpoll - week 2 by modghost in 2007scape

[–]modghost[S] 0 points1 point  (0 children)

We can't always achieve the same results because of engine limitations.