I would want this as well, and have asked for it long ago, the number of pilots i have fired is absurd
NPC pilot: "Here are my qualifications as an SLF pilot"
Me: (Crumples Resume) "Don't care. Let me see your face."

I would want this as well, and have asked for it long ago, the number of pilots i have fired is absurd
Let's be real here, they have zero individual skill stats of importance other than their pilot rating and how much money they are stealing from me, the least they can do is look good while doing it.NPC pilot: "Here are my qualifications as an SLF pilot"
Me: (Crumples Resume) "Don't care. Let me see your face."
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I don't know, but you can always orchestrate a "Rerolling FC Crew Friday" on here and Reddit and see if you can force FDev to revert the changes by DDOS-ing their infrastructure with crew rerolls.how much more load on the servers would the client sending the holo-me generated data string once over me hitting "replace insert npc here" several thousand times?
NPC pilot: "Here are my qualifications as an SLF pilot"
Me: (Crumples Resume) "Don't care. Let me see your face."
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Let's be real here, they have zero individual skill stats of importance other than their pilot rating and how much money they are stealing from me, the least they can do is look good while doing it.
I cannot give you a 100% definitive answer, but I'll stick to my 98%+ educated guesstimate; they very much used a truncated version of the holo-me render for Carrier and fighter crew. Yes, the END result was a flat image, but the way they got there was through a portion of the holo-me pipeline.As you noticed :
Horizon faces are not meant to be seen outside the portrait.
FC now have crew in spacelegs and full 3d. As such, portraits had to be updated. They are now picture of the 3d model instead of just a flat "painted" 2d face.
And now, it's not really easy to transfer from horizon portrait to odyssey 3d character, since one are simple picture and the other are full 3D models.
It could have something to do with optimization. Maybe a prebaked "definition" for a character to load causes much less performance strains and is easier to cook up in the engine than using randomized stuff all the time. Especially since even if they were truly randomized, most of that stuff has to remain semi-permanent when instances are reloaded (disconnects / settlements / stations / etc) as well as multiplayer sync. So it has to be saved somewhere. Might as well as not just go through the hassle right now, because we do know how messy the netcode is for Elite DangerousIt generally baffles me how it can be that a game with a fully fleshed out player face generator that can produce near infinite variations only has a very limited pool of set NPC faces. We have clones all over Odyssey, use that character creator to randomize them for god's sake.
That. Since we already can save commander portraits, we should be able to... "surgically adapt" the crew we hireI just got pi...annoyed and spent an hour rerolling all of them, now my entire crew has the same face because of the limited options on the generator. At this point I wish they would just let us use the holo-me system to customize our crews and do away with this rng jpg bull.
Imagine how excited I have been everytime they "HAD" to re-roll npc images... I also need a tracker for FC crew churn-rate...
That. Since we already can save commander portraits, we should be able to... "surgically adapt" the crew we hire
Case and point for my stats:
Crew Hired: 650
Crew Fired: 648
But that's only me. I see our good StenKIRA has gotten much more lead into that game
The amount of time that could be SAVED when we just could adapt the crew to our desires would be indeed well appreciated...
You can use a code system to make 2d model just like you can for a 3d. That's what a lot of game use, under the hood (or not).I cannot give you a 100% definitive answer, but I'll stick to my 98%+ educated guesstimate; they very much used a truncated version of the holo-me render for Carrier and fighter crew. Yes, the END result was a flat image, but the way they got there was through a portion of the holo-me pipeline.
It is unlikely that these are just "pre-baked" image files that the server loads, there is a high chance they use the render engine to output these things one way or the other, as I mentioned in the technical mumbojumbo spoiler.
Some of those hairstyles are not available in the holo-me editor."Horizon avatar" characters can be created in holo-me, and an image can be taken to make the "Horizon avatar".
Unlike the station NPCs, carrier NPCs are currently a fixed number and always in the same places. We already have nine save slots in the holo-me editor. It should be possible to make all the avatars of a carrier editable without overwhelming the database. After all it's just a bunch of settings and slider positions that need to be stored. These are likely smaller than the pre-rendered thumbnail pictures used before.Like the OP illustrated, giving people infinite freedom in this regard would probably put a heftier load on the servers and the database and such. Then again it's 2022 and perhaps it should be perfectly feasible, but it's hard for us to judge as outsiders.
That's what I was trying to say with the "truncated" version of the render pipeline, yes. It's interesting how there can be many nuances found, especially with the eyes. So it might just as well be "glued together" at some point, it's just the basis for those parts have been the original render pipeline. They are not "artistic renditions", that's my entire point. They were taken at some point from the same core render engine which is used for the specific clients. If not, then Odyssey would not have different portraits for mission givers and crew members, etc.You can use a code system to make 2d model just like you can for a 3d. That's what a lot of game use, under the hood (or not).
IE : slider 1 at 6 is coded as a6. That kind of stuff.
And it's much easier if it's just a collection of assets glued together (IE face 3 + hair 5+uniform2). As it seems to have been.
Yeah ...Imagine how excited I have been everytime they "HAD" to re-roll npc images... I also need a tracker for FC crew churn-rate
Isn't it only one, the shoulder-long side part for women? Also one of the big mysteries as to why that one doesn't get pulled back into the game.Some of those hairstyles are not available in the holo-me editor.
Precisely my argument, yes. There are far less carriers than players (let's say, 4000 registered carriers?) and each carrier has to save less "portraits" than a station with the average 7 faction. Yet on the contrary, each player can have up to 500 ships and each of them being fully decked with modules? For real now? That's not a trivial amount of data saved and we have a ton more players than we have flee carriers (the ton even being literally).Unlike the station NPCs, carrier NPCs are currently a fixed number and always in the same places. We already have nine save slots in the holo-me editor. It should be possible to make all the avatars of a carrier editable without overwhelming the database. After all it's just a bunch of settings and slider positions that need to be stored. These are likely smaller than the pre-rendered thumbnail pictures used before.
A thousand times that. The variety of clothing seen in mission givers on stations is kind of hysterial, when one looks at what little variations we can wear ourselves...FDev could even monetize it by offering various crew uniform designs in the ARX store: Federal, Imperial, Allied, Independent, Outlaw, etc. That's the kind of stuff I would actually spend ARX on, rather than goofy snowman helmets and bobble heads.
Odyssey mission giver are still not met in the flesh. They didn't need to update their portraits.They were taken at some point from the same core render engine which is used for the specific clients. If not, then Odyssey would not have different portraits for mission givers and crew members, etc.
I agree, but still:FDev could even monetize it by offering various crew uniform designs in the ARX store: Federal, Imperial, Allied, Independent, Outlaw, etc. That's the kind of stuff I would actually spend ARX on, rather than goofy snowman helmets and bobble heads.
You can have literal dozen of entirely customized NPC per character in Star Trek Online, and it's an old MMO.Like the OP illustrated, giving people infinite freedom in this regard would probably put a heftier load on the servers and the database and such. Then again it's 2022 and perhaps it should be perfectly feasible, but it's hard for us to judge as outsiders.
Maybe it's the way they store and retrieve data, maybe having a bunch of differently clothed and equipped tanked the FPS even more. It could be anything and so far they didn't seem to bother to explain why this was changed, just that they were sorry that they didn't inform us beforehand.You can have literal dozen of entirely customized NPC per character in Star Trek Online, and it's an old MMO.
If the database and ways to store their datas is not atrocious, it would not be an issue. But then it's Fdev, so who knows ?
Honestly, I'm certain it's because those were not 3d models. It makes a lot of sense.Maybe it's the way they store and retrieve data, maybe having a bunch of differently clothed and equipped tanked the FPS even more. It could be anything and so far they didn't seem to bother to explain why this was changed, just that they were sorry that they didn't inform us beforehand.
That or the CMs simply didn't get to hear that. Or maybe they thought they told us already. Or maybe they were sleeping like the rest of the galaxy.They didn't bother to tell us because they didn't think it was important.
This is in parts not entirely accurate. Yes they do look different (sometimes even VERY different) from their portrait when met in the flesh. But the portraits absolutely changed for Odyssey. There is no way to deny that. They have two different sets of portraits, one for the Horizon engine, one for the Odyssey engine. They wouldn't need to do that if they stored images server-side, so there is some generation going on at some part. Same for all the faction contacts in stations. Case and point, images;Odyssey mission giver are still not met in the flesh. They didn't need to update their portraits.
Engineer didn't get an update to their portrait, but they don't always look similar to their Odyssey persona.
Well it's a poor comparison to start with, even if we just look at the numbers being used. Elite Dangerous has an incredibly large dataset to pull from. double-digit million star systems which are mapped therefore saving not only the seed but also the readable data when a player reaches for the starmap, eighty thousand factions, a multiple of that as contact NPCs, and each faction has a different state and values per system they are present in, 41-thousand dockable orbital stations, each with their own market and module data, 120-thousand ground stations, hourly updated traffic reports from each and every system that has a station presence in which can be read by any player who docked..., the aforementioned hundreds of possible ships one can store, fully loaded out, therefore exceeding a multiple of the 200 module limit which can be stored just as is... and that's just a cursory glance at things taken at a sentence's breath. Not even exhaustive measures. The datasets we talk about are not trivial, and yes I know a thing or two about keeping value entries short and clean to keep overall database size down, including variable type allocation.You can have literal dozen of entirely customized NPC per character in Star Trek Online, and it's an old MMO.
If the database and ways to store their datas is not atrocious, it would not be an issue. But then it's Fdev, so who knows ?
Yes, most of what we can do is only conjecture, yet given the circumstances we can make fairly educated guesses. I do wonder why Fdev didn't quite nerd out about this stuff like Eve online devs do, because the dataset management alone is quite an alluring topic. I am more concerned about the idea that someone thought this is a nonissue. Because even if they said "sorry we are aware of it, we fix it later" there would absolutely have been people who would've went in to try and reroll their crew, not reading the message.Maybe it's the way they store and retrieve data, maybe having a bunch of differently clothed and equipped tanked the FPS even more. It could be anything and so far they didn't seem to bother to explain why this was changed, just that they were sorry that they didn't inform us beforehand.
The depressed look on that awake commander's face on the left is just so perfectThat or the CMs simply didn't get to hear that. Or maybe they thought they told us already. Or maybe they were sleeping like the rest of the galaxy.