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WMMA5 Developer's Journal Discussion Thread


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You can probably rig it to turn off almost all strikes in almost all circumstances, but I don't think you can turn off 100% of strikes in 100% of circumstances. The bottom line is that this is a simulator for Mixed Martial Arts (a specific defined sport) not mixed martial arts (a variety of different disciplines), and ADCC and the like are simply not the sport being covered in this game.

 

Thanks for the response. I'll probably wait until release and test it myself before deciding to do the mod in this case. I can live with an occassional errant strike.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Rotnsoul" data-cite="Rotnsoul" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>I was wondering if you all will be putting this out on Steam? I know that WMMA 3 did pretty well (review wise) on Steam?</div></blockquote><p> </p><p> Please see <a href="http://www.greydogsoftware.com/forum/showthread.php?t=538478" rel="external nofollow">the FAQ</a>, below.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="I am Malice" data-cite="I am Malice" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>Anyone know what picture format will be required for renders in the new game???</div></blockquote><p> </p><p> The same as in WMMA4 and before, so 300x for facial pics or logo's, and 440x610 for body shots.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>The same as in WMMA4 and before, so 300x for facial pics or logo's, and 440x610 for body shots.</div></blockquote><p> </p><p> Thanks, I guess what I was asking was if they were still going to be in JPG files or if it will change to another pic type.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="I am Malice" data-cite="I am Malice" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>Thanks, I guess what I was asking was if they were still going to be in JPG files or if it will change to another pic type.</div></blockquote><p> </p><p> I thought they were always .png or .gif files for WMMA, (whereas jpgs were used for the wrestling series).</p><p> </p><p> As much as I love the quality and diversity of the renders in WMMA, the format was one thing that always bugged me because it meant I couldn't import tons of pics of celebrities and create a more personalized universe.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Fezoman" data-cite="Fezoman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>I thought they were always .png or .gif files for WMMA, (whereas jpgs were used for the wrestling series).<p> </p><p> As much as I love the quality and diversity of the renders in WMMA, the format was one thing that always bugged me because it meant I couldn't import tons of pics of celebrities and create a more personalized universe.</p></div></blockquote><p> </p><p> Well I am not entirely sure, but I make renders that I use for WMMA4...and the only way I could get the game to recognize them is as a JPG file. I would like to get a head start and make more renders for 5 however I would hate to make a ton of renders only to have them not work on the new game. Guess I will just have to wait until the game comes out to know for sure.</p>
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I thought they were always .png or .gif files for WMMA, (whereas jpgs were used for the wrestling series).

 

As much as I love the quality and diversity of the renders in WMMA, the format was one thing that always bugged me because it meant I couldn't import tons of pics of celebrities and create a more personalized universe.

 

The WMMA series always used gif files for the face and body renders and jpg for the banners and logos. The one major issue with gif files is that they’re limited to 256 colors.

 

You can use JPG for fighter renders. I used a ton of TEW characters for free pictures, and they show up fine. PNG is the one that doesn't work, if I remember right. Certainly the transparency doesn't work with PNG images, at least. That's why GIF is used.

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Adam Ryland" data-cite="Adam Ryland" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>Yes, WMMA4 supports bitmaps. It always has as far as I'm aware.</div></blockquote><p> </p><p> Never mind my excitement. The transparancy doesn't come through so BMP is useless. But GIF's will do just fine. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Blackman" data-cite="Blackman" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>Never mind my excitement. The transparancy doesn't come through so BMP is useless. But GIF's will do just fine. <img alt=":p" data-src="//content.invisioncic.com/g322608/emoticons/tongue.png.ceb643b2956793497cef30b0e944be28.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></div></blockquote><p> </p><p> Sorry if this question seem dumb...What would you need transparency for??</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="I am Malice" data-cite="I am Malice" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>Sorry if this question seem dumb...What would you need transparency for??</div></blockquote><p> </p><p> For .gif face renders you need transparency so that the promotion’s logo (if the fighter is employed) can be seen. For .gif body renders transparency is needed so that you can see the background image when you view the fighter’s profile. If you’re using a .jpg or .bmp image, (applicable to real world mods) the transparency isn’t needed.</p>
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I see...thanks for the info.....I generally make my own crappy renders to add variety to the default database and I dont really care about those details (I dont know how to cut images). I'm new to making these renders and I was just afraid that my jpeg pictures weren't gonna work for the new game. But I am glad that they will. I cant wait for the new game as I really liked 4.
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<p>Really excited for a new WMMA. </p><p> </p><p>

A couple questions- </p><p> </p><p>

1) How quickly do users anticipate mods being functional after release? I enjoy the original game but really love a real world mod. </p><p> </p><p>

2) I may have missed it in the journal, but are there any changes to how mods will be installed in 5? Like, more simple or streamlined perhaps? </p><p> </p><p>

Thanks! Can't wait for the demo.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Iwasfn47" data-cite="Iwasfn47" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>Really excited for a new WMMA. <p> </p><p> A couple questions- </p><p> </p><p> 1) How quickly do users anticipate mods being functional after release? I enjoy the original game but really love a real world mod. </p><p> </p><p> 2) I may have missed it in the journal, but are there any changes to how mods will be installed in 5? Like, more simple or streamlined perhaps? </p><p> </p><p> Thanks! Can't wait for the demo.</p></div></blockquote><p> </p><p> 1) Depending on how many are creating mods and how good the converter is, I'd say at least a month until a Real World Mod is released that is worth playing. Tag seems ready to start posting on the release day, so that's exciting! </p><p> </p><p> 2) mods will be the same as the last game more than likely.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Iwasfn47" data-cite="Iwasfn47" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div><p> 2) I may have missed it in the journal, but are there any changes to how mods will be installed in 5? Like, more simple or streamlined perhaps? </p></div></blockquote><p> </p><p> What's more simple than dragging and dropping a folder or single file?</p>
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<p>I might have missed it, but there was no word of how the new pictures are working and what the settings mod-wise are for the free pictures, am I right?</p><p> </p><p>

I'm asking since I want to go full steam ahead and create a huge enough load of free pictures</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MarslArts" data-cite="MarslArts" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44307" data-ipsquote-contentclass="forums_Topic"><div>I might have missed it, but there was no word of how the new pictures are working and what the settings mod-wise are for the free pictures, am I right?<p> </p><p> I'm asking since I want to go full steam ahead and create a huge enough load of free pictures</p></div></blockquote><p> </p><p> There is no change to pictures and the way they are handled, and the same goes for freepictures. The only change Adam announced is the quality filter, which is used to restrict certain renders to skill levels, so 'average' renders in your eyes won't turn out to be worldbeaters.</p><p> </p><p> - weight</p><p> - height</p><p> - skill level</p><p> - fighter/non-fighter</p><p> - time restriction</p><p> - regeneration</p><p> - etnicity</p><p> </p><p> Installing mods should be as easy as in WMMA4. You do it from the edit menu when you're dropped the mod database in the folder, and the game converts it fully for you.</p>
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1) Depending on how many are creating mods and how good the converter is, I'd say at least a month until a Real World Mod is released that is worth playing. Tag seems ready to start posting on the release day, so that's exciting!

 

2) mods will be the same as the last game more than likely.

 

Thanks for the answers!

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