I know everything is brand new, but I can think of one toolset that didn't work on some systems and was never fixed after years. It was a waste of time.
Question: Was the toolset ready for release?
Débuté par
Miinas
, nov. 10 2009 06:16
#1
Posté 10 novembre 2009 - 06:16
So I've been spending a lot of time trying to figure out the toolset. My take on it now is that it is not really ready. Is this just an early release, I wonder? Or a final version? I'm hitting walls, errors and simple things don't seem to work, like placeables. Trying to figure things out that I think just don't work yet.
I know everything is brand new, but I can think of one toolset that didn't work on some systems and was never fixed after years. It was a waste of time.
I know everything is brand new, but I can think of one toolset that didn't work on some systems and was never fixed after years. It was a waste of time.
#2
Posté 10 novembre 2009 - 06:35
Probably as ready as it could be before releasing it to the public to find whatever remaining issues there were. At least if we wanted to use the toolset any time soon. AFAIK, it's supposed to almost be the same tool they used in building the game, just with a different lightmapper and maybe other stuff too.
Any particular problem with placeables?
Any particular problem with placeables?
Modifié par FollowTheGourd, 10 novembre 2009 - 06:40 .
#3
Posté 10 novembre 2009 - 06:37
It's clunky, overly complicated, and user unfriendly, but it works fine, just forget everything you know about other toolsets and start learning again. If you try to use it expecting it to be like any other toolset, you'll be very disappointed.
Placeables work fine, if you're placing them through the right way. You can't place them in the level editor, they need to be placed later in the area editor.
It's a complex system to work with, especially compared to something like the NWN toolset (where everything was done in one place) or pretty much any other toolset I've seen. My experience with 3ds Max has been most beneficial for dealing with this toolset's interface, but for most people, I think the toolset is just going to be an aggravating waste of time. BioWare really should sit down and rework the toolset to make it more user friendly for the gaming/modding community at large, and not just a handful of us who really understand modelling, programming, and working with stuff like this on a daily basis.
Placeables work fine, if you're placing them through the right way. You can't place them in the level editor, they need to be placed later in the area editor.
It's a complex system to work with, especially compared to something like the NWN toolset (where everything was done in one place) or pretty much any other toolset I've seen. My experience with 3ds Max has been most beneficial for dealing with this toolset's interface, but for most people, I think the toolset is just going to be an aggravating waste of time. BioWare really should sit down and rework the toolset to make it more user friendly for the gaming/modding community at large, and not just a handful of us who really understand modelling, programming, and working with stuff like this on a daily basis.
#4
Posté 10 novembre 2009 - 08:59
What Bioware has done is to release their own professional studio tools (tweaked to run on a home PC rather than their corporate network). That seems like an excellent trade-off to me. It's free, and allows the community to do pretty much anything Bioware can do. The only downside is a learning curve, which the wiki tutorials mitigate.
Given the relatively small size of the builder market, I doubt whether any of us could afford to pay a realistic dollar price to cover the cost of developing a dumbed-down toolset (even if that were a desirable outcome).
To respond to the initial question, as one of the beta testers, I can verify that the toolset does work. In fact, it's remarkably bug-free.
There are a few issues that Bioware has been quite open about. For example, the lighting solution is fairly recent, and there is an OC-toolset conflict which wasn't apparent when we were testing the toolset stand-alone. I'd still say the toolset was ready for release.
Given the relatively small size of the builder market, I doubt whether any of us could afford to pay a realistic dollar price to cover the cost of developing a dumbed-down toolset (even if that were a desirable outcome).
To respond to the initial question, as one of the beta testers, I can verify that the toolset does work. In fact, it's remarkably bug-free.
There are a few issues that Bioware has been quite open about. For example, the lighting solution is fairly recent, and there is an OC-toolset conflict which wasn't apparent when we were testing the toolset stand-alone. I'd still say the toolset was ready for release.
Modifié par Proleric1, 10 novembre 2009 - 09:18 .
#5
Posté 10 novembre 2009 - 09:06
I think the main problem is that people are misinterpreting what the toolset should be like, or have inaccurate expectations. It has a few bugs here and there but even if it is updated I doubt much of the core functionality will change.
Its complex, confusing and seems a little clunky at first, but its also the most powerful RPG toolset I've ever seen. Once you get over the learning curve it really starts to shine. I don't think you have to worry about support; Bioware's been promoting this baby almost as much as they've been promoting the game itself.
Its complex, confusing and seems a little clunky at first, but its also the most powerful RPG toolset I've ever seen. Once you get over the learning curve it really starts to shine. I don't think you have to worry about support; Bioware's been promoting this baby almost as much as they've been promoting the game itself.
#6
Posté 10 novembre 2009 - 09:48
It's the final version, but as most software, it has some bugs that hopefully will be fixed in the coming patches.





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