Pre-Fab Questions
#1
Posté 05 août 2010 - 09:43
The reason I ask is simply because I see in the cc forums that they are having a little competition to build something and it occurred to me that if such a little competition was to be held here a good quick one would be to build a module entirely from pre-fabbed areas with possibly one or 2 custom areas to glue it all together.
Well it was just a thought.
TR
#2
Posté 05 août 2010 - 11:10
Also I found some 1k item pack, that gave me some ideas to make my own items.
#3
Posté 05 août 2010 - 02:17
TR
Modifié par Tarot Redhand, 05 août 2010 - 02:18 .
#4
Posté 05 août 2010 - 02:33
Normally I see something and like it then change it enough to suit my needs so it becomes something all together different though we still give credit in our module opening for the idea from whence it first sprang.
#5
Posté 05 août 2010 - 04:30
I still suspect it's more common for PWs to use prefabs, I'm not aware that I ever saw them used in SP mods. However, what made me abandon my plans in the end was not the rant about unimaginative use of prefabs but the lack of standards both in available prefabs and in the Vault category "Prefab". If you browse the category you will find you can't sort prefabs by requirements although IMO it's the most essential information in prefabs. Some are built with CEP 1, some with CEP 2, some with additional haks, some have extra scripts in it etc. etc. It just got too time-consuming and frustrating to find a lot of good prefabs that were compatible with each other and the Vault search functions didn't help a bit...
Modifié par olivier leroux, 05 août 2010 - 04:31 .
#6
Posté 05 août 2010 - 07:45
#7
Posté 05 août 2010 - 09:14
In fact, I used Gaoneng's Alternative Door Forms Hakpack so much (before its inclusion in the CEP) that I actually uploaded A River Village Prefab from a multiplayer module a group of us builders were putting together. I was sooo inspired by the imaginative nature of those doors that I knew I had to promote to my other fellow builders. So I thought, why not upload an area that uses those doors in a module setting.
#8
Posté 05 août 2010 - 10:38
FP!
Modifié par Fester Pot, 05 août 2010 - 10:39 .
#9
Posté 05 août 2010 - 11:36
TR
#10
Posté 08 août 2010 - 01:59
In fact let's widen it a little. If you were to use a pre-fab, what would the ideal one contain and what would it leave out?
TR
Modifié par Tarot Redhand, 08 août 2010 - 02:00 .
#11
Posté 08 août 2010 - 04:19
And ideally the author of an area prefab would try to keep it as flexible and compatible as possible. I like haks a lot but it gets complicated - especially for inexperienced or casual builders - if every prefab uses its own set of exotic haks. Keep in mind that an area prefab is not a base or starter module but just an area, likely to be imported into another module with its own scripts and haks and maybe combined with other, different prefabs.
(Not saying you can't create a full city prefab complete with people and spawns and NPC behavior and lots of interesting scripts but personally I'd prefer empty areas if I'd specifically look for area prefabs.)
Modifié par olivier leroux, 08 août 2010 - 04:21 .
#12
Posté 08 août 2010 - 12:27
1. Flexibility / compatibility
2. Clarity
3. Good documentation
Make it crystal clear what is required to use the prefab (SoU, HotU, CEP1, CEP2 and version number, haks...) - don't hide this vital information somewhere in your description or readme files, make it stand out. And always include a list of the components your prefab includes, how they are named and where a builder can find them and what they do. Ensure that a builder can easily see what components are included, choose the components he/she thinks useful for his/her module and remove the rest without difficulties.
I hope that helps.
Modifié par olivier leroux, 08 août 2010 - 12:32 .
#13
Posté 08 août 2010 - 02:23
A good preab area looks purdy and adds to a module.
#14
Posté 15 août 2010 - 06:22
You could make two version of the prefab. One with and the other without NPCs/creatures.Tarot Redhand wrote...
OK so it seems that some prefabs are used then. I suppose the next question has to be if you were looking for a pre-fab what would you want it to contain. For example if it is a rural area, would you expect it to be populated with people and monsters? What about a town or city - same question, populated?
In fact let's widen it a little. If you were to use a pre-fab, what would the ideal one contain and what would it leave out?
TR
An area prefab definitely shouldn't have any scripts that could interfer with the user's module. Some trigger specific scripts "could" be OK but should be avoided.
Some good examples are the works of Chaos_theocrat as well as Red's prefabs. I also used Tyndrel's Leybury city in the past and found it very well done.
#15
Posté 16 août 2010 - 02:10
IMO, creatures should be left out as well as scripts and npcs of any sort. I have been fiddling around in the toolset recently and have been looking for prefabs to use as well. I just don't feel like making the areas anymore.
Another issue is the use of haks. A lot of prefabs out there use CEP which I don't intend to use this time. Some use other haks too. Not all of them state whether or not they need haks too.
It would be amazing if there were a list of area prefabs with and without haks.
#16
Posté 17 août 2010 - 01:38
I recently started to make a list of area prefabs that could be sorted by requirements but I realized it wouldn't be very meaningful without extensively testing loads of entries since a lot of prefab authors forgot to specify the requirements or add detailed documentation. So I got a bit frustrated and lost interest again...
I agree that such a list would be most helpful though if someone managed to create it.
Modifié par olivier leroux, 17 août 2010 - 01:40 .





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