Can i Create my own area?
#1
Posté 23 octobre 2009 - 08:45
It seems i can only take a base area from the game and then start to modify it with placeables and NPCs, but cannot really change any geometry. Is that perception right?
#2
Posté 23 octobre 2009 - 11:08
On one hand you build a level with landscape and static (non-interactive) objects, and then you create the area, (on top of the level, so to speak) which has all the stuff you interact with.
If you are used to the NWN2 toolset , it shouldn't take you too long to get used to level/area creation in DA:O, although the workflow is a bit different.
Modifié par Adinos, 23 octobre 2009 - 11:12 .
#3
Posté 23 octobre 2009 - 11:20
That being said you or someone can create an area model in a 3D program.
I could be wrong on the first point though so don't quote me on that.
#4
Posté 23 octobre 2009 - 11:57
#5
Posté 23 octobre 2009 - 12:25
Thank you all!
#6
Posté 23 octobre 2009 - 02:44
#7
Posté 23 octobre 2009 - 02:50
In Dragon Age you create 'levels' and 'areas'
The level is the actual setting of the area so to speak. You can use the level editor to create your area and the level editor is closer to the NWN2 area creation (painting down texture, raising and lowering terrain) than the NWN1 tilesbased system.
Once you have created your level you create an 'area' and assign the 'level' to that area. you can then populate your area with things as normal.
A 'level' is considered a art resource like a head morph and an actual file exists for it.
An 'area' is a database resource and thus does not have a specific file for the area.
Does that make sense or does it create more questions?
#8
Posté 24 octobre 2009 - 07:16
I would also like to know more about the landscape mesh and how you can create areas and what tools are available. If it's just a simple deform then it's gonna take WAY too long to create anything worth looking at or adventuring in.
And I seriously hope those videos trailers released so far are the console version of the game or prerendered, they're horrendous and not very good. If this is a sign of what the game is, I'll be looking elsewhere!
#9
Posté 24 octobre 2009 - 10:36
@Shealladh, they can be a bit questionable on the quality, yeah. But this is not about graphics, it's about quality of story. Perspective-based games are never as flashy as first-person (particularly shooters) are. I'll take story and depth over graphics any day.
#10
Posté 24 octobre 2009 - 01:33
#11
Posté 24 octobre 2009 - 02:44
Shealladh wrote...
So basically what you're saying Beerfish is that this is like the NWN2 ToolSet yet using mesh deforming tools on the landscape, and all the other bits of the area are like placeables?
I would also like to know more about the landscape mesh and how you can create areas and what tools are available. If it's just a simple deform then it's gonna take WAY too long to create anything worth looking at or adventuring in.
And I seriously hope those videos trailers released so far are the console version of the game or prerendered, they're horrendous and not very good. If this is a sign of what the game is, I'll be looking elsewhere!
I can't speak about the NWN2 and Da comparisons too much as I only usd the NWN2 tooslet for a wee bit but in both you deform and shape the landscape and change textures and such.
As for the actual look of what is created I also can't make a judgement on what your standards are. I will say this, take a game you own now. boot it up and look at the terrain in game. Then go and look at screen shots or 2nd hand movie footage of the game. The quality of the look is always much better live and in person so to speak.
#12
Posté 24 octobre 2009 - 09:26
So you mean the process now instead of playing with tile and block like NWN, you first messing around with the geometry data, lightnight, texture layers and create a gemoetry map ...etc... That would be cool, I think you get more variety this way, and the maps can be reused and applying different layers between mods without much redundant.
#13
Posté 24 octobre 2009 - 11:10
#14
Posté 25 octobre 2009 - 02:19
#15
Posté 25 octobre 2009 - 02:39
FP!
Modifié par Fester Pot, 25 octobre 2009 - 02:40 .
#16
Posté 25 octobre 2009 - 02:09
#17
Posté 25 octobre 2009 - 02:40
The best way to approch this is by telling yourself "This is a new toolset - it has different tools and different proceadures". i.e. You must learn a new curve. If you approch it with the attitude of "It should be just like NWN2" then you will frustrate yourself wondering why it isn't the same as NWN2. The answer is simple - It's not NWN2.
So keep an open mind, once you learn the new curve and toolset rules, you will see that it is just as easy to build in DA:O as it is in NWN 1 and 2.
#18
Posté 27 octobre 2009 - 09:17
I managed, being part of a PW modding group helped, as we would share experences and tips more regurarily than you would on a forum. So i'm wondering to which toolset the DA toolset leans more, apart from the fact it's a different beast alltogether, off course.
#19
Posté 27 octobre 2009 - 10:08
#20
Posté 27 octobre 2009 - 10:15
#21
Posté 28 octobre 2009 - 10:27
Ticladesign wrote...
That raises some questions - well with me. The difficulty difference between the NWN1 toolset and the NWN2 toolset was pretty large. About half of the NWN1 modders could master the NWN2 toolset. It was one of the main complaints on NWN2 from the modders at least.
This was largely due in part to the fact that most did not want to take the time to learn something new.
These people felt that NWN2 should be just as easy to use as NWN1 and some flat refused to try.
Another issue was the lack of documentation at the start as well as a very buggy toolset. I can't say that DA:O won't have any issues, but it will be at a lot lesser extent.
Modifié par Jassper, 28 octobre 2009 - 10:29 .
#22
Posté 28 octobre 2009 - 11:01
Also the Focus shifted, in NWN 1 the area itself was done rather quickly and you could focus on quests, NPCs and a bit of scripting. With nwn2 and upwards creating an area is much more work and from the least time intensive can really be the most intensive nowadays. They use totally different skillsets and as such many modders can´t compete anymore.
Its the same for all kinds of games though. While to HL1 times a peep like me could make half decent MP maps nowadays you need knowledge akin to using MAX. So my hope is that we will be able to use Heigtmaps or "areastamps" or something similar. The quicker I can get to the stuff that is fun (Quests, NPCs, encounters and such) the quicker I a m gripped and will be able to finish. If I need to spend a week on a damn forest ill just shelf it and say: good luck out there!
/rant
Modifié par Teron, 28 octobre 2009 - 11:06 .
#23
Posté 28 octobre 2009 - 11:25
Also, this is one reason why teams are a good idea - each person can focus on their speciality.
#24
Posté 29 octobre 2009 - 08:49
It's going to be fun playing with the terrain builder. It will be the first thing I do I suspect.
#25
Posté 29 octobre 2009 - 12:27
Just too many values, numbers and another external program I never heared off. I prefer the creative prosess of shaping the area myself and texturing it. But for me it almost seems as if Yatt is much more complicated. People who do understand it make great things with it, I agree.
Why NWN1 modders had issues with the NWN2 toolset, I think they were too impatient to learn it. But at the time (2006) a toolset of that nature was too resource heavy for the avarage computer specifcation durin that era. Virtually all my NWN2 toolset crashes disapeared when I upgraded my internal memory fro 2 G to 8 G.
This will also be so with the DA toolset, I think... though now we live in a time that there are stronger PC specs on most possible Toolset users.





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