Creating dungeons with building parts
#1
Posté 26 octobre 2009 - 11:04
#2
Posté 27 octobre 2009 - 01:30
That's theoretically possible, but there are a number of issues and the existing pieces aren't built for it.
One problem is you can't punch holes in the terrain mesh. You would have to lower the terrain beneath the dungeon and cover it up with props, or you would have to build the dungeon off the side of the terrain mesh.
Another issues is the lack of path over path support in the pathfinding engine. Wherever the dungeon is, the player wouldn't be able to walk over it. Creating such a situation would be rather difficult anyway though.
A third issue is the existing pieces and the tactical camera. In exterior areas we don't use tactical cutaways, but an interior would have to. Creating the transition between those two styles would be problematic.
Overall, I think this is something that the community is likely to figure out, but it's going to take quite a bit of work.
Modifié par DavidSims, 27 octobre 2009 - 01:31 .
#3
Posté 27 octobre 2009 - 01:38
DavidSims wrote...
If I'm understanding you, what you want is a continuous space from an exterior to an interior, rather than an area transition?
That's theoretically possible, but there are a number of issues and the existing pieces aren't built for it.
One problem is you can't punch holes in the terrain mesh. You would have to lower the terrain beneath the dungeon and cover it up with props, or you would have to build the dungeon off the side of the terrain mesh.
Another issues is the lack of path over path support in the pathfinding engine. Wherever the dungeon is, the player wouldn't be able to walk over it. Creating such a situation would be rather difficult anyway though.
A third issue is the existing pieces and the tactical camera. In exterior areas we don't use tactical cutaways, but an interior would have to. Creating the transition between those two styles would be problematic.
Overall, I think this is something that the community is likely to figure out, but it's going to take quite a bit of work.
If I remember rightly, on a previous forum it was mentioned that on props there is a type of 'flag' that can be checked, which makes it so that the object fades away when the camera is in a certain place or when the PC is underneath it or something along those lines..?
I can't remember what it does exactly, but wouldn't it help with this?
Also, In my opinion doing something like this would be too much trouble to be worth it. You can try it and probably get results, but you are going to be far more limited by restrictions than if you use the standard way as mentioned above.
#4
Posté 27 octobre 2009 - 02:13
Now for my question,
What is the big deal with transitions? Is it that you don't like the added 5 or 6 sec load time or is it because you think one huge area is better than say 5 smaller ones? I personally don't buy the "It breaks game immersion" bs, so I hope thats not it.
#5
Posté 27 octobre 2009 - 02:37
#6
Posté 27 octobre 2009 - 08:14
Yeah, so before drifting farther off-topic, I think the main benefits of this would be that you wouldn't get that disjointed feeling for one, and that you could do can combine the dungeon structure with outdoor areas nicely. It's also of special interest for my project as I plan to create one huge single exterior area for my module that hosts a number of villages, woods and mountains without any transitions in between.
#7
Posté 27 octobre 2009 - 09:16
#8
Posté 27 octobre 2009 - 10:32
052Hagen wrote...
Walkable houses for one is a huge improvement for me over the previous system for me. I always really liked this in games like Diablo 2, Titan Quest or the Gothic series. I loathed it when in TES IV: Oblivion, they changed everything from the previous game so that the cities where instanced area instead of part of the overworld now, and within them, the houses themself only served as portals to interior areas (they used to do so in TES III as well). It lost the feeling of being one big coherent, organic world. It's just that much nicer beeing able to enter a building from one side, walk up the stairs and end on the roof of another. You are actually inside the architecture as opposed to the houses serving purely as static stage properties.
Yeah, so before drifting farther off-topic, I think the main benefits of this would be that you wouldn't get that disjointed feeling for one, and that you could do can combine the dungeon structure with outdoor areas nicely. It's also of special interest for my project as I plan to create one huge single exterior area for my module that hosts a number of villages, woods and mountains without any transitions in between.
I think you may come across a number of problems with that idea considering the engine was not built for large worlds such as that.
#9
Posté 27 octobre 2009 - 10:52
#10
Posté 27 octobre 2009 - 03:25
"In NWN2 each exterior "tile" was 10m x 10m so the biggest playable area was 320m x 320m. The total size of that area would be 400m x 400m (or was it 440m x 440m?).
In Dragon Age the biggest area possible is 102.4km x 102.4km. Yes that's a k. However the largest actual area in DA:O is 8.4km x 9.6km."
Now I dont know in how far this is true, or what the engine is capable of when that blank space is filled with content (and I remember one review mentioning the game had problems handling the larger areas). And even if a space of, let's say two square kilometers is realistic, there would still be the problem to place all the the objects, trees and what not (one toolset tester told me that there are certain tools to handle larger areas though).
In the end, all I can really say is that we'll see about that. I remain optimistic though.
Modifié par 052Hagen, 27 octobre 2009 - 03:28 .
#11
Posté 27 octobre 2009 - 03:31
although i'm not a big fan i'd certainly be excited to see this be executed.
#12
Posté 27 octobre 2009 - 03:43
What you have to avoid (if you want to give your module an "open world" feel) is to restrict player travel by the storyline ... that is, no "the road to X only opens up once you have done Y".
It is perfectly feasible to build a huge world tens, even hundreds of linked areas, with no travel restrictions - go anywhere at any time - gather companions, collect treasure, fight monsters or whatever. The drawback is that this tends to hurt the storyline, as a good story frequently relies on A happening before B.
If you are willing to sacrifice a part of the story in exchange for more freedom in exploring, go ahead - the toolset will allow this.
#13
Posté 27 octobre 2009 - 03:48
The point is, if it can be done, some creative bastard will figure it out. Bioware had a plan to follow to accomplish their goals, as players and free builders we are not bound to that.
#14
Posté 29 octobre 2009 - 05:48
Adinos wrote...
It is not realistic to design a module with no area transitions at all, and mixing exteriors and interiors like that.... uhm - I don't think it will work very well.
Agree. Unless u made like an above-ground maze or something similar, the mix will be problematic.





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