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my thoughts on the toolset


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#1
Hey-yadidle

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 Im just goiing to come straight out with it...It is to confusing and i dont get it.

I loaded it up thinking it would be just as easy and simple as the nwn2 toolset...well i was wrong, i didnt know how to rotate anything, i couldnt make my own area without only getting a black screen, i couldnt find the inventory editor for the creatures, i couldnt find out how to place a starting point and i had no idea what half of the stuff ment.


Why is it so difficult? i couldn't find any tutorials either.

#2
lazuli

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It is a considerably difficult toolset to use, at least for someone new to it like you or me. Try this wiki:

http://social.biowar...x.php/Main_Page



Additionally, consider waiting until a few more patches come out. The game is still quite new and the toolset probably isn't the highest priority for patching just yet.

#3
Erenz

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There are already plenty of tutorials out there. Most of them only cover the basics yet, however that's fine as the toolset is quite powerful.
I suggest you head over to the wiki and read some stuff, or watch some nice video tutorials, for example http://social.biowar...27/#discussions

And no, the toolset is not too difficult, at least if you just want to do "basic" stuff for the moment.

Modifié par Erenz, 22 novembre 2009 - 10:38 .


#4
lazuli

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I would argue that whether or not it is too difficult is a subjective matter. The installation process alone for this toolset could be called "too difficult." It cannot, however, be denied that as the toolsets for similar games (NWN1, NWN2, Dragon Age) become more powerful, they become more difficult to use. It could take hours to create a detailed area in the NWN2 toolset, whereas in the NWN1 toolset it took much less time. And now, with Dragon Age's complete lack of tiles, the average modder might want to scale back his or her plans, or at least set aside a greater time frame in which to enact them.


#5
Cabel Blacke

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lazuli wrote...
the average modder might want to scale back his or her plans


Yes, the prospect of a single modder launching into a grand 10 to 20 hour campaign (ala NWN1) is simply not going to happen with things in their current state. Best option is to choose something manageable, like a tight, linear adventure that takes place in a small village with 1 or 2 simple dungeons. After that experience, most modders should be able to branch out a bit more.

#6
Hey-yadidle

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Ill head over to the wiki and look there...much obliged

EDIT: i looked on the wiki and went to the tutorials and it didnt really help at all...it was just a bunch of stuff about trees and character generation when i went to "creating a module"

Modifié par Hey-yadidle, 22 novembre 2009 - 11:08 .


#7
Cabel Blacke

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Hey-yadidle wrote...

Ill head over to the wiki and look there...much obliged

EDIT: i looked on the wiki and went to the tutorials and it didnt really help at all...it was just a bunch of stuff about trees and character generation when i went to "creating a module"


Try this: http://social.bioware.com/project/527/

Silent's tutorials give a nice explanation of how to get started.

#8
Pretorian

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Out of all the toolsets used, i'd have to say that the Crysis Editor has got the be the best. Very easy to understand, easy to change different sections, add units etc and pritty much know how to do the very bulk of it all (in my opinion). NWN2 one was also quite good, but yeah, i agree, when i first started the DAO Toolset, i had no idea how to do a thing. But hey, might get better in time and once i finally read through the tutorials it might become as simple as the other toolsets i've used.