General Opinion on Reusing Areas from the OC?
#1
Posté 24 novembre 2009 - 01:54
Personally I would think that the "star" areas are worth building new, but when it comes to things like odd country roads and such one could save a lot of time using existing assets. Same goes for filling in small rooms and shops. In the end, as much time as possible should be spent on "fun" rather than re-inventing the wheel.
Anyone care to comment? Thanks!
#2
Posté 24 novembre 2009 - 03:23
XtopherWa wrote...
I have started building an adventure for Dragon Age and am wondering what the general opinion is on re-using areas from the official campaign?
Personally I would think that the "star" areas are worth building new, but when it comes to things like odd country roads and such one could save a lot of time using existing assets. Same goes for filling in small rooms and shops. In the end, as much time as possible should be spent on "fun" rather than re-inventing the wheel.
Anyone care to comment? Thanks!
What exactly is there to comment on? Use them in whatever manner you wish. Make a kick ass mod. Have us adore your brilliant talent when you release it.
#3
Posté 24 novembre 2009 - 07:14
Mostly I was looking to get the temperature of the community on this one. it seems like the kind of thing that would be a no brainer good deal, or a political firestorm.
#4
Posté 24 novembre 2009 - 07:54
#5
Posté 24 novembre 2009 - 11:33
One of the points of building a new module is to be original. Using the same areas all over the way won't help, and many people will reuse them again and again, depending on the modders strength and knowledge. The 3D assets you use for building an area will also be repetitive at some time. Finally i'll found 20 modules with the Ostagar temple named differently.
But all of that depends on your immersion with modding and the result you wan't to have. If you want to make an awesome mod with new areas, models, convos, cool evented scripts, VO and all hell you'll probably need more people in your project (a lot more). If you're all alone, just make it you way, focus on your best skills and don't try something epic.
#6
Posté 24 novembre 2009 - 11:47
It could drastically change the look of an area, even it was just a simple recolour.
#7
Posté 24 novembre 2009 - 01:40
If you reuse Ostagar, and call it Wostagar, people may feel cheated but if it's nameless area 1, and you use it well in your mod, I don't think anybody will care.
#8
Posté 24 novembre 2009 - 04:10
#9
Posté 26 novembre 2009 - 06:47
#10
Posté 26 novembre 2009 - 07:07
At some point we're going to release the sources for the game's levels, so you'll be able to use those as a basis for more extensive modification and reuse. I don't know when that's planned for. When the time comes, a caveat to bear in mind is that we use a different lightmapper internally than the one that ships with the toolset so the level lighting won't look the same and may need to be redone.
#11
Posté 26 novembre 2009 - 07:27
BryanDerksen wrote...
At some point we're going to release the sources for the game's levels, so you'll be able to use those as a basis for more extensive modification and reuse. I don't know when that's planned for. When the time comes, a caveat to bear in mind is that we use a different lightmapper internally than the one that ships with the toolset so the level lighting won't look the same and may need to be redone.
Excellent! I'm looking forward to ripping apart Cousland keep
#12
Posté 26 novembre 2009 - 07:34
FWIW, I noticed a lot of the random encounters were using the same areas, and was impressed with the way you got so much mileage out of them. That was the sort of approach I was considering, as even changing textures and such is enough of a time sink to defeat the original purpose of adding more value to the game without adding time. I'm hoping that changing time of day and the set dressing of an area will get me a long way, but wanted to make sure there wasn't some legal/tech issue or unspoken social rule I didn't know about.
Thanks again everyone! I'm looking forward to all the great content on the way.
#13
Posté 26 novembre 2009 - 07:36
#14
Posté 26 novembre 2009 - 08:15
#15
Posté 27 novembre 2009 - 02:00
BryanDerksen wrote...
A lot of our random encounter areas are reused in different random encounters, redressed by having the player appear at a different start point and by using a few strategic placeables as barriers to change which spots are accessible. So the "pros" do it sometimes too.
At some point we're going to release the sources for the game's levels, so you'll be able to use those as a basis for more extensive modification and reuse. I don't know when that's planned for. When the time comes, a caveat to bear in mind is that we use a different lightmapper internally than the one that ships with the toolset so the level lighting won't look the same and may need to be redone.
Slightly off-topic, but why was the rendering solution changed? I can't speak for others, but I'm more than willing to let my computer crunch on a level for a day or two if time was the only concern
#16
Posté 27 novembre 2009 - 07:02





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