Aller au contenu

Photo

Spelljammer- VBScript, SQLite & Astrosythesis (Looking for help)


  • Veuillez vous connecter pour répondre
4 réponses à ce sujet

#1
Boozehound Blue

Boozehound Blue
  • Members
  • 64 messages
I'm back, trying to bring what elements I can of Spelljammer forward to NWN2 (still) and was hoping I might pique some knowledgeable person's interest in having a look at some coding possibilites for using Astrosythesis to generate/export (if not 'host') some elements of the game/design. (Forum post here concerning how I'd like to utilize for NWN2 Basically everything, lol. Ramirez!)

AS3 uses VBScript coded plugins to import/manipulate/export data, and stores it in .AstroDB files
According to the developer:  "The .AstroDB files are SQLite
database files. Any tool that can work with SQLite databases should be
able to read/edit .AstroDB files. The schema of the db can be accessed
within the database (the .schema command in the sqlite command line
utility), and its also stored in the Astro3DB.ddl file."

So, I suppose NWNX could draw from it, but I'd like to also use it as an aide for design. Several plugins exist that are close approximations of some of what i need, and while I mostly understand their coding, I've never done it.
AstroSynthesis AlienAPI Documentation :alien:


(don't know if this better belongs in c.c. forum or here)

Modifié par Boozehound Blue, 14 avril 2012 - 10:31 .


#2
kamal_

kamal_
  • Members
  • 5 260 messages
I'm still not sure what you want to do with it? Do you want to use it to generate a map? Ok, but you would still have to make that map in nwn2, so? Does it have "live" functionality where it moves the planets through their orbits? Was the idea to tie it to nwn2 via nwnx so it can move planets around ingame?

#3
Boozehound Blue

Boozehound Blue
  • Members
  • 64 messages
I'd like to use AS3 in two ways:

1. To generate content I can use while building in the toolset. Not only world maps but general structure/elements of the spheres, including possible encounters, resources, etc. An AS3 plugin(s) (working in concert with Inspiration Pad Pro) would ease some of that creative burden.

2. To serve as the sqlite database file for nwnx, to whatever ends.

While AS3 can move planets in real (or scaled) time, it doesn't write that to the file. (Rather calculates it by orbital properties, which NWN2 can do.) AS3 is just the means to an end... er, beginning.

FWIW, there's a free 14-day trial, and here is a direct download link to another's work on mapping the known spheres (have to import them in AS3, as they're from AS2), and the GURPS Suite is a series of plugins that illustrate the capabilities/content I'm alluding to.

#4
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
Slightly different game, you cannot just take code made to do X and throw it into another game and have it do X. Only way that works is if those games are in some way fundamentally the same - bioware games like NWN1, NWN2, Dragon Age, some of the Jedi titles for example share the same file formats which makes it so some things like the stand alone script compiler work in those other games. But the NWN2 map format is probably totally unique, not even comparable to NWN1 or Dragon Age.

You can make height maps, and import via YATT. Basically using a toolset plugin to help create areas.

You likely could make those features work, but the work involved would be highly technical, and by the time you've done it, you basically could have just accomplished what you wanted by doing it yourself - probably by creating your own game.

You probably won't get the results you want in the NWN2 engine unless you build around the features and limitations in this engine - which means learning some advanced scripting and modeling. NWN2 is a great platform for storytelling, it's not really set up for ship to ship combat, planets and the like. I think it's entirely doable using a system based on the overland map, with separate maps for ship to ship combat which you pop into when you battle another ship and of course for the planets. But doing this would not really be any easier using those mods from other games.

( note hellfire keeps saying he has models in progress for the spell jammer ships, if you could get another modeler to finish up that project as i think he's got his hands full, i know he really would like to see a real spelljammer type module in NWN2 )

#5
Boozehound Blue

Boozehound Blue
  • Members
  • 64 messages
I understand they are different and won't be used in concert with one another. My point is, I can use AS3 to create the sqlite database, which nwnx can (later) access (rather than having to create 2DAs, for instance). I can also use AS3 to help produce heightmaps/overland maps or images to use in a GUI. The plugins for AS3, which can allow the insertion of database content, are written in VBscript. (They aren't plugins for NWN2) AS3 isn't a game but a tool to aide interstellar game design. Think of it as the first step, or pre-steps.

I'm aware of the limitations of the NWN2 engine, particularly the 2D nature of the walkmesh, but as it does allow for scaling, custom GUIs, PWs, etc. (not to mention the whole D&D thing), it's a good fit; and I have spoken with hellfire in the past about his spelljammer ships and have been trying my hand with their conversion to NWN2. I'm sure they will come if there is a demonstrably fitting environment for them...

Anyway, I ask here because generally those who are adept with NWscript tend to have a familiarity with other languages and imagined someone might have interest.

Does that clear anything up?