Hey guys, new around here and wanted to just poke a couple things in. On my first impressions of the editor.
First let me say it's great that BioWare has included this to the community. And none of what I say should detract from that point.
1. The file formats and the locations of the various files are near impossible to figure out. I'm used to some pretty odd naming conventions and have used some pretty confusing directory structures before, but this is pretty crazy. You guys placed a 'texture' directory into the installation directy, with NO TEXTURES?! In what world does this make since?
2. Having a proprietary model format is great if there are valid coding reasons for it. However, the community has to reverse engineer the tech in order for models to be altered/created. Most studios use either Max or Maya for asset creation. Why is the community put into the position of re-creating tools that the team has already created in order to add the assets in the first place? Why are these not included in the tool set?
Finally, I'm not asking for a revision of the editor. I'm simply confused as to why the art assets are so difficult to access. I've spent hundreds of hours learning to use my modeling and texturing tools. That's what I'm good at. But even a program as complex and detailed as Maya makes more since to work with then the toolset. For someone who's new to the modding community, and going beyond game theory into application, this is a difficult introduction. And, I appologize for the randomness of the post, I've just been looking for information on editing the assets for the last 5-6 hours and I'm a little scrambled.
Thanks
Quick comments from a 3d artist wanting to use the tool set.
Débuté par
Grashock
, nov. 08 2009 08:21
#1
Posté 08 novembre 2009 - 08:21
#2
Posté 08 novembre 2009 - 08:46
1) it doesn't matter where you put your art assets. the toolset can just browse to the right location. it will however export them to a specific location when you are building the module/addin.
2) there where some legal issues that prevented that. not sure what. but the community is working on it and adinos has a beta viewer out.
3) well beyond the fact that you just can't jank open any authors work in the toolset. I personally don't think it's harder to deal with art assets.
2) there where some legal issues that prevented that. not sure what. but the community is working on it and adinos has a beta viewer out.
3) well beyond the fact that you just can't jank open any authors work in the toolset. I personally don't think it's harder to deal with art assets.
#3
Posté 08 novembre 2009 - 08:55
I'm a 3d artist here as well, mostly use Maya. I was expecting the toolset to be something similar to Valves sources engine where it's somewhat easy to build something in Maya and import it into say Half Life. This toolset probably won't be that user friendly on the art side of things for awhile..
However, I've been using Bioware's assets to create a rpg just to learn the toolset and see whats possible and I've found that the toolset has a few really nifty things you can't do easily at all in something like the SDK or UDK or whatever. The biggest thing is the lip syncing software that actually generates mouth animations according to the voice of the .wav files you record. That feature alone is pretty awsome. There are others tho like how easy it is to construct interactive conversations with NPCS. Anyway my point is the toolset as far as I know/can tell/figure out probably isn't ready to do waht you want it do yet but there are things inside it worth checking out.
*I shouldn't of said it was easy to import something from Maya to the source engine... lets say its possible.. As far as I know its not possible yet with the toolset.
However, I've been using Bioware's assets to create a rpg just to learn the toolset and see whats possible and I've found that the toolset has a few really nifty things you can't do easily at all in something like the SDK or UDK or whatever. The biggest thing is the lip syncing software that actually generates mouth animations according to the voice of the .wav files you record. That feature alone is pretty awsome. There are others tho like how easy it is to construct interactive conversations with NPCS. Anyway my point is the toolset as far as I know/can tell/figure out probably isn't ready to do waht you want it do yet but there are things inside it worth checking out.
*I shouldn't of said it was easy to import something from Maya to the source engine... lets say its possible.. As far as I know its not possible yet with the toolset.
Modifié par Nightblazerrr, 08 novembre 2009 - 09:03 .
#4
Posté 09 novembre 2009 - 02:51
I too was hoping for the option to import standard obj files into the toolset (similar to how the unreal editor works)... or at least the tools/an explanation on how to get custom art assets into the game. I've been working on some custom hair and armor/clothing models and thus far have no way to bring them into the toolset.
It'd be really nice if we could get a character artist from bioware to comment on their workflow for importing custom character assets and details like polycount/etc.
It'd be really nice if we could get a character artist from bioware to comment on their workflow for importing custom character assets and details like polycount/etc.
#5
Posté 09 novembre 2009 - 09:40
Here's the deal:
Bioware's primary 3D tool is 3DS Max. They have a custom-written plugin to convert the models to a format the game uses, but they are unable to give that plugin to us. I don't know the details, but I suspect it is a licensing issue - maybe they use a 3rd party DLL that they don't have redistribution rights for,
As a result it will be up to the community to write the import tools. There are several people working on this, but this takes time. There are no showstoppers - the model format is documented and accessible - although we haven't quite figured out the animation yet.
Anyhow, the first model export tools are ready (or almost so), but import tools will take a bit longer.
Bioware's primary 3D tool is 3DS Max. They have a custom-written plugin to convert the models to a format the game uses, but they are unable to give that plugin to us. I don't know the details, but I suspect it is a licensing issue - maybe they use a 3rd party DLL that they don't have redistribution rights for,
As a result it will be up to the community to write the import tools. There are several people working on this, but this takes time. There are no showstoppers - the model format is documented and accessible - although we haven't quite figured out the animation yet.
Anyhow, the first model export tools are ready (or almost so), but import tools will take a bit longer.
Modifié par Adinos, 09 novembre 2009 - 11:48 .





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