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Re: The process of creating a structure for SWG
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Chaplin_001
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Mirkwoods wrote:


SWG-Goliath wrote:
Modular housing sounds cool at first glance, but the real problem is how we set up houses and other interiors in the game. In order to seperate the house from the rest of the world and thereby making the game more effectaint we use a portal system. when you step from the world into the house, you walk thru a portal. Each portalted room is called a cell. The cells have to line up perfectly, and the custom lighting i do has to match from room to room, or there is a huge and ugly pop when you step between them. In addition there is flooring issues as each cell has its own floor. those floors have to also match exactly or you cant cross thier bounderies.
 
cell
  |_ mesh
  |_ floor
  |_ portals
  |_ Lights
 
Bottom line is that from an art perspective player created modular housing would be extremely buggy and unpredicable assuming it even worked at all.  Our game in its current state isnt set up for this level of customisation in housing.

Message Edited by SWG-Goliath on 10-03-2005 10:48 PM



This makes sense, but what I was talking about, if you are responding to me specifically, is making a decorated room an item.

Not the room itself, but perhaps an item with certain dimensions that will fit into many of the rooms.  This item consists of something called say, "Bedroom suite."

The bedroom suite consists of say, a large bed, a large area rug underneath and some chairs and other bedroom looking objects that are actually just one object.

We've all seen that there can be huge objects that are just one item; Example = Asteroid Chunk.

This way, when you put down say the "Bedroom suite", or a "Small kitchen", you are putting down only one object, and having most of a bedroom, or a kitchen already done, then you can use the smaller items to decorate and customize the "rooms."

I'm not sure how something like this could even mess up the lighting. 
 
I'd love to hear why this wouldn't work... but I'd prefer to hear how it could be made to.



I seriously love this idea.  Would help the space issues a great deal just simply cause we are trying to 'make' these using a ton of furniture and such on construction.  Set a nice bedroom suite down with the bed,  a nice rug and a few other things and for the true storage purpose you can put your own Cabinets and Armoires down.  Clears up some space and makes those empty looking houses come alive with decor.


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10-04-2005 03:06 AM  

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Re: The process of creating a structure for SWG
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Atlantiss
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Okies so no modular house designs, fair enough under the current system.
Could you not then, as a team, rework the current house floorplans to create several new styles for the various houses?
This has, i would imagine, been previously mentioned but as all the actual wall texture art etc is already there you could do this quicker than designing a new house from scratch? Granted you'd still need to do the light-sourcing, but could this be done? It'd be great and some needed variety.

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10-04-2005 03:16 AM  

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Re: The process of creating a structure for SWG
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ofim
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Mirkwoods wrote:


SWG-Goliath wrote:
Modular housing sounds cool at first glance, but the real problem is how we set up houses and other interiors in the game. In order to seperate the house from the rest of the world and thereby making the game more effectaint we use a portal system. when you step from the world into the house, you walk thru a portal. Each portalted room is called a cell. The cells have to line up perfectly, and the custom lighting i do has to match from room to room, or there is a huge and ugly pop when you step between them. In addition there is flooring issues as each cell has its own floor. those floors have to also match exactly or you cant cross thier bounderies.
 
cell
  |_ mesh
  |_ floor
  |_ portals
  |_ Lights
 
Bottom line is that from an art perspective player created modular housing would be extremely buggy and unpredicable assuming it even worked at all.  Our game in its current state isnt set up for this level of customisation in housing.

Message Edited by SWG-Goliath on 10-03-2005 10:48 PM



This makes sense, but what I was talking about, if you are responding to me specifically, is making a decorated room an item.

Not the room itself, but perhaps an item with certain dimensions that will fit into many of the rooms.  This item consists of something called say, "Bedroom suite."

The bedroom suite consists of say, a large bed, a large area rug underneath and some chairs and other bedroom looking objects that are actually just one object.

We've all seen that there can be huge objects that are just one item; Example = Asteroid Chunk.

This way, when you put down say the "Bedroom suite", or a "Small kitchen", you are putting down only one object, and having most of a bedroom, or a kitchen already done, then you can use the smaller items to decorate and customize the "rooms."

I'm not sure how something like this could even mess up the lighting. 
 
I'd love to hear why this wouldn't work... but I'd prefer to hear how it could be made to.



You could do it how pet deeds work currently, when you place a pet deed in a house it spawns the pet as a piece of furniture. So you could make craftable "Furniture Sets" that when droped in a house would spawn a perticular set of art for pre-designed decor layouts. these should be easy enough, art wise, to make some new ones on a regular basis. Although from my understanding of what you've said of how artwork is done in SWG, that these would not be an architect custimizable item.....but it's better than nothing.



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10-04-2005 03:36 AM  

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Re: The process of creating a structure for SWG
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drachenfire
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I would be very pleased if SWG-Goliath's sophisticated interior designe could be introduced into all player structures.

 

I really do like his design, both the yaucht and now this. Mayhap the devs could allow for the interiors of the other buildings to be toggled like this.. maybe with some kind of device an arch could create.

 

 

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10-04-2005 04:36 AM  

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Re: The process of creating a structure for SWG
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SWG-Goliath
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SWG-Goliath

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Mirkwoods wrote:


SWG-Goliath wrote:
Modular housing sounds cool at first glance, but the real problem is how we set up houses and other interiors in the game. In order to seperate the house from the rest of the world and thereby making the game more effectaint we use a portal system. when you step from the world into the house, you walk thru a portal. Each portalted room is called a cell. The cells have to line up perfectly, and the custom lighting i do has to match from room to room, or there is a huge and ugly pop when you step between them. In addition there is flooring issues as each cell has its own floor. those floors have to also match exactly or you cant cross thier bounderies.
 
cell
  |_ mesh
  |_ floor
  |_ portals
  |_ Lights
 
Bottom line is that from an art perspective player created modular housing would be extremely buggy and unpredicable assuming it even worked at all.  Our game in its current state isnt set up for this level of customisation in housing.

Message Edited by SWG-Goliath on 10-03-2005 10:48 PM



This makes sense, but what I was talking about, if you are responding to me specifically, is making a decorated room an item.

Not the room itself, but perhaps an item with certain dimensions that will fit into many of the rooms.  This item consists of something called say, "Bedroom suite."

The bedroom suite consists of say, a large bed, a large area rug underneath and some chairs and other bedroom looking objects that are actually just one object.

We've all seen that there can be huge objects that are just one item; Example = Asteroid Chunk.

This way, when you put down say the "Bedroom suite", or a "Small kitchen", you are putting down only one object, and having most of a bedroom, or a kitchen already done, then you can use the smaller items to decorate and customize the "rooms."

I'm not sure how something like this could even mess up the lighting. 
 
I'd love to hear why this wouldn't work... but I'd prefer to hear how it could be made to.


Its not impossible but you wouldn't be able to sit on or use any of the items that are part of this suite. Each item has specific functions. For example a dresser holds items, a bed or chair can be sat upon, a lamp emits light. If we combined all the models into a single item, the funtionality would be lost since that function is applied per item. I hope that makes sense.

Master Artist

10-04-2005 07:25 AM  

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Re: The process of creating a structure for SWG
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nefarious
Jedi
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Registered: 06-29-2003


nefarious

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Chaplin_001 wrote:


Mirkwoods wrote:


SWG-Goliath wrote:
Modular housing sounds cool at first glance, but the real problem is how we set up houses and other interiors in the game. In order to seperate the house from the rest of the world and thereby making the game more effectaint we use a portal system. when you step from the world into the house, you walk thru a portal. Each portalted room is called a cell. The cells have to line up perfectly, and the custom lighting i do has to match from room to room, or there is a huge and ugly pop when you step between them. In addition there is flooring issues as each cell has its own floor. those floors have to also match exactly or you cant cross thier bounderies.
 
cell
  |_ mesh
  |_ floor
  |_ portals
  |_ Lights
 
Bottom line is that from an art perspective player created modular housing would be extremely buggy and unpredicable assuming it even worked at all.  Our game in its current state isnt set up for this level of customisation in housing.

Message Edited by SWG-Goliath on 10-03-2005 10:48 PM



This makes sense, but what I was talking about, if you are responding to me specifically, is making a decorated room an item.

Not the room itself, but perhaps an item with certain dimensions that will fit into many of the rooms.  This item consists of something called say, "Bedroom suite."

The bedroom suite consists of say, a large bed, a large area rug underneath and some chairs and other bedroom looking objects that are actually just one object.

We've all seen that there can be huge objects that are just one item; Example = Asteroid Chunk.

This way, when you put down say the "Bedroom suite", or a "Small kitchen", you are putting down only one object, and having most of a bedroom, or a kitchen already done, then you can use the smaller items to decorate and customize the "rooms."

I'm not sure how something like this could even mess up the lighting. 
 
I'd love to hear why this wouldn't work... but I'd prefer to hear how it could be made to.



I seriously love this idea.  Would help the space issues a great deal just simply cause we are trying to 'make' these using a ton of furniture and such on construction.  Set a nice bedroom suite down with the bed,  a nice rug and a few other things and for the true storage purpose you can put your own Cabinets and Armoires down.  Clears up some space and makes those empty looking houses come alive with decor.


This would be an awesome idea. Think of the Interior decorators, they can set up a room and then set it as an object and then sell it on a vendor, then the owner comes along and buys it and plops it down in one shot, looks cool.

Kadissa Wavingfly
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10-04-2005 07:28 AM  

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Re: The process of creating a structure for SWG
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Oreet
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Oreet
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SWG-Goliath wrote:

 
Its not impossible but you wouldn't be able to sit on or use any of the items that are part of this suite. Each item has specific functions. For example a dresser holds items, a bed or chair can be sat upon, a lamp emits light. If we combined all the models into a single item, the funtionality would be lost since that function is applied per item. I hope that makes sense.



it might be possible to use the functionality of a Camp to base something like this off of. A camp is one structure that can be placed, but contains many cots and chairs. it also has a campfire that emits light, as well as crafting stations. the only thing a camp doesn't have that has been brought up is a storage item like a dresser.
 
now i'm not sure how things are programmed, and you, as a Master Artist, i'm sure you're not 100% versed in the programming of SWG either, but it might be an idea to throw around?
10-04-2005 07:38 AM  

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Re: The process of creating a structure for SWG
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KaiRan
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SWG-Goliath wrote:

Its not impossible but you wouldn't be able to sit on or use any of the items that are part of this suite. Each item has specific functions. For example a dresser holds items, a bed or chair can be sat upon, a lamp emits light. If we combined all the models into a single item, the funtionality would be lost since that function is applied per item. I hope that makes sense.


Just a thought, but couldnt these functions be combined into a single item, not just the appearence? 

Obviously lighting would not be best to apply, but an "item" which graphically consists of a full bed, nightstands, & chest (at the foot of the bed) could then be clicked on as one item and "opened" for storage access, or "sit" to sit on the edge of the bed. 

Clicking anywhere on that "item", like say, the bed itself, and selecting "open", would open what is efectively the chest, but mechanically the entire item.  Clicking anywhere on the "item", for example the nightstand,  and selecting "sit", would result in the character sitting on the edge of the bed. 

This would operate much like couches, no matter where you are standing along the couch, and no matter where on the couch you click, when you "sit", you sit in the middle of the couch.  No matter where you are standing/clicking with this theoretical bed set, you actually sit on the edge of the bed.

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10-04-2005 07:44 AM  

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Re: The process of creating a structure for SWG   [ Edited ]
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Yivvits
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Now, what I *really* want to know is why we can't rotate items in our houses in both the "X" AND "Y" axis. We've all seen NPC structures with stuff laying at all different angles, so the commands are already there. Why not turn them on?

/rotateleft
/rotateright
/rotatefront
/rotateback

??

-yivvits

** edit: I'm not saying that these are the commands to do this. Just stating what I think they would be, if they were there. **

Message Edited by Yivvits on 10-04-2005 09:48 AM

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10-04-2005 07:46 AM  

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Re: The process of creating a structure for SWG
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mox-the-rebel
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goliath do you think it will ever be made possible to lay down on a bed? just for a fun rp emote?

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10-04-2005 08:01 AM  

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Re: The process of creating a structure for SWG
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nefarious
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mox-the-rebel wrote:
goliath do you think it will ever be made possible to lay down on a bed? just for a fun rp emote?



Or even 2 people sitting on a "love seat"?

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10-04-2005 08:06 AM  

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Re: The process of creating a structure for SWG
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omadnay
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Haha, yes, since this has turned into a session of "Let's pester Goliath for all it's worth and see what feedback we might be able to sell him on"...
I may have to agree that multi-person couches would be wonderful! (And it's not THAT far off topic, lol)

I, personally, have all of my couches set up as multi-person seats by using ottomans and chairs (underneath and inside the couches).
It sure would be great if I didn't have to use all these items to accomplish this though. (I've got at least 18 hidden ottomans in my cantina)
However, I can see how this issue is tied into what Goliath just mentioned before... each item has it's own single functionality.
So, they have not set these items up to have multiple seating locations (Obviously).
The question remaions whether or not it's an eventual possibility.

Obviously it's a desired feature and a simple idea... I always say, if they can do it for vehicles, I figure they can work it out for couches. That may not truly make sense in the world of coding, but as a player I can be silly about these things.

Hopefully one day it'll be done

Thanks again for all the responses... and of course the fine art! /secrethandshake

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10-04-2005 08:26 AM  

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Re: The process of creating a structure for SWG
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QuantumArtist
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QuantumArtist
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nefarious wrote:


Chaplin_001 wrote:


Mirkwoods wrote:


SWG-Goliath wrote:
Modular housing sounds cool at first glance, but the real problem is how we set up houses and other interiors in the game. In order to seperate the house from the rest of the world and thereby making the game more effectaint we use a portal system. when you step from the world into the house, you walk thru a portal. Each portalted room is called a cell. The cells have to line up perfectly, and the custom lighting i do has to match from room to room, or there is a huge and ugly pop when you step between them. In addition there is flooring issues as each cell has its own floor. those floors have to also match exactly or you cant cross thier bounderies.
 
cell
  |_ mesh
  |_ floor
  |_ portals
  |_ Lights
 
Bottom line is that from an art perspective player created modular housing would be extremely buggy and unpredicable assuming it even worked at all.  Our game in its current state isnt set up for this level of customisation in housing.

Message Edited by SWG-Goliath on 10-03-2005 10:48 PM



This makes sense, but what I was talking about, if you are responding to me specifically, is making a decorated room an item.

Not the room itself, but perhaps an item with certain dimensions that will fit into many of the rooms.  This item consists of something called say, "Bedroom suite."

The bedroom suite consists of say, a large bed, a large area rug underneath and some chairs and other bedroom looking objects that are actually just one object.

We've all seen that there can be huge objects that are just one item; Example = Asteroid Chunk.

This way, when you put down say the "Bedroom suite", or a "Small kitchen", you are putting down only one object, and having most of a bedroom, or a kitchen already done, then you can use the smaller items to decorate and customize the "rooms."

I'm not sure how something like this could even mess up the lighting. 
 
I'd love to hear why this wouldn't work... but I'd prefer to hear how it could be made to.



I seriously love this idea.  Would help the space issues a great deal just simply cause we are trying to 'make' these using a ton of furniture and such on construction.  Set a nice bedroom suite down with the bed,  a nice rug and a few other things and for the true storage purpose you can put your own Cabinets and Armoires down.  Clears up some space and makes those empty looking houses come alive with decor.


This would be an awesome idea. Think of the Interior decorators, they can set up a room and then set it as an object and then sell it on a vendor, then the owner comes along and buys it and plops it down in one shot, looks cool.



I see nothing wrong with this idea of merging things. In fact it would rock! Think of the endless possibilities for unique furnature peices and layouts that could be made by combining items together to make a new furnature item. While, yes, a chair may loose its functionality and be a chair only in image, or a bookcase, a bookcase only in image... the endless array of unique items which a player can "show off", (such as quest items turned into a display case and merged into one unit, or an aquarium which is merged together to make 1 big furnature item) would give a huge amount of player control to create something very much their own.
 
That and wow, talk about a space saver! We could finally have a full house, teaming with our awards, items, and unique looking designs... all made with in game items!
 
There would of course, have to be limits. I have no idea what whole houses worth of furnature turned into unique skins would do in terms of server load/space. I'm sure there are other aspects well beyond this concept that I know nothing about. However, I think a concept like this, given only to architects, would breath a TON of new life to the profession and add an even greater variety to the game! You did well with your changes to armor, its refreshing to see people wearing more then just composite armor. Lets keep the ball rolling and see if we can pull this idea off! It would offer something to players that no MMO can.

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10-04-2005 08:29 AM  

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Re: The process of creating a structure for SWG
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CaptBewil
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That's crazy!  The entire house should be one cell and then the walls and everything else that makes up it's architecture should be objects.  We've been using that principle for several years now in the old '97 Jedi Knight/Sith engine...

Sorry links like this are not allowed.
10-04-2005 08:36 AM  

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Re: The process of creating a structure for SWG
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Loki_Ashaman
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Oreet wrote:


SWG-Goliath wrote:

 
Its not impossible but you wouldn't be able to sit on or use any of the items that are part of this suite. Each item has specific functions. For example a dresser holds items, a bed or chair can be sat upon, a lamp emits light. If we combined all the models into a single item, the funtionality would be lost since that function is applied per item. I hope that makes sense.



it might be possible to use the functionality of a Camp to base something like this off of. A camp is one structure that can be placed, but contains many cots and chairs. it also has a campfire that emits light, as well as crafting stations. the only thing a camp doesn't have that has been brought up is a storage item like a dresser.
 
now i'm not sure how things are programmed, and you, as a Master Artist, i'm sure you're not 100% versed in the programming of SWG either, but it might be an idea to throw around?


I think camps function on a different rule set due to being an outside terrain alteration while the objects discussed are interior items.  I also think the camp is actually not one item per say.  The camp zone is a temperary zone similar to a city zone, the tents are no-pass areas similar to rocks, and the chairs are all seperate items to sit on.  I think functionality differs based on interior and exterior - Goliath mentioned firepits and fountains earlier, they can be walked through inside buildings but are no-pass when placed outside.


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Mardius Ashalar, Commissar: Commander of the Daishi
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10-04-2005 08:37 AM  

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