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Re: The process of creating a structure for SWG
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Esharra
Galactic Senator
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Esharra

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omadnay wrote:
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"...

Ok Omadda..I'll bite..

I'd like to see a series of geometric shapes made by architects, the purpose of which is "assignable"; ie: whether the object can be stood or sat upon or used for storage. Then we could really design some amazing things..a loft in the high ceiling of the large room in a Tatooine medium house, a raised platform for musicians or dancers in a cantina. But I can see how that might be too intensive for the database.

But yeah..the ability to flip items on their sides would rock!

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

Yes..awesome job on the new house! It is really exciting!



 Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)

10-04-2005 08:43 AM  

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

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If you tried to click on the "item" it would select the entire object, not a bed. you coudln't click on the bed because  you would select the entire suite. you coudlnt select a dresser because you would select the entire suit.
 
Camps are different all together. They are built by world builders to function they way they do and have special placement rules, borders and floors and all of that. Bow it might be possibel to make a campsite like room but the programming for that would be well above my head and would no longer fall into the department of art. I also doubt it would any longer be considered one item. Items in camps are in fact all seperate items, just like you see in settings like the mos eisly cantina.

Master Artist

10-04-2005 09:12 AM  

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Re: The process of creating a structure for SWG
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SmittyCent
SWG Chief Petty Officer
Posts: 191
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SmittyCent

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SWG-Goliath wrote:
If you tried to click on the "item" it would select the entire object, not a bed. you coudln't click on the bed because  you would select the entire suite. you coudlnt select a dresser because you would select the entire suit.
 
Camps are different all together. They are built by world builders to function they way they do and have special placement rules, borders and floors and all of that. Bow it might be possibel to make a campsite like room but the programming for that would be well above my head and would no longer fall into the department of art. I also doubt it would any longer be considered one item. Items in camps are in fact all seperate items, just like you see in settings like the mos eisly cantina.



Poor Goliath, too early in the morning it looks like. Spell check is your friend! just kidding
10-04-2005 09:16 AM  

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

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omadnay wrote:

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.



Can you immagine having to invite people to sit on your couch, and only if your grouped and also sitting...
 
Thats a programming thing though, have to ask another dev, I only do art

Master Artist

10-04-2005 09:16 AM  

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Re: The process of creating a structure for SWG
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SmittyCent
SWG Chief Petty Officer
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Registered: 01-05-2005


SmittyCent

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SWG-Goliath wrote:


omadnay wrote:

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.



Can you immagine having to invite people to sit on your couch, and only if your grouped and also sitting...
 
Thats a programming thing though, have to ask another dev, I only do art



hmm.... I would think that it wouldn't be too difficult to code it but, I have no idea what software you guys at SOE work with and all that other good stuff
10-04-2005 09:20 AM  

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Re: The process of creating a structure for SWG
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Omicron2
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Omicron2
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Can you then....mr artist....allow for my Wookiee to be able to wear different colors. The current pallete available for Wookiees is just sad....and no....not all wookies wear earth tones!

Fear The Wookiee!
Omicron - Master TKA, Pikeman, & Brawler.(Active because of Station Pass)
Omicron-II - Master Bounty Hunter, Combat Medic (Retired by the NGE)
Omicron-III - Human Shield/ Meatlump (test center)(Retired by the NGE
Omicron-IV - Master Shipwright, Smuggler(Retired by the NGE)

" With the NGE the system was over-simplified." -Helios_Soe
10-04-2005 09:28 AM  

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Re: The process of creating a structure for SWG
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Shann0w
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Registered: 06-26-2003



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How about letting players rent the structures already available in NPC towns?  Mos Entha must have 200 houses that are fully functional.
10-04-2005 09:29 AM  

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Re: The process of creating a structure for SWG
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CeearemWareign
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Posts: 216
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CeearemWareign
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The question with the multifunctionality of one big themepark item is probably one of programming.

(getting a bid techincal now)

If "you can sit on it", "you can put items in it" are just flags of one general "item class" which is used for every single furniture item, than it should be possible to set more then one flag at once. So one item could have storage room and the possility to sit down at the same time.

What i would think is that they dont have just this one "item class" (programmers love to introduce endless number of new sub classes you know :smileywink. I think chairs are other items then chests. This could be the case as these items may need other subroutines attached to them in regards of game rules. If this is the case, it would probably be impossible to give one item multiple functions.

I guess goliath has probably no idea if it works the one way or the other as its not his area of work and its really a pure technical problem.

Still i think such a item set is a nice think. Even if it only has one sitting area attached to it.

Ceearem

P.S. Have to add my thanks for this outstanding communication you are doing here Goliath. Its great to see some problems explained and its even better that you listen to community suggesting. And this tip with the yacht is really awesome as well.

Mayor of Falkland, Naboo (since 03 2004)
Master Armorsmith
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10-04-2005 09:32 AM  

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Re: The process of creating a structure for SWG
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Esharra
Galactic Senator
Posts: 9507
Registered: 07-27-2003


Esharra

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Shann0w wrote:
How about letting players rent the structures already available in NPC towns?  Mos Entha must have 200 houses that are fully functional.


Oh yeah!..I would give my first born child for a penthouse suite above the Theed Starport hotel! Ok..I have no children..would you be interested in a cat?

 Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)

10-04-2005 09:33 AM  

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Re: The process of creating a structure for SWG   [ Edited ]
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Cafa
Jedi
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Cafa
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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



And this is different from now, how?

Okay I'd like to point out that for the majority, you might want to pass along to your fellow cohorts that the people that SEEM to keep the community supported and motivated generally have some stance in the commerce of their servers.  They seem to be the one that keep people around, and they are the ones that get people to pay that $15/month to explore things together as a group. 

Modular housing may not be the end-all answer to expanding Architecture in the crafted game, but making something fun that crafters can do as a group would be a giant step forward.  Modular housing just happens to be one of the things the Architect forum has come up with over the past 2 years.  We'd love to have you drop by and give us guidance on what is and isn't possible to ask for, but at the present  it's a damn black hole of devs participation, ever.

Fan of your work!

Fivo Asia

Message Edited by Cafa on 10-04-2005 09:58 AM

- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
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and watch you die. -- Straker Atrella
10-04-2005 09:56 AM  

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Re: The process of creating a structure for SWG
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Vampiric_Hoshi
Jedi
Posts: 1156
Registered: 07-31-2003


Vampiric_Hoshi

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SWG-Goliath, there is something I bet many would like with placing art... the ability to use a tool similar to what you guys use to place furniture so instead of having to drop and /move forward 10; all the time we gain a more user-friendly tool allowing us to drop an drag items around the place and even rotate things verticaly instead of just horizontaly so that we can create the kind of scenes you guys are able to create in NPC structures. An example being a chair laying on its side or a bed propped up against a wall. Guess thats more coding than art though

Abandon all hope
10-04-2005 10:01 AM  

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Re: The process of creating a structure for SWG
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Efactor
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Registered: 04-02-2005


Efactor
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Stakex007 wrote:


SWG-Goliath wrote:


Lotussutol wrote:


SWG-Goliath wrote:

I have a question for you. You said in a diff thread that 'this' bunker house is one that you started working on a few weeks ago and is not the bunker house that was mentioned as a one year vet reward...

can I ask you this straight up then...was 'that' bunker house ever worked on? if so, why would soe put you to work on a NEW bunker house when there already is one started on and or finished and not in the game? seems like a waste of resources to me. If there is another one completed already it makes more since to use it instead of putting out the effort and wasting valuable time to create a whole new one.




Not that I know of. The bunker house as a vet reward was an idea that we had but I dont think we ever got to actually putting an artist on that. I could be wrong, and maybe TH might have a more accurate answer for you



Then I think this is the bunker that was supposed to be a vet reward in a way

The fact that in the thread where TH mentions what would SWG vets like to see as a two year vet reward he tossed out the bunker house idea...

people in that thread LOVED that idea...pages upon pages of people said they would love a bunker house...

we now see the first bunker house as a reward...not a two year vet reward but as a reward for buying an expansion...

this is a slap in the face to SWG two year vets...as are the cheesy current two year vet rewards.

Goliath...don't get me wrong. The bunker house is awesome...but it is a slap in the face to the two year SWG vets...

and please SWG forum admins...don't for one second think I am trolling...I am discussing a MAJOR problem with SWG philosophy...




This will be my last comment on this subject.

Rouge 5 and I were having a discussion about what kinds of things players might like to have for purchasing this expansion, A reward that I thought would be as good as the BARC speeder has been. It was my own idea to suggest this bunker house and how it could also be implimented faster then normal structures. R5 liked the idea and so I created this house. Thats how this bunker got into the game. Had I not suggested it and a way to quickly get it in, you might never have seen a bunker.

I hope that clears things up.




That only goes to show that player ideas are overlooked and YOUR ideas are brought to the game. SOE's standard practice. Players wanted a bunker style house for well over a year now... and when we finally get one, its not becuase we wanted it, not becuase the players thought it would be cool... but becuase a developer said "Hey I have a great idea! I'll make a bunker house!". Is that the only way players get things they want? When the devs happen to want the same things? This dev team has to be the most disconnected, and out of touch dev team in the bussiness right now when it comes to their community.

Further more... you said "I" six times in that statement... playing it up as tho it was your idea to make a bunker. When really anyone who has read the boards at all over the last 5 months knows damn well the community has been screaming for a bunker house. But yet... instead of saying "The community wanted a bunker house, so thats what we did".... you go out and say "I thought a bunker house would be awsome, so I came up with the idea of a bunker house, and I put it in the game.... I love me". When the design is poor, especially sicne it took you 25 days... thats pathetic. As someone who has supported the dev team a lot in the past... the new SOE dev team makes me want to puke. You guys have no idea what the players want, and have horrible ideas for this game... the only thing that will save this game short of SOE being bought out, is bring back the devs of old that actually made the game.



sad times dude, it's their game.  I doubt you get much input in the other games you play

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10-04-2005 10:16 AM  

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Re: The process of creating a structure for SWG
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Wolfmann31
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Wolfmann31
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Hmmm, SWG-Goliath, once upon a time, we had a command that allowed you to sit where everyou wanted on a couch. It was something like /sitcharacterserver or something like that.

Now, why can't a couch, that should be roomy enough for 2-5-6+ characters hold those? Not enough slots? Accidently deleted the code for a character to sit on couches/chairs where ever they wanted?.

 

Rather dull having all these decorated homes, with huge couches and sofas, and only 1 can sit in them....


RK-31
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We will not become a shadow of our former self

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10-04-2005 10:43 AM  

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Re: The process of creating a structure for SWG
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omadnay
Jedi
Posts: 2471
Registered: 06-26-2003



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SWG-Goliath wrote:


omadnay wrote:

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.



Can you immagine having to invite people to sit on your couch, and only if your grouped and also sitting...
Thats a programming thing though, have to ask another dev, I only do art





Haha!
Yeah, I forgot about that aspect of the MP-Vehicles...
I can honestly say, however, that I know a great many people that I would prefer it if they had to gain my permission before they could sit on MY couch!

I suppose we simply need more sectional couches.
Oh, wait...
Here's an idea (It does not solve the item count, but it solves the visual aspect of our work-arounds) create a player-crafted invisible seating box...
These invisible seating boxes would allow one player to sit centered upon them (Just as any other chair).
A house owner could place these invisible seating boxes to set up multiple seating locations in their house, anywhere they wish (Namely, lined up with their couches).

I'm not throwing any of this at you, expecting YOU to get these things in-game, hehe... just enjoying the discussion.

- Omadda Szool
Kauri

May the force be with you.

10-04-2005 11:23 AM  

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Re: The process of creating a structure for SWG
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Pie-Oh-Pah
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Pie-Oh-Pah
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I asked this question before - but it maybe somehow drowned in the thread - or maybe I am really the only one with that concern?
 
Anyway - are there plans to make that new bunker so that it fits the specific planets? To me it just would not look "right" in a Naboo surrounding...
 
 

Pie'Oh'Pah
Elder Creature Handler

Ignoring hypocrites in online games since 1998
10-04-2005 12:22 PM  

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