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


Narut0 wrote:


SWG-Goliath wrote:
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170.





YOU WHERE RESONCIBLE FOR THE Y-8 ?!?!?!?

dude you fked up
mining ship can't be a platform unless its a drill platform that docks to the astroid.

if this ship is a mining ship for collecting rocks it should look more like a balldozer with a open face, make it smaller dirtyer. i tell you what let me spend some time on some consept designs and ill get back to you, /mumble piff devs' mumblemuble.


Actually I had concept work for that. I didnt design it, I only made the 3d art. Maybe you can take solece in the additional 2 turrets I added to it for publish 24.


You do supurb work!
 
I don't know how every time you post, you get the uglies flying out of the wood work......... (As a Smuggler, I'm still not very settled with how we treated you, on your first post(s) in our forum.) You post the least Infamitory statements of all Devs also.......Anyways, I like the bunker house.... wish It didn't take up so many lots or had more inventory space, but hey lets face it we are ravenous players who will probably NEVER be satisfied.....
 
 
Hey sense you fixed the y-8 with 2 new turrets, think you could check out the Royal Guard Interceptors hit box. your only able to hit half the bubble in game......(the upper half).
 
Well I'm sure you have enough on your plate as it is. Just trying to get it fixed in publish 24, so I can blow them out of the sky fair and square!
 
Keep up the gopod work SWG-Goliath!
 
/secretSmugglerHandshake!;

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10-02-2005 02:13 AM  

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

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UnBanCire wrote:


SWG-Goliath wrote:


Narut0 wrote:


SWG-Goliath wrote:
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170.





YOU WHERE RESONCIBLE FOR THE Y-8 ?!?!?!?

dude you fked up
mining ship can't be a platform unless its a drill platform that docks to the astroid.

if this ship is a mining ship for collecting rocks it should look more like a balldozer with a open face, make it smaller dirtyer. i tell you what let me spend some time on some consept designs and ill get back to you, /mumble piff devs' mumblemuble.


Actually I had concept work for that. I didnt design it, I only made the 3d art. Maybe you can take solece in the additional 2 turrets I added to it for publish 24.


Yes, that is, if Publish 24 ever comes out.

Been over 3 weeks on TC now.. /cry


lol, it has? when is the last time you have been on TC? because it hasnt been on TC for a while, they took it back and we dont have it anymore because of some issues

10-02-2005 02:44 AM  

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Re: The process of creating a structure for SWG
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FlappyJ
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Posts: 73
Registered: 07-26-2003



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Some of us appreciate the work involved and are excited to see this cool new design added to the game.  And maybe 3 people give two craps whether this was the "promised" bunker house or how this terrible conspiracy has come to pass.
 
I'll forego the conversation about how this bunker was planned since before the CU in order to make us forget that we actually hate this game and are forced to continue to pay for it.  I won't mention that this bunker was planned since before the initial beta program for SWG as an attempt to draw our attention away from the fact that the Hologrind (which was planned by J. Edgar Hoover at Area 51 with Elvis) was an intentional plan to artificially inflate the cost of resources on each server so that the great Jedi poplulation explosion (which has been planned since the early 40's as a way to control young illegal alien's minds) would go unnoticed by all but the most astute conspiracy mongers like yourselves.
 
For myself, I simply say I can't wait to get one and thank you Goliath for the cool new design. 
10-02-2005 03:09 AM  

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Re: The process of creating a structure for SWG
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shaggy01
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I'll forego the conversation about how this bunker was planned since before the CU in order to make us forget that we actually hate this game and are forced to continue to pay for it. 
when  was the last billing server bug you saw?
 
oi would like to see this when we log in, our billing server has gone down...... we are working on a fix for publish 25......

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10-02-2005 05:08 AM  

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Re: The process of creating a structure for SWG
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ofim
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ofim
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SWG-Goliath wrote:
I have seen some people wondering what takes so long in creating a new structure for SWG and I wanted to explain what it is we do when we create a new structure or ship.
 
The first thing we have to do is get a concept for the exterior of the house and maybe one for the interior as well. A concept artist will spend a few days working on this and it will go through several stages before its actually finalized. Next it will be given to an artist like myself and Ill spend approximatle 40 days creating the ooutside and inside. there are several tasks when creating an interior/exterior house or ship
 
  • creating mesh
  • creating textures (including effects like normal maps and specularity)
  • pre-lighting each room
  • adding character lighting
  • adding floors
  • adding other technical components
 
After this is all done, we put it through a review phase where several other artists will look over the assets and make sure they work properly. If anything is broken I will have to go back over it and fix any issues. then it is re-submitted for a second review. Once it passes the review it is exported and a designer has to work on it.
 
Designers will need to add things like terminals, repair points, chairs and any other objects called for in the design. they will also need to make sure that it works in the world and that the turrets, engines, thrusters, guns, signs and any other additional items funtion and fit. all together it can take over 2 months from start to finish to bring a new ship or house into the game. Thats one artist taken up for 40 days and a designer taken up for additional days to bring it in.
 
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170. In the case of the bunker I was asked to use the pre-exsisting mustafar bunker exterior. that saved me alot of time in mesh and textures. I also designed the interior from my own concepts so I didnt need a concept artist. all of this shaved my art time down to about 25 days. The house is now in the stage where it is being prepared for the game by designers. When it finally gets into the game it will still be 40+ days of development however.
 
Hopefully this sheds some light on what me and the other artists do from day to day to bring you the Star Wars experiance



Sorry but this doesn't explain why Architect has had ZERO new real content in 3 years. If it's this dificult to make a house using the tools that the programers have given you, then they need to work on a better set of tools.

Artchitects have continualy asked for:

Furniture Colorization

New House Floor Plans

New Bestine Paintings

More of the NPC House Furniture to be craftable

Why is this such a problem? Some of these things are already in the game!



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10-02-2005 05:39 AM  

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Re: The process of creating a structure for SWG
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Gen00b
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Goliath,

I'd love to see some of those concepts. Since SWG Beta we've seen very little artwork (a little with RotW) so wouldn't it be possible you guys make a Friday Feature to show some items from Artwork to Final Model ? Maybe add in a few artworks that never made it ingame or artwork for the upcoming expansion.

That would be awesome.
10-02-2005 05:39 AM  

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Re: The process of creating a structure for SWG   [ Edited ]
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Necesito
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Necesito
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Jedi-Harlot wrote:


SWG-Goliath wrote:
...Ill spend approximatle 40 days creating the ooutside and inside.

lol, no wonder this game is a sinking ship

40 days to make that bunker house??? no offense, but you are slow, and the design is "just ok", it could be a lot better. I'll have a design-off anyday with you big boy




Hmmm. No wonder people stereotype MMORPG players as dweebs with no social skills. If you met Goliath in a bar, would you say the same thing to his face?

If you can do better, apply for the job, get the job, then do the job. Until then .... [insert insulting variation of "please be quiet"].

Goliath thanks for the post, it takes guts to open yourself up to flames. Too bad most folks have no idea what is like to be an artist enmeshed in a corporate culture. I'm surprised it doesn't take longer.

Message Edited by Necesito on 10-02-2005 08:12 AM

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10-02-2005 06:11 AM  

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Re: The process of creating a structure for SWG
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Kindarin
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I'm curious, Goliath...how economical do you have to be with faces for a project like the house? Ships? Are you using Max or Maya?

I've been doing some 3d modelling through school lately, and I'm having a hard time figuring out how (eventually...we aren't to the trimming phase yet) we'll be making great looking models with a specific face badget.

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10-02-2005 06:26 AM  

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Re: The process of creating a structure for SWG   [ Edited ]
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drachenfire
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Bait and Switchand you're cought!
 
That is what comes to mind when I read how eveyone is all excited because they get a new underground bunker-house .. yeah!
 
Nevermind the overall foot-print above ground remains about the size of a large corellian.. so you have a small little entrence above ground and all that lot space taken. What this means for player cities is a skyline and planning intgrity issue that is compounded by an increased Naboo foot print, derelic buildings cloging up servers and cities and valuable building space, inflated city residency base with long dead accounts.
 
Yes... I too very much love Golith's art work for the house and yes he can not address the other dev issues here. I dont know if it was Golith's origional idea or not... I have heard for the better part of a year now about player bunkers so I am wide eyed that it was only thought of so very recently.
 
 
This is classic politics people! They havent given us really anything to make our crafting professions stronger or our cities and player communities more viable. Nothing. In fact, they create a more hostile company-client relationship because they -seemingly- ignore the player fan base to such a degree, and make caprecious decisions without any prior communication!  The customer server is patronizing as all get out and most often then not doesnt do anything substantial to warrent praise.
 
I am sorry. I do love Goliths yaucht and his underground bunker, hats off to him for his job well done. But its not enough in the over all scheme of things to warrent much excitment. Not when we've been requesting things like new houses and crafter made houses and more designs for the better part of two years now.
 
Wag the Dog and Switch and Bait... and so many of the posters are so excited over this one item its... amazing and showes how out of touch so many are with the various professions that make cities and communities work.
 
My flame anyway. No longer two cents because the issues are way above two cents now!
 
Be happy everyone with your new houses because its all we are going to get for another 2or 3 years!

Message Edited by drachenfire on 10-02-2005 09:29 AM

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10-02-2005 06:28 AM  

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Re: The process of creating a structure for SWG
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DocMirrim
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DocMirrim

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Stakex007 wrote:


SWG-Goliath wrote:


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.


In all fairness, Rick IS A PLAYER of this game.  And it shows with the love he puts into his art, whether YOU particularly care for the style or not, after all, there is no accounting for taste.  And adding artwork to the game, involves more than just designing it.  Instead of berating a dev that actually plays the game and got SOMETHING into the game that many players want, perhaps you should spend time lamenting that MORE of the SOE devs arent avid players of the game.  Something tells me if they were, and if they brought the same "lets work within our constraints but still get the best thing we can into the game" attitude, as Rick did here, SWG would be much the better for it.
10-02-2005 06:38 AM  

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Re: The process of creating a structure for SWG
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Mayor_Woosh
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The time should have been spent making a new house for architects to craft.

Not used to make a item to entice players to purchase this expansion.


ä WOOSHå
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10-02-2005 07:43 AM  

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


SWG-Goliath wrote:


Narut0 wrote:


SWG-Goliath wrote:
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170.





YOU WHERE RESONCIBLE FOR THE Y-8 ?!?!?!?

dude you fked up
mining ship can't be a platform unless its a drill platform that docks to the astroid.

if this ship is a mining ship for collecting rocks it should look more like a balldozer with a open face, make it smaller dirtyer. i tell you what let me spend some time on some consept designs and ill get back to you, /mumble piff devs' mumblemuble.


Actually I had concept work for that. I didnt design it, I only made the 3d art. Maybe you can take solece in the additional 2 turrets I added to it for publish 24.


Yes, that is, if Publish 24 ever comes out.

Been over 3 weeks on TC now.. /cry


Publish 24 isn't on TC, hasn't been for over 2 weeks.  It made the TC server very unhappy (very unstable, grouping caused crashes, certain locations crash-traps) so it was pulled back internal to be fixed.


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Mardius Ashalar, Commissar: Commander of the Daishi
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"A pilot without his attitude is just some guy" - TomoRainer

10-02-2005 07:50 AM  

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Re: The process of creating a structure for SWG
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FonmaHamin
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FonmaHamin
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Reply 103 of 188

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SWG-Goliath wrote:
I have seen some people wondering what takes so long in creating a new structure for SWG and I wanted to explain what it is we do when we create a new structure or ship.
 
The first thing we have to do is get a concept for the exterior of the house and maybe one for the interior as well. A concept artist will spend a few days working on this and it will go through several stages before its actually finalized. Next it will be given to an artist like myself and Ill spend approximatle 40 days creating the ooutside and inside. there are several tasks when creating an interior/exterior house or ship
 
  • creating mesh
  • creating textures (including effects like normal maps and specularity)
  • pre-lighting each room
  • adding character lighting
  • adding floors
  • adding other technical components
 
After this is all done, we put it through a review phase where several other artists will look over the assets and make sure they work properly. If anything is broken I will have to go back over it and fix any issues. then it is re-submitted for a second review. Once it passes the review it is exported and a designer has to work on it.
 
Designers will need to add things like terminals, repair points, chairs and any other objects called for in the design. they will also need to make sure that it works in the world and that the turrets, engines, thrusters, guns, signs and any other additional items funtion and fit. all together it can take over 2 months from start to finish to bring a new ship or house into the game. Thats one artist taken up for 40 days and a designer taken up for additional days to bring it in.
 
The bunker I made recently was an exception to the rule and I was able to finish it slighty faster then previous things I have made like the Y-8 and ARC170. In the case of the bunker I was asked to use the pre-exsisting mustafar bunker exterior. that saved me alot of time in mesh and textures. I also designed the interior from my own concepts so I didnt need a concept artist. all of this shaved my art time down to about 25 days. The house is now in the stage where it is being prepared for the game by designers. When it finally gets into the game it will still be 40+ days of development however.
 
Hopefully this sheds some light on what me and the other artists do from day to day to bring you the Star Wars experiance


are u saying that when u decided to make this house for us the above ground part was allready designed (probaby for dungeons or npc buildings) and u just added the allready existing above ground part to ur newly designed below ground part. 2 speed the process up. that said will that mean we will see those bunker entrances all over mustafar?



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10-02-2005 08:28 AM  

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Re: The process of creating a structure for SWG
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Solen80
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Solen80
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Some people really have no concept of how much time it takes to make good artwork. /sigh  Goliath, you are doing a superb job.  The people who complain will keep complaining until they see hard proof that it is more complex than how it sounds.
 

* * * * *  to you

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10-02-2005 08:57 AM  

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Re: The process of creating a structure for SWG   [ Edited ]
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gera
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With all due respect, I would like to ask some extra questions to you,

Is there a plan to improve already-in-game player structures? As an example,

  • Plan to improve exterior of player houses like their NPC versions, such as small bushes at sides of Tatooine guild hall entrances of NPC counterparts
  • Plan to improve interior textures and lightning issues? Such as Generic houses walls, Tatooine houses

    Basic example, everyone does not like is this in Generic houses:
    Wall - Object - Light  : Object is getting much darker than walls, also players as well, same with floor lightnings most dark also and output is Most bright white wall, dark objects. At your design in Yacht lightning was wonderful (may be its because of space palette or interior) but  I'm sure in bunker will be as well but old ones...
  • I guess when houses first designed, designers skipped the parts "pre-lighting each room , adding character lighting" or they just did not care about those except Naboo Houses.
  • Will there be plans to improve curves on houses that is designed as floor and objects such as paintings cannot be sticked (especially in Tatooine Houses)

Basically I'm not asking for an floor plan change but I'm asking for an improvement plan on already in game player structures, I believe checking integrity of those will not take another 40 days.

Kindly regards

 

Message Edited by gera on 10-02-2005 09:17 AM


Armor removed from Jedi so they can be kited 'as designed' - Blixtev
10-02-2005 09:15 AM  

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