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

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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.




Thank you Goliath.  I know that I appreciate what you are doing and trying.  Ignore the others here who take any excuse of a dev posting positive feedback to rant.  There are many who are/will be glad of your work and what you put forward.  And I for one, am one of those who are.

Greyh Seer
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10-03-2005 02:59 AM  

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Re: The process of creating a structure for SWG
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ParnellOfBria
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i don't see how adding more turrets (requiring more players) for an already broken ship (ie doesn't actually do $#*$# for mining) is going to make a bit of difference. It's like trying to use water to put out a grease fire. All of these devs need to look at the low level issues not at the high level issues.
 
In this case, the y8 fails as a miner because:
 
asteroid chunks fly off the asteroids at a fast rate and you NEED a maneuverable ship to chase them down. Has not a god dang thing to do with how many guns you have or where they face. 2... maybe even 1 starfighter is going to be a better miner than the y-8 because the mining system is FLAWED!!! not the ship
 
You did what you could goliath, i admire that, but tell whoever made the mining system to shove it where the sun doesn't shine. If they wanted to make mining SHIPS they should have designed mining around those ships. They should have made space mining at least SOMEWHAT similiar to what mining would really be like in space....
 
pull up to an asteroid, break off bits and haul them in right there... you wouldn't be chasing chunks all over the dang galaxy...
 
Mining is flawed, not the ships.
 
this goes the same for F"N droids when you guys revamped droids... the droids were bad, it's just you hadn't created an effective system that uses droids.
 
this goes for POB ships, you (ALL DEVS, producers, whoever is responsible) had not created an effective space simulation that properly uses bigger, heavier, slower, ships... you've designed every ship as a glass cannon, so maneuverability is a HUGE bonus.
 
I'm sick and tired of people kissing dev rears when the devs aren't paying attention. It should be required for every programmer, producer, and PMP to read every single forum post on a subject before coding a single line.
 
-hell with the devs until they start listening to the customer, start addressing the LOW level issues (not the high level issues), and fixing this game into something thats worth playing.
 
 

-----------------------------------------------

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/salute Bria and so long.
10-03-2005 05:56 AM  

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

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Very nice and informative post.

Man there are a lot of jerks around here, aren't there? This thread is full of them.

antares

|Pikeman non-stop since July, 2003|
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10-03-2005 07:32 AM  

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Re: The process of creating a structure for SWG
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TsothaLanti
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Thanks for the info, Goliath. You (the SOE dev team) should add more topics like this so that you get in touch more closely to the community.

Oh, and congratulations for the Y-8 and the ARC-170! The Y-8 is impressive for roleplaying purposes, though completely unuseful for mining (looking forward to the two upcoming new turrets) and not very realistic for that purpose; and the ARC-170 is a very nice support ship.

By the way, there's been a graphic glitch with the weapons beneath the wings on the ARC-170 and the astromech droid not showing since day one of RotW. When you have the time, please fix it: I like space more than ground and I like the work you did on the ARC-170 a lot

Keep up the good work!

Tsotha Lanti - Officer.
Khemsa Lanti - Shipwright.

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Lord Vader: "You don't get out much, do you?"
10-03-2005 09:05 AM  

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Re: The process of creating a structure for SWG
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Flatfingers
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Goliath, these peeks inside the development process are absolutely invaluable for letting players understand just how much effort goes into every aspect of the game world. Thanks!

Since we're talking about how houses are constructed, maybe this would be an acceptable place for me to ask about an idea I had many months ago: modular architecture.

The details and some examples are in the link, but the main idea is simple: replace the existing handful of prebuilt house schematics with house module schematics and rules for how modules can be mated. (Modules would be things like rooms, stairwells, doorways, balconies, etc.) Architects would work with buyers (perhaps using something similar to the UI for Image Designers) to assemble the modules into a blueprint schematic, which the Architect then uses to craft a prototype that can be deeded to actually create the house.

In addition to giving Architects the ability to actually practice architecture  , this would allow every player to have a house that more closely reflects their style, and to change houses as their interests change.

I expect there are some technical issues with implementing this. What I don't know is how tough those issues are. From your point of view, are there artistic problems (such as lighting) that would be really difficult to overcome?

Any chance of this ever being implemented, do you think?

--Flatfingers

10-03-2005 12:01 PM  

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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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Flatfingers wrote:

Goliath, these peeks inside the development process are absolutely invaluable for letting players understand just how much effort goes into every aspect of the game world. Thanks!

Since we're talking about how houses are constructed, maybe this would be an acceptable place for me to ask about an idea I had many months ago: modular architecture.

The details and some examples are in the link, but the main idea is simple: replace the existing handful of prebuilt house schematics with house module schematics and rules for how modules can be mated. (Modules would be things like rooms, stairwells, doorways, balconies, etc.) Architects would work with buyers (perhaps using something similar to the UI for Image Designers) to assemble the modules into a blueprint schematic, which the Architect then uses to craft a prototype that can be deeded to actually create the house.

In addition to giving Architects the ability to actually practice architecture  , this would allow every player to have a house that more closely reflects their style, and to change houses as their interests change.

I expect there are some technical issues with implementing this. What I don't know is how tough those issues are. From your point of view, are there artistic problems (such as lighting) that would be really difficult to overcome?

Any chance of this ever being implemented, do you think?

--Flatfingers



And the process still isnt over. Its been over 40 days and while I was fixing the bar, I had other issues that needed attention with this asset. Its an ongoing process which can take a very long time when adding something as complex as a player owned structure.

Modular houseing seems really really difficult based on what I know about the programming in this game, which granted isnt much. But from the art end I can see many nightmares about trying to implement such a system.

Master Artist

10-03-2005 03:16 PM  

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Re: The process of creating a structure for SWG   [ Edited ]
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Engjo
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SWG-Goliath

will ppl be able to use the packup function on this bunker?

And yee
Is it possible to make it that you can select how many slots we want to use for the house to make it hold more items the more slots you use on it?...

I mean i don't want to have 3 house just to have some decoration here and there...
so i can use all my 10lots on this bunker and make it hold more items then 400... 
becuse i don't think i will be able to deco all the rooms with only 400 items

Hope you understand what my idea

Message Edited by Engjo on 10-04-2005 12:52 AM

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10-03-2005 03:49 PM  

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Re: The process of creating a structure for SWG
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Zutan
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I think that might be a good idea for "special" homes like the bunker, but would degrade architect sales on "normal" houses. I for one wouldnt mind being allowed more than 400 items in one building if I could "pay" extra lots for it (like 1 more lot per 100 items)
10-03-2005 03:55 PM  

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Re: The process of creating a structure for SWG
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LonelyGhost
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I dont think we will ever see any kind of housing other than the kind we havenow... pre-designed. There are games out there that have modular housing, like A Tale In The Desert, but I bet that to code and implement anything even remotely like this would be impossible. It would likely be a whole expansion, heheh.

The sad thing is that if the people who made the desisions on how the art team and designers spend their time would allow non-combat professions to get as much attention as jedi, we would all be basking in all kinds of new and cool things.

Imagine how many houses, furniture, and crafted Art could be put in the game in the time it is taking to re-code the FRS system... and you KNOW they are spending time on it. Maybe not coding this very minute, but I bet its pretty high on their priority list. A lot higher than us pesky and mostly worthless non-combat professions.

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10-03-2005 04:00 PM  

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Re: The process of creating a structure for SWG
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Lotussutol
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goliath...thanks for all your replies...and sorry if it came across like I was busting your chops a couple days ago.

 

I have one more question...are you working on virtual housing artwork for NPC cities?

10-03-2005 04:22 PM  

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Re: The process of creating a structure for SWG
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Mirkwoods
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I was reading Flatfingers idea for modular housing, and it brought to mind something that I thought of a long time ago.  It's similar, but different, and addresses about the same issues.

This idea stems from the fact that items take up one item space within a house, no matter what size they are.  I.E. - Asteroid chunks, statues, fountains, etc.

This makes a "room" that can be placed into a house = one item.  They would have a theme, and be pre-decorated basically.  Parts of the room could not be moved, due to it being just one item.  The only thing that would really be needed for this on the most basic level, would be artwork time.  Now, that would also be cut down, using the assumption that pre-existing items would be used as parts of the artwork for the "room".  Issues of letting people sit down on things in these rooms may be an issue, but perhaps, with just one chair, bed, or sittable  thing, it wouldn't be too bad.

Here is my original post, slightly edited:

Pre-designer rooms:

 

First:  Image designers can pair up with your character.  You pick one of your houses and the Image Designer (seems closest to a interior designer and Image Designers need useful skills anyway.)  can make you a schematic for a specific room in a house for you.

 

Second:  You take your schematic to an artisan (also need useful skills)  whom puts it together for you.  (would include making the furniture pieces that make up the design perhaps)

 

Third:  You go to your house control panel and get a new radial selection for place room.

 

Four:  The room is automatically the same and is like one object. (who knows, maybe no object?)

 

Again, I'm no programmer and do not know the logistics of programming such a thing, but it might be able to increase the amount of items you can put into a house if it's possible.  Or, at least, give the illusion of people haveing more items in their house, due to the pre-decorated rooms.

 

This would lead to people being able to actually have a completely decorated house, say a 5 room house can be (although sparsely) decorated with 5 items.  Then you could just decorate the predesigned rooms, making them all very different, although similar.

 

Now, the rooms could be like, for one obvious example, a kitchen, and when you are a chef, you might get an experimentation bonus for crafting in it.  I think that you could get the room and the room itself has a control panel.  If you add a workstation to the room, it becomes more useful.  It'd also be nice if they added some animation of you cooking on stoves and such when you're crafting, I know I really am asking for too much, but I'm saying the ideal idea here.

 

Other rooms could be like;  Profession: Tera Kasi Master             Room: Training Dojo

                                                               Shipwright                                    Starship workshop

                                                               Pilot                                              Flying trophy room

                                                               Hunter types                                 A Den (hopefully with stuffed animals, heads and a fireplace)

 

                                                               Droid Maker                                  Droid workshop

                                                               Creature Handler                          A room with cages and animal training equiptment

 

                                                               Doctors                                         A home doctor's office

                                                               Image Designer                            Home salon

 

The ideas are limitless.

 

Some of the rooms certainly would be more for decoration than for any bonus and some would be for anyone's decoration like a living room, bathroom (hopefully with bath, or at least a refresher station), communications room, dining room, library, bedroom, etc.

 

 

Jesus's name is actually Jehoshua.
--------------------------------------------------------------------------------------------------- XENU SHALL PREVAIL!
---------------------------------------------------------------------------------------------------
Read my fan fiction prequel prequel, here's a clicky:
Star Wars Episode 0 Masks of Darkness
The Sith mantle is passed to the next generation, the jedi make contact and discover this remnant of the ancient order of dark-side users. R2-D2 is born!
10-03-2005 05:18 PM  

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

I was reading Flatfingers idea for modular housing, and it brought to mind something that I thought of a long time ago. It's similar, but different, and addresses about the same issues.

This idea stems from the fact that items take up one item space within a house, no matter what size they are. I.E. - Asteroid chunks, statues, fountains, etc.

This makes a "room" that can be placed into a house = one item. They would have a theme, and be pre-decorated basically. Parts of the room could not be moved, due to it being just one item. The only thing that would really be needed for this on the most basic level, would be artwork time. Now, that would also be cut down, using the assumption that pre-existing items would be used as parts of the artwork for the "room". Issues of letting people sit down on things in these rooms may be an issue, but perhaps, with just one chair, bed, or sittable thing, it wouldn't be too bad.

Here is my original post, slightly edited:

Pre-designer rooms:

First: Image designers can pair up with your character. You pick one of your houses and the Image Designer (seems closest to a interior designer and Image Designers need useful skills anyway.) can make you a schematic for a specific room in a house for you.

Second: You take your schematic to an artisan (also need useful skills) whom puts it together for you. (would include making the furniture pieces that make up the design perhaps)

Third: You go to your house control panel and get a new radial selection for place room.

Four: The room is automatically the same and is like one object. (who knows, maybe no object?)

Again, I'm no programmer and do not know the logistics of programming such a thing, but it might be able to increase the amount of items you can put into a house if it's possible. Or, at least, give the illusion of people haveing more items in their house, due to the pre-decorated rooms.

This would lead to people being able to actually have a completely decorated house, say a 5 room house can be (although sparsely) decorated with 5 items. Then you could just decorate the predesigned rooms, making them all very different, although similar.

Now, the rooms could be like, for one obvious example, a kitchen, and when you are a chef, you might get an experimentation bonus for crafting in it. I think that you could get the room and the room itself has a control panel. If you add a workstation to the room, it becomes more useful. It'd also be nice if they added some animation of you cooking on stoves and such when you're crafting, I know I really am asking for too much, but I'm saying the ideal idea here.

Other rooms could be like; Profession: Tera Kasi Master Room: Training Dojo

Shipwright Starship workshop

Pilot Flying trophy room

Hunter types A Den (hopefully with stuffed animals, heads and a fireplace)

Droid Maker Droid workshop

Creature Handler A room with cages and animal training equiptment

Doctors A home doctor's office

Image Designer Home salon

The ideas are limitless.

Some of the rooms certainly would be more for decoration than for any bonus and some would be for anyone's decoration like a living room, bathroom (hopefully with bath, or at least a refresher station), communications room, dining room, library, bedroom, etc.




I would do anyhitng to have a dojo for my TK. Great idea!

Kaebora BH
10-03-2005 06:42 PM  

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


Mirkwoods wrote:

I was reading Flatfingers idea for modular housing, and it brought to mind something that I thought of a long time ago. It's similar, but different, and addresses about the same issues.

This idea stems from the fact that items take up one item space within a house, no matter what size they are. I.E. - Asteroid chunks, statues, fountains, etc.

This makes a "room" that can be placed into a house = one item. They would have a theme, and be pre-decorated basically. Parts of the room could not be moved, due to it being just one item. The only thing that would really be needed for this on the most basic level, would be artwork time. Now, that would also be cut down, using the assumption that pre-existing items would be used as parts of the artwork for the "room". Issues of letting people sit down on things in these rooms may be an issue, but perhaps, with just one chair, bed, or sittable thing, it wouldn't be too bad.

Here is my original post, slightly edited:

Pre-designer rooms:

First: Image designers can pair up with your character. You pick one of your houses and the Image Designer (seems closest to a interior designer and Image Designers need useful skills anyway.) can make you a schematic for a specific room in a house for you.

Second: You take your schematic to an artisan (also need useful skills) whom puts it together for you. (would include making the furniture pieces that make up the design perhaps)

Third: You go to your house control panel and get a new radial selection for place room.

Four: The room is automatically the same and is like one object. (who knows, maybe no object?)

Cut down for space

 




I would do anyhitng to have a dojo for my TK. Great idea!


Thank you, it is a good idea, I believe.
 
>8^))

Jesus's name is actually Jehoshua.
--------------------------------------------------------------------------------------------------- XENU SHALL PREVAIL!
---------------------------------------------------------------------------------------------------
Read my fan fiction prequel prequel, here's a clicky:
Star Wars Episode 0 Masks of Darkness
The Sith mantle is passed to the next generation, the jedi make contact and discover this remnant of the ancient order of dark-side users. R2-D2 is born!
10-03-2005 08:00 PM  

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

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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

Master Artist

10-03-2005 08:47 PM  

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Re: The process of creating a structure for SWG
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Mirkwoods
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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



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.

Jesus's name is actually Jehoshua.
--------------------------------------------------------------------------------------------------- XENU SHALL PREVAIL!
---------------------------------------------------------------------------------------------------
Read my fan fiction prequel prequel, here's a clicky:
Star Wars Episode 0 Masks of Darkness
The Sith mantle is passed to the next generation, the jedi make contact and discover this remnant of the ancient order of dark-side users. R2-D2 is born!
10-03-2005 09:50 PM  

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