Cities And Housing Archive

Thread: The process of creating a structure for SWG

Engjo
Mon Oct 03, 2005 3:49 pm
#118


SWG-Goliath

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

And yee
Is it possible to make it thatyou 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 decorationhere 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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Zutan
Mon Oct 03, 2005 3:55 pm
#119

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)
LonelyGhost
Mon Oct 03, 2005 4:00 pm
#120

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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Lotussutol
Mon Oct 03, 2005 4:22 pm
#121

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?


Mirkwoods
Mon Oct 03, 2005 5:18 pm
#122


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 designerand Image Designersneed useful skills anyway.)can make you aschematic for a specificroom in a house for you.



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



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



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



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



Thiswould lead to people being able to actually have a completely decorated house, say a 5 room house canbe (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 DesignerHome 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!
OFPR
Mon Oct 03, 2005 6:42 pm
#123



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
Mirkwoods
Mon Oct 03, 2005 8:00 pm
#124






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!
SWG-Goliath
Mon Oct 03, 2005 8:47 pm
#125


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

Mirkwoods
Mon Oct 03, 2005 9:50 pm
#126






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 oneitem; 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!
Chaplin_001
Tue Oct 04, 2005 3:06 am
#127






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 oneitem; 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.




______________[ First Lady of COBRA ]______________
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============ E'alia Proprietor of E-Armors Inc ============
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Atlantiss
Tue Oct 04, 2005 3:16 am
#128

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.



ATLANTISS
ElderCreatureHandler
PsychopathicCommando

ofim
Tue Oct 04, 2005 3:36 am
#129






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 oneitem; 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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drachenfire
Tue Oct 04, 2005 4:36 am
#130

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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