Cities And Housing Archive
Thread: The process of creating a structure for SWG
Its not impossible but you wouldn't be able to sit on or use any of the items that are part of this suite. Each item has specific functions. For example a dresser holds items, a bed or chair can be sat upon, a lamp emits light. If we combined all the models into a single item, the funtionality would be lost since that function is applied per item. I hope that makes sense.
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.
Master Artist
This would be an awesome idea. Think of the Interior decorators, they can set up a room and then set it as an object and then sell it on a vendor, then the owner comes along and buys it and plops it down in one shot, looks cool.
Chaplin_001 wrote:
Mirkwoods wrote:
SWG-Goliath wrote:
Modular housing sounds cool at first glance, but the real problem is how we set up houses and other interiors in the game. In order to seperate the house from the rest of the world and thereby making the game more effectaint we use a portal system. when you step from the world into the house, you walk thru a portal. Each portalted room is called a cell. The cells have to line up perfectly, and the custom lighting i do has to match from room to room, or there is a huge and ugly pop when you step between them. In addition there is flooring issues as each cell has its own floor. those floors have to also match exactly or you cant cross thier bounderies.
cell
|_ mesh
|_ floor
|_ portals
|_ Lights
Bottom line is that from an art perspective player created modular housing would be extremely buggy and unpredicable assuming it even worked at all. Our game in its current state isnt set up for this level of customisation in housing.
Message Edited by SWG-Goliath on 10-03-2005 10:48 PM
This makes sense, but what I was talking about, if you are responding to me specifically, is making a decorated room an item.
Not the room itself, but perhaps an item with certain dimensions that will fit into many of the rooms. This item consists of something called say, "Bedroom suite."
The bedroom suite consists of say, a large bed, a large area rug underneath and some chairs and other bedroom looking objects that are actually just one object.
We've all seen that there can be huge objects that are just 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.
SWG-Goliath wrote:
Its not impossible but you wouldn't be able to sit on or use any of the items that are part of this suite. Each item has specific functions. For example a dresser holds items, a bed or chair can be sat upon, a lamp emits light. If we combined all the models into a single item, the funtionality would be lost since that function is applied per item. I hope that makes sense.
SWG-Goliath wrote:
Its not impossible but you wouldn't be able to sit on or use any of the items that are part of this suite. Each item has specific functions. For example a dresser holds items, a bed or chair can be sat upon, a lamp emits light. If we combined all the models into a single item, the funtionality would be lost since that function is applied per item. I hope that makes sense.
Just a thought, but couldnt these functions be combined into a single item, not just the appearence?
Obviously lighting would not be best to apply, but an "item" which graphically consists of a full bed, nightstands, & chest (at the foot of the bed) could then be clicked on as one item and "opened" for storage access, or "sit" to sit on the edge of the bed.
Clicking anywhere on that "item", like say, the bed itself,and selecting "open", would open what is efectively the chest, but mechanically the entire item. Clicking anywhere on the "item",for example the nightstand, and selecting "sit", would result in the character sitting on the edge of the bed.
This would operate much like couches, no matter where you are standing along the couch, and no matter where on the couch you click, when you "sit",you sit in the middle of the couch. No matter where you are standing/clicking with this theoretical bed set,you actually sit on the edge of the bed.
Now, what I *really* want to know is why we can't rotate items in our houses in both the "X" AND "Y" axis. We've all seen NPC structures with stuff laying at all different angles, so the commands are already there. Why not turn them on?
/rotateleft
/rotateright
/rotatefront
/rotateback
??
-yivvits
Message Edited by Yivvits on 10-04-2005 09:48 AM
mox-the-rebel wrote:
goliath do you think it will ever be made possible to lay down on a bed? just for a fun rp emote?![]()
I may have to agree that multi-person couches would be wonderful! (And it's not THAT far off topic, lol)
I, personally, have all of my couches set up as multi-person seats by using ottomans and chairs (underneath and inside the couches).
It sure would be great if I didn't have to use all these items to accomplish this though. (I've got at least 18 hidden ottomans in my cantina)
However, I can see how this issue is tied into what Goliath just mentioned before... each item has it's own single functionality.
So, they have not set these items up to have multiple seating locations (Obviously).
The question remaions whether or not it's an eventual possibility.
Obviously it's a desired feature and a simple idea... I always say, if they can do it for vehicles, I figure they can work it out for couches. That may not truly make sense in the world of coding, but as a player I can be silly about these things.
Hopefully one day it'll be done
Thanks again for all the responses... and of course the fine art! /secrethandshake
- Omadda Szool
Kauri
May the force be with you.
nefarious wrote:
This would be an awesome idea. Think of the Interior decorators, they can set up a room and then set it as an object and then sell it on a vendor, then the owner comes along and buys it and plops it down in one shot, looks cool.
Chaplin_001 wrote:
Mirkwoods wrote:
SWG-Goliath wrote:
Modular housing sounds cool at first glance, but the real problem is how we set up houses and other interiors in the game. In order to seperate the house from the rest of the world and thereby making the game more effectaint we use a portal system. when you step from the world into the house, you walk thru a portal. Each portalted room is called a cell. The cells have to line up perfectly, and the custom lighting i do has to match from room to room, or there is a huge and ugly pop when you step between them. In addition there is flooring issues as each cell has its own floor. those floors have to also match exactly or you cant cross thier bounderies.
cell
|_ mesh
|_ floor
|_ portals
|_ Lights
Bottom line is that from an art perspective player created modular housing would be extremely buggy and unpredicable assuming it even worked at all. Our game in its current state isnt set up for this level of customisation in housing.
Message Edited by SWG-Goliath on 10-03-2005 10:48 PM
This makes sense, but what I was talking about, if you are responding to me specifically, is making a decorated room an item.
Not the room itself, but perhaps an item with certain dimensions that will fit into many of the rooms. This item consists of something called say, "Bedroom suite."
The bedroom suite consists of say, a large bed, a large area rug underneath and some chairs and other bedroom looking objects that are actually just one object.
We've all seen that there can be huge objects that are just 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.
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 couldreally designsome amazing things..a loftin the high ceiling of the large room in aTatooine medium house, a raised platform for musicians or dancersin 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!
Master Artist
SWG-Goliath wrote:
Ifyou 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 wouldany 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!