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Post by ares007 on Jan 26, 2010 18:20:50 GMT -5
OK, everyone. I have something I want opinions feedback on.
In the Redwall series, a lot of the homes/communities were in caves and tunnels for example Luke's caves, Salamandastron and etc.
The problem then arises: how do you implement caves and tunnels with the MnB scene editor.
Here are the solutions that I've thought about: 1)have separate scenes for both inside and outside. This is not as good for sieges and etc.
2)significantly modify object scenes (for example rocks) to look like ground/caves. This puts most work on the scene editor.
3)have modelers model specific "cave"/"tunnel" scene objects. This will probably also require the modelers to create "ground" and "hill" models. This puts most work on the modelers.
What do you guys think?
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Post by buggy123 on Jan 26, 2010 20:44:08 GMT -5
I think we should stick whatever is the easiest and the most portable for now. We want to get some stuff done and port them to warband once it comes out.
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Post by Jezze on Jan 27, 2010 1:34:44 GMT -5
I think we should stick whatever is the easiest and the most portable for now. We want to get some stuff done and port them to warband once it comes out. I do not think porting to Warband would be a lot of work. It uses the same engine and so supports .BRF files and Sceneobj files. How the module system is going to look I don't know .
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Post by ares007 on Jan 27, 2010 2:02:42 GMT -5
Yes. The primary difference will probably be the module system (though I imagine that it will be very similar). Of course, don't forget that Warband will be using the havoc physics engine (this might allow us to fairly easily have bigger and smaller animals).
Right now, though, our focus should definitely be the content that is independent on Warband or no Warband. This means models, dialog text, faction/troop structure, character information/detail, scenes (Warband uses the same scene files), general map and icons, and basically anything that doesn't have very much to do with coding the module system.
The first option (easiest) will also be the least portable due to the fact that it depends on the module system to link the two scenes. It will probably still be fairly easy to port to Warband.
Personally though, for gameplay reasons (having to do with "sieges" and etc), I would like to make a great portion of the indoors in the same scene as the outdoor. (This is especially important for Salamandastron in my opinion)
Of course, a combination of option 2 and 3 might be pretty good. (what might need to be modeled would probably just be a section of dirt and a section of grass)
And then again, Warband is going to have new scene objects. I'm probably going to make the castle scenes (floret, riftguard, terramort, marlfox castle, and marshank) on Warband, because Warband has some really nice indoor/outdoor castle objects (the castle 3 map for sieges in Warband is awesome). Of course, Marshank might be simple enough so that no real advantage would be gained by editing in Warband.
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Post by Jezze on Jan 27, 2010 4:06:46 GMT -5
Ah, so. Didn't know that .
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Post by Stratos on Aug 10, 2010 3:03:53 GMT -5
I slightly agree with buggy. I think you should go with whatever is the easiest so we could finish the whole mod faster. Then once it's up, we can start upgrading and perfecting. Yes?
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Post by rabidweasel on Sept 30, 2010 5:20:28 GMT -5
Yeah, that sounds like a good idea.
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