well I'm working on it, but I sure wish all of the sounds objects had their radius circle shown. Right now only some of them do, so you can't tell how far away a particular sound plays
Also, It would be nice if you could specify a custom area shape/size that a particular sound would play in...
the foundry is a tool with a lot of great options, but it is also a learning curve. to do things, you have to discover things, and nobody can tell you how to do that. You are obviously a young person that wants to tell a story, and this is a great tool to do it, but dont expect to be don juan in one day, or a month, and maybe not even in a year.. you get to do it.. whether it is good is up to you. What you can do is up to what you can do with the controls.
currently sounds in foundry quests dont work right.
the foundry is a tool with a lot of great options, but it is also a learning curve. to do things, you have to discover things, and nobody can tell you how to do that. You are obviously a young person that wants to tell a story, and this is a great tool to do it, but dont expect to be don juan in one day, or a month, and maybe not even in a year.. you get to do it.. whether it is good is up to you. What you can do is up to what you can do with the controls.
currently sounds in foundry quests dont work right.
Ok. You may not have meant to come off as condescending but you did a little.
First off, "obviously a young person". Well maybe I am, maybe I'm not, but you don't know how old I am. It's just silly to say that.
Also, what I'm/We're talking about here is not a level of aptitude with the tool, but the quantity and type of features in the tool. Just sayin'..
\add cutscenes?
Yes, kind of. In my quest "Selunite Way", play the second map (green cave) and go west and then north (the room north of mage's room). In there I have added a cutscene between hulk and succusbus.
animate NPC characters walking around?
Yes. One way patrol. Read my manuals(signature) and check it out how to do it. You can also play any of my quest to see it in action.
add custom music/sounds?
Yes, but currently it does not plays because of bbugs.
make dirt roads?
Not yet. But you can make stone roads.
edit terrain (as in terrain deformation and height maps)?
No mesh deformation of any kind Remember, it is LEGOs.
make all objects automatically sink to the proper height on the ground?
For outside maps :Terrain, Y=0. Terrain means 0 is ground below you.
FOr indoor maps, no.
\add cutscenes?
Yes, kind of. In my quest "Selunite Way", play the second map (green cave) and go west and then north (the room north of mage's room). In there I have added a cutscene between hulk and succusbus.
animate NPC characters walking around?
Yes. One way patrol. Read my manuals(signature) and check it out how to do it. You can also play any of my quest to see it in action.
add custom music/sounds?
Yes, but currently it does not plays because of bbugs.
make dirt roads?
Not yet. But you can make stone roads.
edit terrain (as in terrain deformation and height maps)?
No mesh deformation of any kind Remember, it is LEGOs.
make all objects automatically sink to the proper height on the ground?
For outside maps :Terrain, Y=0. Terrain means 0 is ground below you.
FOr indoor maps, no.
make all objects automatically sink to the proper height on the ground?
This is the only thing in that list that is possible to do, though even this has a few limitations. You can set what the Y-axis aligns to, and this is context sensitive. Typically you'll have options like "terrain", "room platform", "geometry", and so on. Try experimenting!
This is the only thing in that list that is possible to do, though even this has a few limitations. You can set what the Y-axis aligns to, and this is context sensitive. Typically you'll have options like "terrain", "room platform", "geometry", and so on. Try experimenting!
I did experiment with it, but unfortunately, I think it is not possible to correctly position or sink the "cluster" village objects - at least not in 3d editing mode, because they have no box handle with which you can target them.
You cannot add "custom" music and sounds. You can add pre-rendered music and sounds, that's not the same thing as custom.
The in-game sound refers to teh sounds which you dont place yourself - i.e. a bard singing. It is integrated to animation. It works perfectly.
Custom sound is the sound which you place from library which you can trigger at will. You control which sound you put where and when it plays. That is currently bugged.
Last is User Generated Music/sound/noise. We all know you can't upload it as uploading naything in foundry is a no-no.
The in-game sound refers to teh sounds which you dont place yourself - i.e. a bard singing. It is integrated to animation. It works perfectly.
Custom sound is the sound which you place from library which you can trigger at will. You control which sound you put where and when it plays. That is currently bugged.
Last is User Generated Music/sound/noise. We all know you can't upload it as uploading naything in foundry is a no-no.
the last one you mentioned was actually the one I was referring to, but thanks for telling me about #2 as well. Now I can finally stop banging my head against that particular wall. :rolleyes:
Comments
Completely agree. There are ways to make it look great.
Also, It would be nice if you could specify a custom area shape/size that a particular sound would play in...
currently sounds in foundry quests dont work right.
Himmelville - Are you easily frightened?
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On one side of the mountain, there were bones...
Ok. You may not have meant to come off as condescending but you did a little.
First off, "obviously a young person". Well maybe I am, maybe I'm not, but you don't know how old I am. It's just silly to say that.
Also, what I'm/We're talking about here is not a level of aptitude with the tool, but the quantity and type of features in the tool. Just sayin'..
Yes, kind of. In my quest "Selunite Way", play the second map (green cave) and go west and then north (the room north of mage's room). In there I have added a cutscene between hulk and succusbus.
animate NPC characters walking around?
Yes. One way patrol. Read my manuals(signature) and check it out how to do it. You can also play any of my quest to see it in action.
add custom music/sounds?
Yes, but currently it does not plays because of bbugs.
make dirt roads?
Not yet. But you can make stone roads.
edit terrain (as in terrain deformation and height maps)?
No mesh deformation of any kind Remember, it is LEGOs.
make all objects automatically sink to the proper height on the ground?
For outside maps :Terrain, Y=0. Terrain means 0 is ground below you.
FOr indoor maps, no.
Read this manual:- http://nw-forum.perfectworld.com/showthread.php?p=1728221#post1728221
It has a lot of stuff.
Thanks
/10chars
This is the only thing in that list that is possible to do, though even this has a few limitations. You can set what the Y-axis aligns to, and this is context sensitive. Typically you'll have options like "terrain", "room platform", "geometry", and so on. Try experimenting!
I did experiment with it, but unfortunately, I think it is not possible to correctly position or sink the "cluster" village objects - at least not in 3d editing mode, because they have no box handle with which you can target them.
You cannot add "custom" music and sounds. You can add pre-rendered music and sounds, that's not the same thing as custom.
The in-game sound refers to teh sounds which you dont place yourself - i.e. a bard singing. It is integrated to animation. It works perfectly.
Custom sound is the sound which you place from library which you can trigger at will. You control which sound you put where and when it plays. That is currently bugged.
Last is User Generated Music/sound/noise. We all know you can't upload it as uploading naything in foundry is a no-no.
the last one you mentioned was actually the one I was referring to, but thanks for telling me about #2 as well. Now I can finally stop banging my head against that particular wall. :rolleyes: