A bug or an oversight, but still it makes me sad to see that the only new map available for the KDF foundry is hathor. Where's DS9? Would love to see more maps available to the KDF. Please Please Please!
I'm glad to see all the new maps, I'm curious if the old version earth spacedock will be removed at any point, sense those of us using said map will be in trouble. As I was saying, great map additions, I think you added all that was on my wish list, except I'd like to see the Zaria mine cave from the Breen mission.
^^ Hopefully the OLD ESD maps (as well as the original Qo'nos Map) will never be removed, it gives us old-timers some nostalgia.
Alt-Tabbing in Foundry is much faster, but not sure if its due to it being on Tribble.
Story:
The Text Boxes REALLY need to be widened. It's just too narrow as it is.
Map:
NPC Contact - Feklhri Dreadnaught is a Purple Jupiter (Mirror Universe Scheme)
Map Assets:
1) Newer Map Assets stack one on top of one another. Be nice if we could manually adjust the map assets so we can determine what asset is above one another.
2) Space FX still not showing borders / effect limits.
3) Invisible Objects may be solid, but not transparent. Due to the stacking issue in 1), this can be troublesome.
4) Names shouldn't be directly above the "pin".
5) Behavior - "Legacy Combat" needs to be defined.
6) States - needs centered in the window.
7) Space Backdrop - better definition of the lights and what they do.
8) Planets - Bajor isn't Bajor (Even the Map Bajor isn't Bajor).
Customization:
Ship Customization: Best see my Tribble Feedback thread regarding this. Some things need explained (like the boxes under the options), ships missing, ships mislabled, ships repeat, or ships bugged (Like the K'Tinga is labeled as Tier 4 and shows the D7, while the Vor'cha is Tier 3).
Ground Customization: "Height" still has no numerical values. And many costumes missing from the selection, like the Bajoran Vedec Robes, Jupiter Uniforms, and more.
New Ground / Interior Maps:
Bajor: Problem with the Map. Tried beaming down with a blank map and it locked up on me. Had resort to Stopping STO via Windows Manager.
Second attempt to load map, took about 2 minutes before reaching the real load screen, where the map download took place. Afterwards no problems.
Colliseum: Another problematic map. After waiting 3 minutes at the loading screen, when I was about to end task, the map suddenly loaded.
Any way we can have the missing components like the Gates added to the Library so Authors can have a more complete map?
Drozana: Should clarify this being the Drozana Bar from Night of the Comet, and not the interiors we saw in the other Devidian Missions.
TOS Bridge: CTDed when selecting the map from the Editor. Second attempt, was fine.
TOS Interior: CTDed when selecting the map from the Editor. Second attempt, was fine.
(Suggestion with Multi-Part Maps: Add a "Warp to" function to transport players to different locations on the same map. That way it saves the need to copy the same map to use the other sections and saving a need for a load screen.)
Orith: The only problem with this map is the borders itself. It well exceeds the size of the map.
However, this glitch also gives Foundry Authors something they would greatly welcome, a map where they can make customized interiors and buildings without taking it to the Y-plane or having to work around existing outoor maps. So if you do revise the map borders for Orith, I trust that you could give Foundry Authors access to a truly blank map.
Nopada: Like Orith, this map has a border problem (much larger than Orith). So it makes it difficult to get to the real map, but at the same time open empty areas for customization.
Got a "Map Loading Error" during map download, but map loaded fine after downloading was completed (in the same test run).
4028: Hope to see assets from this map make it into the Library.
New Space Maps:
Mercury: Okay, but color off. (Due to Yellow Light Source?)
Venus: Does not look like Venus at all. Looks like someone just spray painted a basic world and added some texture. Not very convincing.
Mars: Think we can scale down Phobos and Demos?
Jupiter: The size of the planet really was convincing. However, scaling up the planet made the clouds pixelated and that really detracted from the artwork. Furthermore, where is the Great Red Spot? We saw it in pictures with Jupiter Station. Don't tell me it poofed since we last saw it?
Saturn: I'm very not impressed, colors look off. The rings appear to be off-center, and the moons are baddly misproportioned. Since they are outside the map, do scale them down to be more convincing.
Uranus: Beautiful Work, especially with the rings. But I have to question the glow on the far side.
Neptune: Well, it's accurate. Except that you shouldn't be able to see Terrain since it is a gas giant.
Pluto: Looks really convincing, even including the newer moons of Nix and Hydra. But Charon looks molten, when the real thing is probably grayish like a typical asteroid.
Overall: All these maps have the same problem, there is basically 2 Default Light Sources that need to be removed. You got a bright yellow light source that really causes havoc with the maps in taking away from the colors. For instance it made Saturn into a dull star.
Also, aside from Mercury, Pluto and Mars, the planets really need to be redone. Since you guys use 3d Max, surely you could find proper texture files for these planets and make them more accurate without manually painting them. And with the cloud layer, don't make it move at all or make it really, really slow. That way it gives the planet a feeling of being dynamic.
BUGs: Tet Character not allowed to spend Skill Points.
I'm going to start a thread in the Foundry forums that can be a short wishlist for maps. (Don't start your own threads though as I need to have just one.)
We currently have no plans to remove existing maps from the Foundry, because we don't want to negatively affect our authors.
Azurian, I've tested Bajor myself several times and haven't had that issue. I'm curious to know if anyone else did so we can get more information on it. It really doesn't sound much like a STO-bug to me, more like hardware or drivers.
As for the lighting in those maps, they're all made to work with the Mars backdrop. If you use that and you still think there are lighting problems, I can mention them, but I'm not sure of the timeline for changes.
Soriedem -- we didn't really add any/many new Cryptic maps for either faction. We had artist time, which meant adding templates. Adding Cryptic maps is designer time, which is very short supply right now. I'll add it to our list, though.
Could he be referring to Bajor in space? The Bajor space map has yet to be updated since it was changed in the last Featured Episode. Anyhow, I had game crash issues when i tried creating a TOS and Defiant interior. Also maybe allow the Odyssey bridge's turbolift doors to open? And the Odyssey'r ready room doesn't have a door. As far as a map wishlist I have Zaria ground and Starfleet Academy. For right now, I'm looking forward to the costume updates...I really need the DS9 admiral and Vedek costumes. Also, it was a nice touch adding the entire Sol system, is there a plan for this to be used in game? On that note, we need Utopia Planitia for Mars and Jupiter Station for Jupiter to put in orbit of those planets. Also, from the last update, the Mars backdrop for the Utopia interior is great, but the stations and drydocks/ships are still greyed out silhouettes. Is there a way to make them look like they did during the First Contact day?
I'm going to start a thread in the Foundry forums that can be a short wishlist for maps. (Don't start your own threads though as I need to have just one.)
I'm sure there will be plent of authors willing to accomodate that request.
Honestly, the only maps I really like right now don't exist. And they mainly are accurate ship interior maps. Especially Romulan. But if there was one map, that Consitution Shuttlebay from "Of Bajor" might be a good thing to add.
But you'll have to see my Foundry mission to see what I can make out of a D7 interior.
Azurian, I've tested Bajor myself several times and haven't had that issue. I'm curious to know if anyone else did so we can get more information on it. It really doesn't sound much like a STO-bug to me, more like hardware or drivers.
As for the lighting in those maps, they're all made to work with the Mars backdrop. If you use that and you still think there are lighting problems, I can mention them, but I'm not sure of the timeline for changes.
My NVIDIA Drivers are up todate.
But doubt it was graphics since the TOS interior CTDs occurred after clicking the map and starting the download. The others, who knows, long map load times. Reminds me of the ESD and DS9 long-load time problem thats affecting people on the Holodeck.
The Drozana 23rd century map colors and lights were not that aggressive in my memories! It's working, though, you can use it but there are plenty of locations i didn't test.
The positioning of the bank consoles after the latest Tribble patch has moved the bank consoles in the fleet starbases. They have moved from their original position to where one floats in the air over a doorway and another blocks access to a turbo-lift.
I've brought this up before, and I'm going to bring it up here too. BRING BACK THE OLD FOUDNRY OBJECT DISPLAY MODE, THIS ONE IS GOING TO SCARE ME OUT OF FOUDNRY USAGE!!!!
Thank you for reading.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Soriedem -- we didn't really add any/many new Cryptic maps for either faction. We had artist time, which meant adding templates. Adding Cryptic maps is designer time, which is very short supply right now. I'll add it to our list, though.
Thank you for explaining. I hope that the KDF will be considered in the future. Although we may be a small faction, we are proud and honorable authors with many glorious stories to tell. Qapla'!
I've brought this up before, and I'm going to bring it up here too. BRING BACK THE OLD FOUDNRY OBJECT DISPLAY MODE, THIS ONE IS GOING TO SCARE ME OUT OF FOUDNRY USAGE!!!!
Thank you for reading.
Which display mode do you mean? If you are referring to mouse scrolling, you can reset that in the map dropdown menu when you have a map selected
I cannot set a spawn point in the Founder/Tholian section of the map, all attempts to move a spawn point there have me loading on top of the map, not inside of it
I cannot set a spawn point in the Founder/Tholian section of the map, all attempts to move a spawn point there have me loading on top of the map, not inside of it
That's a multi-level map--you'll have to adjust the Y value of your spawn point.
That's a multi-level map--you'll have to adjust the Y value of your spawn point.
Of course this could be solved easily with some trial and errors.
But this could be the start of another interesting Foundry Feature if there was somekind of function that showed the Y-value distances of maps without having trial or erroring. (Which could come in handy for those with customized maps).
Say you are above the terrain, in the terrain, or below the terrain, there would be somekind of indicator that reflects that. So without having to go to the map, you could tweek it right there in the editor. Saving lots of time in the process.
In addtion, with customized maps, having you select and prioritize Foundation blocks or another library items as your "floor".
BTW, I just got reminded about our Testing Characters.
Currently, our Foundry characters are pretty much regular characters that we have to go through the trouble of leveling. Are we going to see something done with the Foundry that completely removes that system and we just have basic characters for testing.
When we create a mission, the testing character is bound to the mission's limits.
Level: Have the character limited to the type of level you want. Low, Mid, or High Tier 1,2,3,4,5, 5+.
Ship: The ship the Testing Character is to be using and the equipment to be used. (Currently testing characters have to buy the ships and the equipment. Which takes testing time away).
Ground: Similar to the Space, but we get to choose the armor, kit, and weapons used.
Skills: This could be reflected by pre-programed selection that is optimal for Cannon Escorts, a Science Focus for Science ships, or a survivability build for Cruisers.
BOFFS: Pre-Programmed DOFFS for the particulars. You need a BO with Spread 3 or Cannon 3? Here you go.
Just a suggestion. This way you can make the mission approriate based on level than making it too difficult for low levels or too easy for high levels.
When I tested the updates over the weekend I got a crash on the TOS interior when I selected it in the map template choice menu and hit create or ok or whatever the button is. Testing it last night (while watching your Primetime UGC interview Zero, which was great!) and it didn't crash, however the Defiant interior and had the same crash.
When I tested the updates over the weekend I got a crash on the TOS interior when I selected it in the map template choice menu and hit create or ok or whatever the button is. Testing it last night (while watching your Primetime UGC interview Zero, which was great!) and it didn't crash, however the Defiant interior and had the same crash.
Most of the interior maps crashed on me the first time I tried each of them, second time was the charm, though it took a while for them to load the second time around.
Turned on. And the defiant works the second time. I certainly hadn't visited a defiant interior since downloading tribble this time around, so i wonder if that might be it.
We really need a "neutral" backdrop for use on ground maps with a high level of ambient lighting, as well as lighting coming from straight above. Right now the lighting on custom interior maps look very weird because all of the characters appear as if in shadow, while the walls are brighter or dimmer depending on which way the sun is shining.
What we need is a soft light source that is directly above, along with enough ambient lighting so that characters don't appear strangely dim when located underneath a platform.
Along those lines, is there any chance of allowing us to customize the lighting of ground maps in the same way that we can customize space maps? That sort of change alone would help us solve the problem. Even on legit ground maps, a lot of the exterior backdrops have really glaring lighting.
As for the lighting in those maps, they're all made to work with the Mars backdrop. If you use that and you still think there are lighting problems, I can mention them, but I'm not sure of the timeline for changes.
The problem with the new Sol system maps is that they default to the Stars 01 backdrop which looks terrible. The bloom level is way too high, and it looks really bad on high setting, and still pretty crappy on the lower setting (not disabled). I can't even recognize Jupiter as being Jupiter with that default backdrop. I've never seen any representation of Jupiter that was lit that way. The whole surface is shining such that it appears to be a sun in its own right, and there is a really glaring halo around every single moon/planet.
The Mars lighting looks better, admittedly. Can you please set that to be the default for those maps? When I first saw the maps with Stars 01 they looked like TRIBBLE, and many are not going to know that Mars is the proper lighting to use. I still think some tweaks may be needed to reduce that extreme glare on the Mars backdrop, but since we can customize space lighting ourselves it's not such a big deal.
Soriedem -- we didn't really add any/many new Cryptic maps for either faction. We had artist time, which meant adding templates. Adding Cryptic maps is designer time, which is very short supply right now. I'll add it to our list, though.
If you have artist time can you please add a blank wall that matches the Wall - Door 01 through Wall - Door 08 walls (basically the Starfleet wall). Having to mix in Wall - Generic Ship 03 with those walls is not ideal at all.
Also, since we now have separate doors, it might be worth adding a similar wall with an empty doorway. Currently there seem to be some serious pathing issues when using the Wall - Doors. Maybe pathing would work better with separately placed doors that aren't part of the wall (hopefully they are set to not be taken into consideration for pathing purposes)?
Regarding the bridges, why are the Turbolift doors still sealed? It would be better if they were open so that we had access to those areas. Some bridges appear not to actually have Turbolifts on the map, but even those which do, such as the Generic or Galaxy bridge, don't allow access to them.
I'm guessing there's some reason that working doors cannot be added to these bridges? In any case, having all areas, including the Turbolifts open would be better than having them closed off.
Im not on the test server but something I would love SOMEONE to check out are the Vulcan assets. Currently:
The ground map is some very old and weird map that IS NOT the Vulcan we see in game. The rock formations are completely different and the textures arent right.
The Vulcan Sky backdrop IS NOT Vulcan but rather a bright sunny blue
IIR the Planet is space is wrong too. The asset exists but its mislabeled as something else.
I have never been able to do a couple of Vulcan missions because the assets are so messed up. This would be a good time to fix them.
I really should have kept notes these past few months because there are A LOT and I mean A LOT of mislabeled or misplaced assets.
The bloom level is way too high, and it looks really bad on high setting, and still pretty crappy on the lower setting (not disabled). I can't even recognize Jupiter as being Jupiter with that default backdrop. I've never seen any representation of Jupiter that was lit that way. The whole surface is shining such that it appears to be a sun in its own right, and there is a really glaring halo around every single moon/planet.
This is an inherent problem with most of STO. Do any "randomly generated" instances and chances are the planets have huge hotspots... lol there is one planet that comes up and it always looks like the lava is flowing into space. And another looks more like a sun than their suns.
And just to bring up the issue again, the Sun graphics are just bad in the game. Both in space and on the ground. But mostly space None of them look like stars. This seems to be something they have yet to address in any of their "upgrades".
IMO the problem with a lot of this stuff is that it was done by people from Champions and Champions has very sloppy and very amatuerish lighting. They've been able to fix most of the worst but stuff still lingers from release.
Comments
Alt-Tabbing in Foundry is much faster, but not sure if its due to it being on Tribble.
Story:
The Text Boxes REALLY need to be widened. It's just too narrow as it is.
Map:
NPC Contact - Feklhri Dreadnaught is a Purple Jupiter (Mirror Universe Scheme)
Map Assets:
1) Newer Map Assets stack one on top of one another. Be nice if we could manually adjust the map assets so we can determine what asset is above one another.
2) Space FX still not showing borders / effect limits.
3) Invisible Objects may be solid, but not transparent. Due to the stacking issue in 1), this can be troublesome.
4) Names shouldn't be directly above the "pin".
5) Behavior - "Legacy Combat" needs to be defined.
6) States - needs centered in the window.
7) Space Backdrop - better definition of the lights and what they do.
8) Planets - Bajor isn't Bajor (Even the Map Bajor isn't Bajor).
Customization:
Ship Customization: Best see my Tribble Feedback thread regarding this. Some things need explained (like the boxes under the options), ships missing, ships mislabled, ships repeat, or ships bugged (Like the K'Tinga is labeled as Tier 4 and shows the D7, while the Vor'cha is Tier 3).
Ground Customization: "Height" still has no numerical values. And many costumes missing from the selection, like the Bajoran Vedec Robes, Jupiter Uniforms, and more.
New Ground / Interior Maps:
Bajor: Problem with the Map. Tried beaming down with a blank map and it locked up on me. Had resort to Stopping STO via Windows Manager.
Second attempt to load map, took about 2 minutes before reaching the real load screen, where the map download took place. Afterwards no problems.
Colliseum: Another problematic map. After waiting 3 minutes at the loading screen, when I was about to end task, the map suddenly loaded.
Any way we can have the missing components like the Gates added to the Library so Authors can have a more complete map?
Drozana: Should clarify this being the Drozana Bar from Night of the Comet, and not the interiors we saw in the other Devidian Missions.
TOS Bridge: CTDed when selecting the map from the Editor. Second attempt, was fine.
TOS Interior: CTDed when selecting the map from the Editor. Second attempt, was fine.
(Suggestion with Multi-Part Maps: Add a "Warp to" function to transport players to different locations on the same map. That way it saves the need to copy the same map to use the other sections and saving a need for a load screen.)
Orith: The only problem with this map is the borders itself. It well exceeds the size of the map.
However, this glitch also gives Foundry Authors something they would greatly welcome, a map where they can make customized interiors and buildings without taking it to the Y-plane or having to work around existing outoor maps. So if you do revise the map borders for Orith, I trust that you could give Foundry Authors access to a truly blank map.
Nopada: Like Orith, this map has a border problem (much larger than Orith). So it makes it difficult to get to the real map, but at the same time open empty areas for customization.
Got a "Map Loading Error" during map download, but map loaded fine after downloading was completed (in the same test run).
4028: Hope to see assets from this map make it into the Library.
New Space Maps:
Mercury: Okay, but color off. (Due to Yellow Light Source?)
Venus: Does not look like Venus at all. Looks like someone just spray painted a basic world and added some texture. Not very convincing.
Mars: Think we can scale down Phobos and Demos?
Jupiter: The size of the planet really was convincing. However, scaling up the planet made the clouds pixelated and that really detracted from the artwork. Furthermore, where is the Great Red Spot? We saw it in pictures with Jupiter Station. Don't tell me it poofed since we last saw it?
Saturn: I'm very not impressed, colors look off. The rings appear to be off-center, and the moons are baddly misproportioned. Since they are outside the map, do scale them down to be more convincing.
Uranus: Beautiful Work, especially with the rings. But I have to question the glow on the far side.
Neptune: Well, it's accurate. Except that you shouldn't be able to see Terrain since it is a gas giant.
Pluto: Looks really convincing, even including the newer moons of Nix and Hydra. But Charon looks molten, when the real thing is probably grayish like a typical asteroid.
Overall: All these maps have the same problem, there is basically 2 Default Light Sources that need to be removed. You got a bright yellow light source that really causes havoc with the maps in taking away from the colors. For instance it made Saturn into a dull star.
Also, aside from Mercury, Pluto and Mars, the planets really need to be redone. Since you guys use 3d Max, surely you could find proper texture files for these planets and make them more accurate without manually painting them. And with the cloud layer, don't make it move at all or make it really, really slow. That way it gives the planet a feeling of being dynamic.
BUGs: Tet Character not allowed to spend Skill Points.
I'm going to start a thread in the Foundry forums that can be a short wishlist for maps. (Don't start your own threads though as I need to have just one.)
We currently have no plans to remove existing maps from the Foundry, because we don't want to negatively affect our authors.
Azurian, I've tested Bajor myself several times and haven't had that issue. I'm curious to know if anyone else did so we can get more information on it. It really doesn't sound much like a STO-bug to me, more like hardware or drivers.
As for the lighting in those maps, they're all made to work with the Mars backdrop. If you use that and you still think there are lighting problems, I can mention them, but I'm not sure of the timeline for changes.
Soriedem -- we didn't really add any/many new Cryptic maps for either faction. We had artist time, which meant adding templates. Adding Cryptic maps is designer time, which is very short supply right now. I'll add it to our list, though.
~Tear
Thanks for that report. It would be good to put it in the general bug threads, however, as this thread is specifically for Foundry maps.
I'm sure there will be plent of authors willing to accomodate that request.
Honestly, the only maps I really like right now don't exist. And they mainly are accurate ship interior maps. Especially Romulan. But if there was one map, that Consitution Shuttlebay from "Of Bajor" might be a good thing to add.
But you'll have to see my Foundry mission to see what I can make out of a D7 interior.
My NVIDIA Drivers are up todate.
But doubt it was graphics since the TOS interior CTDs occurred after clicking the map and starting the download. The others, who knows, long map load times. Reminds me of the ESD and DS9 long-load time problem thats affecting people on the Holodeck.
God, lvl 60 CW. 17k.
I have screenshots available on request.
Thank you for reading.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Thank you for explaining. I hope that the KDF will be considered in the future. Although we may be a small faction, we are proud and honorable authors with many glorious stories to tell. Qapla'!
Which display mode do you mean? If you are referring to mouse scrolling, you can reset that in the map dropdown menu when you have a map selected
I cannot set a spawn point in the Founder/Tholian section of the map, all attempts to move a spawn point there have me loading on top of the map, not inside of it
That's a multi-level map--you'll have to adjust the Y value of your spawn point.
Zero, is there any chance the Jupiter uniforms could find their way into the Foundry while it's being worked on - pretty please?
OK, apparently a change was made that when you enter a value like say -10, it changes it to -9.994
the -y is just alot higher then I anticipated, and add to that I swear I had it the map for the map, but that was a mistake....carry on then!
Of course this could be solved easily with some trial and errors.
But this could be the start of another interesting Foundry Feature if there was somekind of function that showed the Y-value distances of maps without having trial or erroring. (Which could come in handy for those with customized maps).
Say you are above the terrain, in the terrain, or below the terrain, there would be somekind of indicator that reflects that. So without having to go to the map, you could tweek it right there in the editor. Saving lots of time in the process.
In addtion, with customized maps, having you select and prioritize Foundation blocks or another library items as your "floor".
BTW, I just got reminded about our Testing Characters.
Currently, our Foundry characters are pretty much regular characters that we have to go through the trouble of leveling. Are we going to see something done with the Foundry that completely removes that system and we just have basic characters for testing.
When we create a mission, the testing character is bound to the mission's limits.
Level: Have the character limited to the type of level you want. Low, Mid, or High Tier 1,2,3,4,5, 5+.
Ship: The ship the Testing Character is to be using and the equipment to be used. (Currently testing characters have to buy the ships and the equipment. Which takes testing time away).
Ground: Similar to the Space, but we get to choose the armor, kit, and weapons used.
Skills: This could be reflected by pre-programed selection that is optimal for Cannon Escorts, a Science Focus for Science ships, or a survivability build for Cruisers.
BOFFS: Pre-Programmed DOFFS for the particulars. You need a BO with Spread 3 or Cannon 3? Here you go.
Just a suggestion. This way you can make the mission approriate based on level than making it too difficult for low levels or too easy for high levels.
Most of the interior maps crashed on me the first time I tried each of them, second time was the charm, though it took a while for them to load the second time around.
Thanks!
I believe it's turned on.
What we need is a soft light source that is directly above, along with enough ambient lighting so that characters don't appear strangely dim when located underneath a platform.
Along those lines, is there any chance of allowing us to customize the lighting of ground maps in the same way that we can customize space maps? That sort of change alone would help us solve the problem. Even on legit ground maps, a lot of the exterior backdrops have really glaring lighting.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
The problem with the new Sol system maps is that they default to the Stars 01 backdrop which looks terrible. The bloom level is way too high, and it looks really bad on high setting, and still pretty crappy on the lower setting (not disabled). I can't even recognize Jupiter as being Jupiter with that default backdrop. I've never seen any representation of Jupiter that was lit that way. The whole surface is shining such that it appears to be a sun in its own right, and there is a really glaring halo around every single moon/planet.
The Mars lighting looks better, admittedly. Can you please set that to be the default for those maps? When I first saw the maps with Stars 01 they looked like TRIBBLE, and many are not going to know that Mars is the proper lighting to use. I still think some tweaks may be needed to reduce that extreme glare on the Mars backdrop, but since we can customize space lighting ourselves it's not such a big deal.
If you have artist time can you please add a blank wall that matches the Wall - Door 01 through Wall - Door 08 walls (basically the Starfleet wall). Having to mix in Wall - Generic Ship 03 with those walls is not ideal at all.
Also, since we now have separate doors, it might be worth adding a similar wall with an empty doorway. Currently there seem to be some serious pathing issues when using the Wall - Doors. Maybe pathing would work better with separately placed doors that aren't part of the wall (hopefully they are set to not be taken into consideration for pathing purposes)?
Click here for my Foundry tutorial on Creating A Custom Interior Map.
I'm guessing there's some reason that working doors cannot be added to these bridges? In any case, having all areas, including the Turbolifts open would be better than having them closed off.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
The ground map is some very old and weird map that IS NOT the Vulcan we see in game. The rock formations are completely different and the textures arent right.
The Vulcan Sky backdrop IS NOT Vulcan but rather a bright sunny blue
IIR the Planet is space is wrong too. The asset exists but its mislabeled as something else.
I have never been able to do a couple of Vulcan missions because the assets are so messed up. This would be a good time to fix them.
I really should have kept notes these past few months because there are A LOT and I mean A LOT of mislabeled or misplaced assets.
This is an inherent problem with most of STO. Do any "randomly generated" instances and chances are the planets have huge hotspots... lol there is one planet that comes up and it always looks like the lava is flowing into space. And another looks more like a sun than their suns.
And just to bring up the issue again, the Sun graphics are just bad in the game. Both in space and on the ground. But mostly space None of them look like stars. This seems to be something they have yet to address in any of their "upgrades".
IMO the problem with a lot of this stuff is that it was done by people from Champions and Champions has very sloppy and very amatuerish lighting. They've been able to fix most of the worst but stuff still lingers from release.