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Requested Assets: Foundry

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  • denizenvidenizenvi Member Posts: 0 Arc User
    edited September 2012
    I would like to see current costume options be added to the foundry. These include:

    Jupiter uniforms
    Vedek outfits (and hooded head type)
    Omega Force outfits
    TNG season 1 uniforms
    Lobi store skirts, jackets, and scarves
    Take a look at my Foundry missions!

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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    I still want the ability to make catwalks, especially slanted ones!
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    A black screen map-wide FX. Could be very usefull to hide the ugly foundry mechanics when we have do do several changes on the same map. It would allow to hide transitions.

    More races in the generator (starfleet & kdf), at least romulans, cardies and maybe somehting like the deferis.

    More off-duty uniforms. A lot of them.
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  • slickrick1707eslickrick1707e Member Posts: 75 Arc User
    edited September 2012
    Here is one that I did not see, chairs, I know it is simple, I can get around the rest of the foundry limitations. C'mon though the chairs in the foundry are TRIBBLE. In order to create my briefing room I had to use Klingon chairs. This is because there are no standard federation chairs. I am talking about the chairs in the ready room, and the ones seen on the briefing room in the shows. How hard can that be really?
  • mrsupertrekguymrsupertrekguy Member Posts: 30 Arc User
    edited September 2012
    The assets that Foundry needs are things that are found in Trek. Fro example, I would love to see a TNG asset set with TNG walls, Consoles, Replicators, etc. They could even be availible in the C-store for foundry authors to use them. In fact, I would be willing to pay for them if it would justify the cost of making these assets.
  • novapolaris#2925 novapolaris Member Posts: 809 Arc User
    edited September 2012
    I still want the ability to make catwalks, especially slanted ones!

    I would like to see this added as well. Every time that I play through a run of The Cure (Ground), I practically drool over - albeit not literally - the elevated walkways that can be seen connected to the sides of the chasm above the players. I would LOVE to be able to use walkways like that in Foundry missions. Especially if there are more versions of them than Borg, which shouldn't be difficult because they're made out of the same building blocks as those dang half-floor elevated platforms they have in some missions and the Foundry.

    My next request is something more for the people who are working on the Foundry tech itself over in Neverwinter, which I wish to see added and ported over here when we get the map construction tech that they have; the ability to make taller rooms. Things like several floor high rooms with the aforementioned elevated walkways are critical to have for one of the missions that I'm making, and could also be used for such things as core shafts for starbases, much like the-*spoilers*
    It would be great if it were possible to stack some rooms on top of each other and have the option of removing the ceilings and floors between them. Being able to remove walls, floors, and ceilings or make doors to nothing could also be used for interior maps that take place inside of a starship or starbase to create airlocks, but that would require the ability for characters and NPCs to forcibly sucked out of a room and killed from "environment damage". Why doesn't falling damage kill, anymore, anyway?

    I would also like the ability to start and stop NPC animations via triggers, not just player characters like how the system works currently. Also the ability to make NPCs disappear for purposes such as beam outs, etc. If a character could be set to disappear via an "animation complete" trigger, they could be rigged up to automatically disappear after playing the "beam out" animation.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    Actually.... falling damage only seems to kill in certain specific settings, as a general rule falling won't hurt you.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • novapolaris#2925 novapolaris Member Posts: 809 Arc User
    edited September 2012
    Actually.... falling damage only seems to kill in certain specific settings, as a general rule falling won't hurt you.

    Perhaps there should be effects that can be placed such as zones where falling damage can actually kill, or where you will die without an activated environmental suit on. A high gravity effect would also be nice, similar to the low gravity effect we have already.
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited September 2012
    Actually.... falling damage only seems to kill in certain specific settings, as a general rule falling won't hurt you.

    I haven't seen any falls personally that will kill the player (boffs will die though). Do you know of any maps specifically that'll do that?
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    drogyn1701 wrote: »
    I haven't seen any falls personally that will kill the player (boffs will die though). Do you know of any maps specifically that'll do that?
    Facility 4028 The parts of the map with the forcefield walkways, if you fall/jump off you'll die when you hit bottom.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • novapolaris#2925 novapolaris Member Posts: 809 Arc User
    edited September 2012
    Facility 4028 The parts of the map with the forcefield walkways, if you fall/jump off you'll die when you hit bottom.

    That is the kind of thing that I'd love to be able to make in the Foundry. Missions that don't always involve just skill in combat and/or puzzle solving, but also skill in getting from one location to another. That and it would be nice to make locations that are stunningly high off of the ground.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    I know... I keep pondering the possibility of making a totally non serious mission based on Mario. And maybe House of Stairs... hehe, thought provoking book, even though I only got to read half of it.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • novapolaris#2925 novapolaris Member Posts: 809 Arc User
    edited September 2012
    I had another idea recently for a feature that could be added to the Foundry; group interacts. These would work like the consoles in Infected (Ground) in that there are several objects that must be interacted with simultaneously. These could be set anywhere from requiring two to five people to complete an objective, with the largest team size required to complete an objective determining how many players the mission would say it requires when viewed in the Foundry mission list.
  • q403q403 Member Posts: 1 Arc User
    edited October 2012
    Added several new things; assets, costumes, etc.
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  • novapolaris#2925 novapolaris Member Posts: 809 Arc User
    edited October 2012
    q403 wrote: »
    Added several new things; assets, costumes, etc.

    Glad to see you back to update the thread after so long. Thank you. I take it you got my PM, then?
  • zalandexzalandex Member Posts: 27 Arc User
    edited October 2012
    Thank you for the update.

    Could you please add the interior Map of the U.S.S. DeWitt interior from the KDF Mission. "Second Star to the Right, and Straight on Till Morning" to the wishlist?

    It has a large Shuttlebay, a great starfleet ship interior with corridors, rooms, engineering room and two connected decks.
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited October 2012
    ^^ just the kind of specifics we need on this list, keep em coming.

    With the ground turret entry in the OP, I think we should specify the animated type such as are spawned by engineers or appear in the mission with Riker's son (can't remember the title). They have added some turrets, but not those, and obviously it would be great to have the function AS gun turrets, instead of just stationary assets.

    Also functioning space turrets, such as in the Badlands and many other missions.

    Also (apologies if these are on the list already):
    the space map from Alpha,
    updated First City, Klingon Academy,
    Starfleet Academy exterior map,
    the observation lounge,
    ability to designate small-craft only or enviro-suit needed for maps/missions,
    Ketha Lowlands map,
    some bigger spacedocks to accommodate bigger ships,
    The Wells and Korath classes and mirror counterparts and their bridges,
    fleet starbase interior and exterior maps.
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  • gammatroopgammatroop Member Posts: 6 Arc User
    edited October 2012
    I hope one of the devs will see this.
    This is my smaller list of things or suggestions I would love to see in foundry.


    FX - White out (fades the screen in white color - could be useful to simulate nukes or super novas etc.)

    FX - White in (Well eventually the player need to see something again.)

    FX - Black out (could be used to simulate a knock out of the player or ending a cinematic scene.)

    FX - Black in (Well eventually the player need to see something again.)

    FX - Black hole , White hole

    Moons we need some small moons not just huge planets. :)

    Non looping animations. An extra button like looped or non loop would be useful here for both space and ground.

    A real camera tool (take a look on game Editors like in Unreal Tournament, Arma2 etc. to see how something like that could work.)

    A 3D preview screen in some corner of the screen for ground based level building. Most 3D editors have something like that to aid the players in their creations. Something like that would be very beneficial for sto.)

    A real npc waypoint system + triggering possibilities aka variable = true the ship or ground npc moves. Is the variable = false the ship will wait till it gets true. There should be endless waypoints available and they should be linked to the specific npc of course. They could also get linked with other npc waypoints. Example person1 waits till person 2 reaches his waypoint before person1 continues on his route etc. He could also set the radius of a waypoint. So you never know exactly where a npc is headed.

    A sound trigger system. If you do not allow people to upload their own songs and sounds possibly due to license problems. Then at least give em a chance to use all sounds and music tracks that are currently available in STO. Sounds and music are very important to improve the atmosphere of a game or a mission. Sounds should get triggered whenever the player wants. And combat ambient sounds should be looped automatically till the player disables them per script again.

    Different win conditions on different dialog choices. If the player chooses option A he ends up in map1 if he chooses option B he ends up in map2 instead etc. Something like that would increase the replay value of a mission a lot. It's very recommended.

    Jem'Hadar npc space groups

    Single ships. Allowing the mapper additionally to place single enemy ships instead of just entire groups.

    Lower orbit space backgrounds which would play in lower orbit as the name suggests. The player would fight over planets perhaps even seeing tiny cities below him and maybe small explosions on the ground etc. It would be an interactive background.

    More dynamic. Existence possibility in % as additional option. So sometimes there will be enemies or mission objective available sometimes they wont.

    Stars either as FX or real object. They should illuminate stronger than the simple background stars. Could be useful for many mission scenarios.

    Assigning 4 space npcs following you. They would be in the players team and follow the player automatically. At the moment the player has that luxury only with real humans in his team. Same like with ground npcs the space ones would get replaced with humans if there is more than one human in the team. That could be useful for plenty of scenarios. They could respawn like in stfs or not at all.

    Npc god mode - useful if you want to simulate something specific or just want that npc to stay alive story wise.

    Lock box ships in Editor. Please enable all lock box and other old special ships in the editor under npc control. The player may not have one of those ships but at least he can make good use of them in the editor story wise.

    Own npc ship implementation. Eventually implementing a system that allows modders to implement own ships (just like the ground characters) into the game. Those ships would be linked to the specific foundry mission and couldn't get used anywhere else. They would get uploaded with the mission when it gets published.
    That way fans can't take over but still improve the universe a lot. At the moment the choices are very limited to a few races only what is very story limiting.
    However that would require some sort of modding sdk for fans to know how to build their models and configs accordingly. Or try to implement something like the game Spore did just for space ships with 100 of tiny pieces the mapper can choose from like it's already the case with ground npcs.

    New Aliens. I would wish me a lot more unknown perhaps even self invented ground space npcs. Something that looks very alien like and wont be used in any official sto mission. So the fan base may find own roles for those groups.

    WIP invitation Allowing the mapper to invite people of the friends list to closed beta tests before a mission gets published. Perhaps even extending it to send the entire project in source format over to that other player or mapper. The other player who received it would have it couldn't publish it or change the id or duplicate it etc to protect the rights of the original author. Anyway he could then check on the structure of the mission and may find bugs faster or does text corrections for the other person etc. till he or she sends it back. At the moment the mapper community is rather alone when it comes down to good & conclusive beta testing or helping out each other. And do not forget about the significant learning effect such a feature would have. A noob mapper could learn very fast from an experienced one. That way I learned 3D mapping rather fast back in the good old days. The ability to check out the source files of other mappers seeing how things are done helped me a lot.

    quick-slow motion effect - Could be used to show specific events happen in slow motion or in fast motion to simulate time passing by.

    Weather effects & time a setting allowing the mapper to set the weather on a pre set planet ground map. Also allowing him to set the time. 00:00 means it'll be night on that planet. 7:00 will be day light and so on.
  • donaldson6352donaldson6352 Member Posts: 3 Arc User
    edited October 2012
    MAPS:

    I'd love to see all three current Starship Interiors... the ones you visit when you go inside your own ship.

    Observation Launge Map (from First Contact missions)

    DS9 Wardroom Map (the Conference room from DS9. as seen in the DS9 featured series)


    ASSESTS:

    More Chairs (Federation Style)

    More Tables (Conference room style. curved would be nice)

    Individual Golden Starship Models (the Trophy versions)

    More Federation Starship Walls (As in the ones used in the doors but without the doors). Smaller versions would be nice aswell as curved ones.

    Smaller Walls with doors

    Walls with Windows

    Glass Walls

    Transporter pads

    Stairs (various sizes and shapes)

    Railings (various sizes and shapes)

    Holographic Consoles. (Both the Blue ones seen on the C-Store Intrepid Bridge set and the Orange ones sceen on the Odyssey-class Bridge)

    Smaller forcefields (Both Horizantal and Vertical)

    Curved forcefields (crescent shaped)
  • jackdonnerjackdonner Member Posts: 13 Arc User
    edited October 2012
    I would like to see Shuttle bridges / interiors. Ive got a great idea for a shuttle mission, but no interiors to use.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited October 2012
    did someone mention that female chars lack earring options?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • novapolaris#2925 novapolaris Member Posts: 809 Arc User
    edited October 2012
    I know this one would take some work, but I would love it if I could assign set piece appearances to ships when making or editing them in the costume creator in the Foundry. It would be especially useful for making custom assimilated ships, special forces vessels, and Reman/Breen appropriated vessels. Not like that is any more likely than being able to assign kit appearances to characters, however.
  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited October 2012
    Chimera class
    Peghqu' class
    Wells class (+interior)
    Korath class (+interior)
    Mobius class
    Krenn class
    Qo'noS ground map (updated)
    Chancellor J'mpok
    Armitage class
    NJ9oXSO.png
    "Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
    -Thomas Marrone
  • nagoraknagorak Member Posts: 882 Arc User
    edited October 2012
    Has anyone mentioned the lack of the following items:

    Plates with/without food on them.
    Silverware
    Sinks
    Toilets (I guess people in the 24th Century no longer have to use the restroom?)
  • nagoraknagorak Member Posts: 882 Arc User
    edited October 2012
    It also would be nice if we had the fire extinguisher animation to use on characters and with interacts. Likewise, it would be nice if we could have the tractor beam animation for use with ships.
  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    edited October 2012
    nagorak wrote: »
    Toilets (I guess people in the 24th Century no longer have to use the restroom?)
    As noted by no less a figure than Zefram Cochrane. :D
  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    edited October 2012
    theoryfive wrote: »
    That is the kind of thing that I'd love to be able to make in the Foundry. Missions that don't always involve just skill in combat and/or puzzle solving, but also skill in getting from one location to another. That and it would be nice to make locations that are stunningly high off of the ground.
    I do this in my new opening map of "Ghosts of War, Part II". You have to get within transporter range of a Romulan space station in a shuttle, but it's completely surrounded by Romulan fighter mobs, any one of which will tear a shuttle to pieces in a matter of seconds if they detect you. Fortunately, I have the mobs spaced just far enough apart so that you can slip in between their visual-range circles with a little precision piloting.
  • captainbrissettecaptainbrissette Member Posts: 1 Arc User
    edited October 2012
    can we get space mine (explosive type) groups to place in map
    how about defense satellites or turrets like the ones you get from doff missions
  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited October 2012
    Also want:

    - Obex (Iconian ship)
    - More of those "generic" ships. And the ability to change their color and/or hull patterns would be nice too.
    - J'mpok
    - Molor
    - Enemy "friendly" groups (hostile Feds for Fed players; hostile Klingon/Gorn/Orion/Nausicaans for KDF)
    NJ9oXSO.png
    "Critics who say that the optimistic utopia Star Trek depicted is now outmoded forget the cultural context that gave birth to it: Star Trek was not a manifestation of optimism when optimism was easy. Star Trek declared a hope for a future that nobody stuck in the present could believe in. For all our struggles today, we haven’t outgrown the need for stories like Star Trek. We need tales of optimism, of heroes, of courage and goodness now as much as we’ve ever needed them."
    -Thomas Marrone
  • swordbearer13swordbearer13 Member Posts: 0 Arc User
    edited October 2012
    I would like to request (or vote for) two things:

    1) Can the "states" for an NPC be extended to match those of other objects? Specifically, I'd like the ability to set an NPC back to "hidden" - possibly with a different animation. This would allow an NPC to "beam out" after you're done with them, and would improve their use in holodecks.

    2) Provide more options for map transitions. It's silly to have to beam down with an away team every time you change non-space maps. I want the ability for the player to go to a map without an escort that has to be parked. I'd also like to simply walk through a door to another map. An example of this is the turbolift on fleet starbases, where you can choose from several maps, don't have to drag around an away team , and don't have to beam to them (as opposed to the example I see in the tutroials, go left to deck 2 or right to deck 4).

    I'm new to the foundry; if these things can already be done I apologize (and request more information on how to do them).

    Thanks!
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