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  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited November 2013
    If you would like I will supplement Kirksplats suggested carpets/Cieling Textures for their more vaguely worded question counterparts if they make the top 25.

    Which at the moment is pretty likely. (they will all probably make top 12)

    ( I thought I had worded them better, or that specific Textures had been suggested. - I was not Aware they had not been. there were over 125 by the time I was done)
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited November 2013
    primar13 wrote: »
    If you would like I will supplement Kirksplats suggested carpets/Cieling Textures for their more vaguely worded question counterparts if they make the top 25.

    Which at the moment is pretty likely. (they will all probably make top 12)

    ( I thought I had worded them better, or that specific Textures had been suggested. - I was not Aware they had not been. there were over 125 by the time I was done)

    Thanks. When I read floors, I think of this long-standing request:

    http://starbaseugc.com/index.php/ugc-resources/art-team-request-celings-and-floors-textures/#more-12981

    IMO, it's about the biggest way that someone on the art team can do something for us, that doesn't require a lot of time.
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  • lincolninspacelincolninspace Member Posts: 1,843 Arc User
    edited November 2013
    It is really great having Taco pop by and give us his input. Getting some items from this list will be good for the foundry. However what the foundry needs much more is better integration into the game to survive. We need a better search menu and more balanced listings. It would also be a boon to the foundry to have a menu for players to select missions at their entry door. As it stands right now being a foundry author is too much like having a second job.
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  • nagoraknagorak Member Posts: 882 Arc User
    edited November 2013
    I know we have the poll, but since TacoFangs actually may be reading this thread, let me just reiterate that in my opinion the biggest problem when making a custom interior is the poor lighting.

    If we could have just one of these three things it would significantly improve the look of our custom interiors:

    1) An exterior backdrop that consists of a starfield (basically a night sky), but with a lot of ambient lighting that isn't shadowed by the ceiling we have to put on our decks which makes everything look dingy and dark.
    2) A ceiling with built in lights, much like what seems to be used on Cryptic's interiors.
    3) Actual lights we can place (the problem with this option is it eats up details and we're often limited by the Foundry's detail limit).

    If I just could get one thing it would be one of the above, and if I could get a second thing it would be to increase the detail limit a bit. NW's detail limit is something like a thousand, while we're capped at five hundred something. If we had good interior lighting options and a detail limit of a thousand we could make very impressive decks even with no additional props added.
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited December 2013
    I'd love if we could have some sort of primitive map renderer for the foundry, that shows us what our stuff will look like without having to go back and forth ingame constantly. Could also get around having to write up a system that allows actual dynamic three dimensional placement of stuff.
  • starswordcstarswordc Member Posts: 10,963 Arc User
    edited December 2013
    Purely out of curiosity, which items in the poll are winning right now?
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  • lincolninspacelincolninspace Member Posts: 1,843 Arc User
    edited December 2013
    This is not to add to the list by any means but I wonder if a dev could fill us in on this question. I was wondering is it easier to hook up the foundry to asocial map or to put in a new asset? There are many social zones in game that we have no access to in the foundry. Not having Quark's for example or and doors in the Tau Dewa sector block seem like a pretty big oversight.
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  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    After receiving 63 Responses I have closed polling

    I will tabulate Results and Post them Below

    You may view the Results here.

    https://docs.google.com/spreadsheet/ccc?key=0AmDdDHvQiKSgdHVxaFAxb2MzU3VTSFU0eng5RDVYX3c&usp=sharing

    It will update Automatically.
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    I'm happy with the results.
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  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited December 2013
    Lot of great stuff on the list, I'd be happy if any one of the top 25 made it in. A few of them probably need some notes though, just to clarify things. These are off the top of my head and please correct me if people had something else in mind.

    1. Transporter pads - refers to just the floor of a transporter, such the pads used by the transporter system on New Romulus.

    3. New Federation Walls - Does this differ from the Tutorial walls that are listed as #15 and 16?

    4. and 20. Floors and Carpets - these could be just like the Building Block - Platform assets we have now, just with different textures.

    5. Bomb - refers to the spacial charge that we place or diffuse in several missions. There is an asset that has a bunch of these around an open crate. We'd like just one by itself.

    22. Empty Interior Map - so you know how a lot of us like to build in the black space around interior maps, well this would just be a map that was all black space.

    24. Water Cubes - Taco has since explained to us that "water" in this game is really just a textured surface with no collision. So if we could maybe substitute like 10x10, 40x40 and 100x100 versions of that surface, that would suffice.
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2013
    As am I.

    I do think we need to clarify a couple of these so an artist looking at these will know what we're talking about.

    Transporter Pads - All Factions including Cardsssian <- Does a Cardassian pad exist? Full chamber or just the pad?
    New Federation Walls <- Which Fed walls are we talking about?
    More Federation Carpets / Floors <- There are a couple types. I might tackle grabing a few shots.
    Federation Engineering with working Warpcores <- Do we mean a map or something placable?
    Straight and curved New Federation Walls from Tutorial <- We're talking hallway segments from the Origin interior, correct?
    Working Fully Assembled Warp Cores - All Factions <- So a full-sized warp core from the fed/kdf ship interior plus the singularity spinning ball from the rom interior correct?
    More Generic Carpets / Floors <- This could mean many things. Which ones?
    More Ceiling Lights <- Anything specific?
    Water in Large Cubes <- It sounds like this will be a plane. Any particular size?

    I'm thinking for some of these we may need screenshots so we can take the guesswork out of this. If we can clear up the vague items, this will be an excellent list. :)


    EDIT: Forever being ninja'd by Drogyn. :o
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    edited December 2013
    Thanks for compiling the list Primar, and thanks for the clarifications Drogyn & GreenDragoon.

    If I can ask for a few other clarifications:

    8: Horizontal Invisible Walls - Is this essentially just an invisible floor? Or am I misunderstanding somehow? Forgive my ignorance, but do you guys have the ability to rotate objects? i.e. could you take a vertical plane, and rotate it to be a horizontal plane? Or flip something upside down?

    9: Shuttle Interiors (All Factions) - Do we actually have interiors for anything other than the standard fed Runabout?

    11: Observation Lounge - Which one? From where?

    12: Miranda Shuttlebay - Do you mean the Shuttlebay used in the new Tutorial? (the one used on Bajor, and other places?) or is this a new asset, as I don't think we have a shuttlebay built specifically for the Miranda?

    14: Federation Engineering with working Warpcores (Also 18)- Working? Like, when you make a foundry mission with this asset, it sends your computer flying into space?
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  • zorbanezorbane Member Posts: 1,617 Arc User
    edited December 2013
    I'll answer what I can
    tacofangs wrote: »
    8: Horizontal Invisible Walls - Is this essentially just an invisible floor? Or am I misunderstanding somehow? Forgive my ignorance, but do you guys have the ability to rotate objects? i.e. could you take a vertical plane, and rotate it to be a horizontal plane? Or flip something upside down?

    Yes, just an invisible floor. We cannot rotate objects in the way you are saying. We can only rotate it ... as a flat circle looking from the top (I hope that explains it)
    11: Observation Lounge - Which one? From where?

    I assume this would be the Observation room in the First Contact mini mission for Feds
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  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    tacofangs wrote: »
    Thanks for compiling the list Primar, and thanks for the clarifications Drogyn & GreenDragoon.

    If I can ask for a few other clarifications:

    8: Horizontal Invisible Walls - Is this essentially just an invisible floor? Or am I misunderstanding somehow? Forgive my ignorance, but do you guys have the ability to rotate objects? i.e. could you take a vertical plane, and rotate it to be a horizontal plane? Or flip something upside down?

    9: Shuttle Interiors (All Factions) - Do we actually have interiors for anything other than the standard fed Runabout?

    11: Observation Lounge - Which one? From where?

    12: Miranda Shuttlebay - Do you mean the Shuttlebay used in the new Tutorial? (the one used on Bajor, and other places?) or is this a new asset, as I don't think we have a shuttlebay built specifically for the Miranda?

    14: Federation Engineering with working Warpcores (Also 18)- Working? Like, when you make a foundry mission with this asset, it sends your computer flying into space?


    Taco Thank you for commenting I have gone and added clarifying Language to the Comments Column..

    This is a New Link If you go to it you can leave comments on specific Cells.

    https://docs.google.com/spreadsheet/ccc?key=0AmDdDHvQiKSgdHVxaFAxb2MzU3VTSFU0eng5RDVYX3c&usp=sharing


    to answer your Questions

    Question 1 : We can rotate things on a flat plane. We cannot Make a Vertical Invisible Wall Horizontal. That is Why we are asking.

    Question 2 : I am not sure if there are separate shuttle interiors for the separate factions. I have never visited the interiors of the shuttles with my other Characters.

    Question 3: The Ship inter Observation Lounge/ Conferece Room, it is used in a Episode I Don't remember which one. to jog your memory there is a picture on the Lifetime Subscription Page http://sto.perfectworld.com/lifetime.

    Question 4: The Shuttle Interior from the New Tutorial. Is it possible to get it with the Forcefield too? or will you guys have to remove it.

    Question 5: I mean the entire Engineering Deck from the Corresponding Faction Ship Interior. By working I just mean that the Light Flow simulating that the Warp Core is Active.
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited December 2013
    tacofangs wrote: »
    Thanks for compiling the list Primar, and thanks for the clarifications Drogyn & GreenDragoon.

    If I can ask for a few other clarifications:

    8: Horizontal Invisible Walls - Is this essentially just an invisible floor? Or am I misunderstanding somehow? Forgive my ignorance, but do you guys have the ability to rotate objects? i.e. could you take a vertical plane, and rotate it to be a horizontal plane? Or flip something upside down?
    No we have no rotational ability at all presently, so we are entirely dependent on cryptic to create an individual object that is rotated as needed. This would be great so we could have an invisible 'solid' surface to stand on.
    9: Shuttle Interiors (All Factions) - Do we actually have interiors for anything other than the standard fed Runabout?
    Not that I am aware of, so new art city (prove me wrong guys)
    11: Observation Lounge - Which one? From where?
    Maybe the diplomatic mission one?
    12: Miranda Shuttlebay - Do you mean the Shuttlebay used in the new Tutorial? (the one used on Bajor, and other places?) or is this a new asset, as I don't think we have a shuttlebay built specifically for the Miranda?
    That will do pig, that will do...
    14: Federation Engineering with working Warpcores (Also 18)- Working? Like, when you make a foundry mission with this asset, it sends your computer flying into space?
    personally I would like a depowered (dark) one and one that is working (all the pretty blue and red lights and all that) The reason is there are no interiors with a warp core that dont involve a ship that is trashed from a battle.
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    Sorry Bugc I beat you too the Punch.
  • castsbugccastsbugc Member Posts: 830 Arc User
    edited December 2013
    primar13 wrote: »
    Sorry Bugc I beat you too the Punch.

    :( only because I took the time to break the quotes out :(
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited December 2013
    9: Shuttle Interiors (All Factions) - Do we actually have interiors for anything other than the standard fed Runabout?

    There are three shuttle interiors: Federation, Klingon and Romulan. None are in the Foundry at the moment.

    and the Observation Lounge also appears in the diplomatic mission you can pick up at Bajor (the one with Cardassians). I forget the name of it.
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  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    Drogyn1701 and thegreendragoon1

    I sent you both in game Messages to say Hi.

    Macro
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    tacofangs wrote: »
    Thanks for compiling the list Primar, and thanks for the clarifications Drogyn & GreenDragoon.

    If I can ask for a few other clarifications:

    8: Horizontal Invisible Walls - Is this essentially just an invisible floor? Or am I misunderstanding somehow? Forgive my ignorance, but do you guys have the ability to rotate objects? i.e. could you take a vertical plane, and rotate it to be a horizontal plane? Or flip something upside down?

    9: Shuttle Interiors (All Factions) - Do we actually have interiors for anything other than the standard fed Runabout?

    11: Observation Lounge - Which one? From where?

    12: Miranda Shuttlebay - Do you mean the Shuttlebay used in the new Tutorial? (the one used on Bajor, and other places?) or is this a new asset, as I don't think we have a shuttlebay built specifically for the Miranda?

    14: Federation Engineering with working Warpcores (Also 18)- Working? Like, when you make a foundry mission with this asset, it sends your computer flying into space?

    Re 8: We can't rotate anything on the Y axis (if I'm using that term right), So we can turn a standing wall any which angle on a top-down 2-d view, but we can't put it flat or tilted on the ground. This may change some day if we get NW's 3d nudger.

    Re 9: Any kind of a shuttle interior would be awesome. Or, we could do a lot with a piece of slanted glass that could somehow be used for a custom made shuttle interior.

    Re 11: This I'm not sure. I think what people may really want here is a ground map that is nothing but space, so we could build rooms that have windows that look out into space. As it is now, we have to build a room like 1000 meters in the sky of a ground map, in order to have a window on a space ship, where a player can see stars. Even then, the player can often still see the ground.

    edit based on reading earlier replies: Oh yeah, that S2 diplomacy mission murder mystery or whatever it was.

    Re 12: I'm not sure.

    Re 14: LOL. Basically, this is our situation: We have tons of computer consoles, desks, chairs, weird alien technologies, but we don't have a single Federation warp core to use on our Star Trek maps. It's like trying to make a sickbay without bio-beds.

    Also, as others noted, the only map with an engineering room is trashed in battle. It's also the only map with windows resembling an observation lounge. If there was an easy way to simply retexture that map with clean floors and walls, while taking out the battle damage, smoke, etc., it would be a useful map.
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2013
    tacofangs wrote: »
    Thanks for compiling the list Primar, and thanks for the clarifications Drogyn & GreenDragoon.

    If I can ask for a few other clarifications:

    8: Horizontal Invisible Walls - Is this essentially just an invisible floor? Or am I misunderstanding somehow? Forgive my ignorance, but do you guys have the ability to rotate objects? i.e. could you take a vertical plane, and rotate it to be a horizontal plane? Or flip something upside down?

    No, we can only rotate around the vertical axis at the moment.
    tacofangs wrote: »
    9: Shuttle Interiors (All Factions) - Do we actually have interiors for anything other than the standard fed Runabout?

    Yes, there are shuttle versions of each of the player ship interiors. Theree is an option to visit them right below the option to visit the player bridge. The also appear in the mission Operation Gamma.
    tacofangs wrote: »
    11: Observation Lounge - Which one? From where?

    It a Federation observation lounge map that appears in the old First Contact missions as well as the Cardassian dispute mission you can obtain on the Bajor space map. I don't believe this exists for any faction other than the Federation.
    tacofangs wrote: »
    12: Miranda Shuttlebay - Do you mean the Shuttlebay used in the new Tutorial? (the one used on Bajor, and other places?) or is this a new asset, as I don't think we have a shuttlebay built specifically for the Miranda?

    That's the one. I think he was just refering to it as the miranda shuttle bay because it last appeared on a miranda class in the new tutorial.
    tacofangs wrote: »
    14: Federation Engineering with working Warpcores (Also 18)- Working? Like, when you make a foundry mission with this asset, it sends your computer flying into space?

    I'm not sure about this one myself, but I think they might be asking for engineering room as a place-able detail object. Either that or maybe the engineering deck from the ship interiors. Can anyone clarify?
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    Quoting Drogyn:

    1. Transporter pads - refers to just the floor of a transporter, such the pads used by the transporter system on New Romulus.

    I agree, although it would be nice to have a complete, but smaller transporter room, especially one that didn't betray its own lack of texture on the other side of the door.

    But all we really need are a few right-sized round platforms textured as a transporter pad. We'd slap those platforms all over the place. Think: the circular transporter pad on Risa and new Romulus.
    3. New Federation Walls - Does this differ from the Tutorial walls that are listed as #15 and 16?

    If other folks voted like me, I picked every single item that had something to do with walls, floors, and ceilings. Any wall is a good wall.
    4. and 20. Floors and Carpets - these could be just like the Building Block - Platform assets we have now, just with different textures.

    I agree. I certainly don't expect some kind of cut-up floor removed from a Cryptic map. Seamless textures on building blocks 100 x 100 would be just fine. It would be nice to simply have the textures (without the accent lines) that make up the lower level of ESD, so we'd have a blue floor for sickbay, a yellow variant for engineering etc.

    I'm guessing that Cryptic has a few standard carpet and floor textures, since I see them in multiple locations.

    It's probably the easiest thing Taco could do, and it'd be a massive improvement to assets.
    5. Bomb - refers to the spacial charge that we place or diffuse in several missions. There is an asset that has a bunch of these around an open crate. We'd like just one by itself.

    Yeah, this is the prop that's used all over the place in some cryptic missions. I think they call it a spatial charge in missions. See that mission with the offspring of Paris/Torres, where the player has to defuse the bombs.
    22. Empty Interior Map - so you know how a lot of us like to build in the black space around interior maps, well this would just be a map that was all black space.

    Agreed. A big empty ground map with stars and a flat invisible floor for the ground..
    24. Water Cubes - Taco has since explained to us that "water" in this game is really just a textured surface with no collision. So if we could maybe substitute like 10x10, 40x40 and 100x100 versions of that surface, that would suffice.

    Yeah, if there was a way to just texture a flat horizontal plane with the appearance of water, it would rock. I don't really care if it there is no audio.
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  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    If you wish to make clarifications to the wording of some of the object.

    Click this link to go to the result.

    https://docs.google.com/spreadsheet/lv?key=0AmDdDHvQiKSgdHVxaFAxb2MzU3VTSFU0eng5RDVYX3c&usp=sharing&pli=1

    Then select the cell you want to reword and leave a comment.

    This way we don't have to read the same quotes over and over again...

    I will check for suggestions hourly

    Thanks
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited December 2013
    kirksplat wrote: »
    Agreed. A big empty ground map with stars and a flat invisible floor for the ground..

    Would it need a floor?
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    drogyn1701 wrote: »
    Would it need a floor?

    Well, I'm not sure how it works on Taco's end. The ground maps probably all resemble some kind of dome with a ground and a sky dome or something. I don't really need a floor, but perhaps npc pathing needs some kind of relationship to geometry. So it'd be easy to have an invisible floor, at least to walk on and inspect a set while building, when not using freecam.

    There should be enough vertical area that an author who doesn't want the invisible floor just builds 50 up on the Y.
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  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited December 2013
    kirksplat wrote: »
    Well, I'm not sure how it works on Taco's end. The ground maps probably all resemble some kind of dome with a ground and a sky dome or something. I don't really need a floor, but perhaps npc pathing needs some kind of relationship to geometry. So it'd be easy to have an invisible floor, at least to walk on and inspect a set while building, when not using freecam.

    There should be enough vertical area that an author who doesn't want the invisible floor just builds 50 up on the Y.

    Yeah thinking about it a bit more and I think the current interior maps do have a floor of sorts. When you fall off the edge you don't fall forever, there is a surface that you hit, which kills you and/or gives you the option to beam back to the spawn point.
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2013
    I think an invisible floor would do nicely for a blank map.
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    Ok. Will add an invisible Floor

    Should we ask that it at "0" on the Z Axis? ( if Zero was the Center of That Coordinate Plane - ie -2, -1, 0, 1, 2)
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited December 2013
    On normal Cryptic interior maps, 0 tends to be the floor of whatever geometry they've put on it, rather than the "bottom" of the empty space, so I'd say it should be like -100 so we can put our floors at 0.
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    primar13 wrote: »
    Ok. Will add an invisible Floor

    Should we ask that it at "0" on the Z Axis?

    What Drogyn says makes sense to me. Also, it probably goes without saying that we'd want no default sounds on this map.

    On an unrelated note, is this the mission with the observation lounge?

    http://sto.gamepedia.com/Mission:_Standoff
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