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  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited December 2013
    kirksplat wrote: »
    On an unrelated note, is this the mission with the observation lounge?

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

    Yup. That's the one.
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    Are you guys sure that we should be asking for an interior, instead on a exterior empty map? If it was a ground map, we'd have access to all the buildings and stuff. We'd be building interiors, but wouldn't we prefer that the actual blank map be an exterior?
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  • intrinsicalintrinsical Member Posts: 208 Arc User
    edited December 2013
    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?

    We can only rotate objects in the Z-axis. So we can only spin an object around but cannot tilt it.
    tacofangs wrote: »
    11: Observation Lounge - Which one? From where?

    The main reason why we are asking for this is to be able to set up the classic TNG scene of Picard and his senior staff members sitting down in a meeting room, discussing the problem and brain storming solutions. It would be a map where we can have the player conduct a meeting with our bridge officers, to receive guests in or even conduct a tribunal.

    Its from a small single-map diplomatic mission called Standoff that used to be in Bajor, then it got moved onto the Bajoran city of Hathon. Unfortunately, I can no longer find it on Hathon (either it got moved elsewhere or I was searching in the wrong place). All I can remember is that the mission is Cardassian centric, looking at clues from a console in the observation lounge to either solve a murder or some espionage thing.
    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?

    Nothing so complex. The problem we have is that the only engineering room we have in the foundry is a battle damaged one that is dirty and beat up. What we would like to have is a clean, standard starship engineering room with no battle-damage (Federation is the priority, but it would be nice if we can also get a KDF and Romulan engineering room).
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    Its from a small single-map diplomatic mission called Standoff that used to be in Bajor, then it got moved onto the Bajoran city of Hathon. Unfortunately, I can no longer find it on Hathon (either it got moved elsewhere or I was searching in the wrong place). All I can remember is that the mission is Cardassian centric, looking at clues from a console in the observation lounge to either solve a murder or some espionage thing.



    Yeah, I have no idea if those missions are still available. The diplomacy missions seem to have vanished with the f2p conversion. That one, in particular, was the best one out of the lot, if I recall.
    [SIGPIC][/SIGPIC]
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    The main reason why we are asking for this is to be able to set up the classic TNG scene of Picard and his senior staff members sitting down in a meeting room, discussing the problem and brain storming solutions. It would be a map where we can have the player conduct a meeting with our bridge officers, to receive guests in or even conduct a tribunal.

    Its from a small single-map diplomatic mission called Standoff that used to be in Bajor, then it got moved onto the Bajoran city of Hathon. Unfortunately, I can no longer find it on Hathon (either it got moved elsewhere or I was searching in the wrong place). All I can remember is that the mission is Cardassian centric, looking at clues from a console in the observation lounge to either solve a murder or some espionage thing.
    kirksplat wrote: »
    Are you guys sure that we should be asking for an interior, instead on a exterior empty map? If it was a ground map, we'd have access to all the buildings and stuff. We'd be building interiors, but wouldn't we prefer that the actual blank map be an exterior?



    Ok First Thing

    I believe that is the correct Observation Lounge Her is what it looks like http://www.sherbertfanparodies.org/mysigs/OL1.jpg

    Second. I believe I put the Origion/Tutorial Federation Interiors on the Poll Twice.

    So unless anyone Objects, I would like to remove Origin Interiors From the Number 2 Position and Replace it with "Empty Exterior Ground Map - Build From Scratch". Which Missed the Top 25 by 1 Vote. ( Both Options relating to the Origin/Tutorial Wall made the Top 25)

    Please quote this post and Respond below if you hav any objections
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    primar13 wrote: »


    So unless anyone Objects, I would like to remove Origin Interiors From the Number 2 Position and Replace it with "Empty Exterior Ground Map - Build From Scratch". Which Missed the Top 25 by 1 Vote. ( Both Options relating to the Origin/Tutorial Wall made the Top 25)

    Please quote this post and Respond below if you hav any objections

    People really want the Origin Interiors, even if it's on there twice. Plus, we're asking for big empty maps. I imagine that if anyone scans more than the top 25, that might be an appealing bonus.

    I wouldn't remove #2. It's number 2 for a reason. Plus an interior is different from walls.

    Why not just change 22 to "Empty Interior and Ground Map Build from Scratch!" It's not like were asking for a whole lot of dev time with that specific request, as far as I know.
    [SIGPIC][/SIGPIC]
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited December 2013
    Doesn't do any good though to have it on twice. I'd say go ahead and change it Primar.
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  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    drogyn1701 wrote: »
    Doesn't do any good though to have it on twice. I'd say go ahead and change it Primar.

    One, I took a Walk Around Haton, Talked to every single NPC, to look for a Mission Trigger.

    Yeah the Mission with the lounge is gone. I think it went away with Season 7
    I was here before Season 7 and I played the Mission. I actually think I played 2 Episodes using the Observation Lounge. and they are all gone...

    Yes I want the Map so that I can do Senior Staff Meetings.. but hey What Fan Doesn't Those were some of the best parts of the Episodes.

    Two I am trying to be as Diplomatic and Fair As possible when I say I want to make changes so that no one can Cry Fowl when the List is Complete.




    Also Drogyn1701 Did you get my ingame Message. If so please Respond so I know you got it.


    Thanks
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2013
    Nothing so complex. The problem we have is that the only engineering room we have in the foundry is a battle damaged one that is dirty and beat up. What we would like to have is a clean, standard starship engineering room with no battle-damage (Federation is the priority, but it would be nice if we can also get a KDF and Romulan engineering room).

    So would it easier to ask for a map we know has it, say the engineering deck of the current medium ship interior?
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    So would it easier to ask for a map we know has it, say the engineering deck of the current medium ship interior?

    This is how I worded it.

    The Medium Sized Engineering Deck Map.

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


    Did you get my Message In game Dragoon?
  • tacofangstacofangs Member Posts: 2,951 Cryptic Developer
    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.

    I honestly haven't looked at what's been done to the UGC version of our maps in a while.

    For us, we can (and do) have an empty map. This has 0 geometry on it by default, and the default sky (which is just a solid blue color). I don't know any reason why that could not be ported to Foundry, but I don't know for sure. There may be other limitations that I'm unaware of.

    So with that said, which would you prefer? Hypothetically, the map could be 100% empty. OR it could have an invisible ground plane at one level (likely 0). (Edit: or -100, whatever you guys want. . . hypothetically of course.) Would it be better to have no floor, and let you place your own? Or would you rather have a starting point to build from?

    There is a hard coded "floor," something like -10,000 feet. So in any map, if you fall long enough, you'll hit that and be warped back to a spawn point.

    Edit: 0,0,0 is the origin. It is the center of every map ever made. I've discussed before that large maps are problematic. This is mostly due to floating point math beyond a certain point. Basically, the farther away from 0,0,0 you get, the fuzzier the math gets, the glitchier animations get, the less precise object placement becomes, the jerkier your movements are. In general, every map we make is centered around 0,0,0.

    And can we add a new column to the results, to classify each request? (Map, Asset, Sky, NPC, etc.) Or perhaps color coding?
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    tacofangs wrote: »
    I honestly haven't looked at what's been done to the UGC version of our maps in a while.

    For us, we can (and do) have an empty map. This has 0 geometry on it by default, and the default sky (which is just a solid blue color). I don't know any reason why that could not be ported to Foundry, but I don't know for sure. There may be other limitations that I'm unaware of.

    So with that said, which would you prefer? Hypothetically, the map could be 100% empty. OR it could have an invisible ground plane at one level (likely 0). (Edit: or -100, whatever you guys want. . . hypothetically of course.) Would it be better to have no floor, and let you place your own? Or would you rather have a starting point to build from?

    There is a hard coded "floor," something like -10,000 feet. So in any map, if you fall long enough, you'll hit that and be warped back to a spawn point.

    Edit: 0,0,0 is the origin. It is the center of every map ever made. I've discussed before that large maps are problematic. This is mostly due to floating point math beyond a certain point. Basically, the farther away from 0,0,0 you get, the fuzzier the math gets, the glitchier animations get, the less precise object placement becomes, the jerkier your movements are. In general, every map we make is centered around 0,0,0.

    And can we add a new column to the results, to classify each request? (Map, Asset, Sky, NPC, etc.) Or perhaps color coding?

    I'd say that anything close to what you use would be preferable. I don't need a floor or anything. The only thing I might need is the ability to make the dark blue look like stars, like if I'm building a set with a window. So, if there was just pure empty space to build, but maybe some kind of backdrop that made it space like, it would be perfect.


    we can always lay our own floor if we had the invisible floor prop. Regarding the size of the map, I doubt that it needs to be too huge. Remember that we have a limit of like 475 props per map, so we're either going as far as we can with that in one direction from 0,0,0 or we're building a circular staircase up or down. Almost all of my map items stay within -1000 and +1000 on any given x, y or z. Of course, as far as that could be pushed up or down would be preferable.

    Thank you for the information and posts, Taco.
    [SIGPIC][/SIGPIC]
  • lincolninspacelincolninspace Member Posts: 1,843 Arc User
    edited December 2013
    kirksplat wrote: »
    I'd say that anything close to what you use would be preferable. I don't need a floor or anything. The only thing I might need is the ability to make the dark blue look like stars, like if I'm building a set with a window. So, if there was just pure empty space to build, but maybe some kind of backdrop that made it space like, it would be perfect.


    we can always lay our own floor if we had the invisible floor prop. Regarding the size of the map, I doubt that it needs to be too huge. Remember that we have a limit of like 475 props per map, so we're either going as far as we can with that in one direction from 0,0,0 or we're building a circular staircase up or down. Almost all of my map items stay within -1000 and +1000 on any given x, y or z.

    Thank you for the information and posts, Taco.

    A map like that with a starry sky background and standard interior lighting would be awesome!
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  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited December 2013
    Yeah I don't need a floor either really. I'll place my own.

    I would think if it was a basic interior map we'd be able to put any of the backdrops with it. Several have good starfields.
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    And this would also stop many of us from working in the independently discovered "black space" on certain Cryptic-made interiors. We've seen entire missions ruined because a Foundry author took a risk at building in the black, only to see that map get changed.
    [SIGPIC][/SIGPIC]
  • nagoraknagorak Member Posts: 882 Arc User
    edited December 2013
    I'm not sure that "standard interior lighting" is going to work. I think that what's going to happen is we'll have a map that once you put the ceiling on is completely dark.

    Whenever I've taken an interior map and put a platform on it, everything beneath the platform is absolutely pitch black. The light seems to emanate from the ceiling itself, and isn't just ambient lighting.

    Or am I completely wrong about this and this is why people use the blank space outside of interior maps?

    Ideally the map would just be a star field for the background, but whatever is done we need the lighting to not just be shadowed by the ceilings we put on our decks. I know some sort of light in the game is obviously not affected by the shadows because custom interiors aren't pitch black. What we need is neutral ambient lighting from straight above.

    A secondary possibility would be to have platforms that don't block light/cause shadows, but even then we need some sort of light coming from straight above.
  • intrinsicalintrinsical Member Posts: 208 Arc User
    edited December 2013
    So would it easier to ask for a map we know has it, say the engineering deck of the current medium ship interior?

    Yes. I am sure there are mission maps that have an engineering deck. I didn't name them simply because I cannot recall any off the top of my head.
  • nagoraknagorak Member Posts: 882 Arc User
    edited December 2013
    Yes. I am sure there are mission maps that have an engineering deck. I didn't name them simply because I cannot recall any off the top of my head.

    The original tutorial even had an engineering section where the Borg were attacking.
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2013
    nagorak wrote: »
    The original tutorial even had an engineering section where the Borg were attacking.

    I think they were looking for one that didn't have battle damage. The player ship interior map is as vanilla as it currently gets.

    As far as a blank interior map what we would need is a default skyfile/lighting setup with default stars and a key/fill lighting setup that doesn't cast shadows. You see this with outdoor maps. As for invisible floors, all we need is basically an invisible box to prevent anything bad from happening should an author load up an empty map with nothing in it. Size wise, 1000/-1000 height should be more than enough.
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    I think they were looking for one that didn't have battle damage. The player ship interior map is as vanilla as it currently gets.

    As far as a blank interior map what we would need is a default skyfile/lighting setup with default stars and a key/fill lighting setup that doesn't cast shadows. You see this with outdoor maps. As for invisible floors, all we need is basically an invisible box to prevent anything bad from happening should an author load up an empty map with nothing in it. Size wise, 1000/-1000 height should be more than enough.

    We currently have to ability to change what the backdrop file is, there is a backdrop tab for each premade interior map. If we could make sure the backdrop tab and it's 40 premade backdrops are available with an empty map. that would probably work.

    All we need is the Three Backdrops added to the list of the 40 that are there.
    stationary Stars, for Spacestations/ and stationary ships
    Stars moving at Warp for Ships.
    Blue Sky for interiors of ground Buildings.

  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2013
    I don't even think we need the blue sky one as a ground map works effectively in that case.
  • lincolninspacelincolninspace Member Posts: 1,843 Arc User
    edited December 2013
    I don't even think we need the blue sky one as a ground map works effectively in that case.

    We do already have a few warp trail effects too.
    A TIME TO SEARCH: ENTER MY FOUNDRY MISSION at the RISA SYSTEM
    Parallels: my second mission for Fed aligned Romulans.
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    I would just like all the Backdrops available on any new map we get.

    So that I can put both warp trails or stationary star on the Observation Lounge.
  • lincolninspacelincolninspace Member Posts: 1,843 Arc User
    edited December 2013
    primar13 wrote: »
    This is how I worded it.

    The Medium Sized Engineering Deck Map.

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


    Did you get my Message In game Dragoon?

    I really don't get why moving doors did not make the top ten. I dont know what the origin bridge even is for example and I am sure we can do without.
    A TIME TO SEARCH: ENTER MY FOUNDRY MISSION at the RISA SYSTEM
    Parallels: my second mission for Fed aligned Romulans.
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited December 2013
    I would assume its just keyed to the type of map. As it stands now, all interior maps get access to all the interior backdrops. All the exterior maps get all the exterior backdrops. The blank map would be one of these two, or could have a version in each category I suppose.
    I really don't get why moving doors did not make the top ten. I dont know what the origin bridge even is for example and I am sure we can do without.

    People voted for the the things they wanted most out of the available options and the votes were tallied. Some things just weren't gonna make the top 25.
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  • nagoraknagorak Member Posts: 882 Arc User
    edited December 2013
    primar13 wrote: »
    We currently have to ability to change what the backdrop file is, there is a backdrop tab for each premade interior map. If we could make sure the backdrop tab and it's 40 premade backdrops are available with an empty map. that would probably work.

    All we need is the Three Backdrops added to the list of the 40 that are there.
    stationary Stars, for Spacestations/ and stationary ships
    Stars moving at Warp for Ships.
    Blue Sky for interiors of ground Buildings.


    You can actually use the star streaks effect even on ground maps, so we might not need the moving stars. Although it may be a bit tricky to get the trail situated right if you're facing towards it.
  • nagoraknagorak Member Posts: 882 Arc User
    edited December 2013
    I really don't get why moving doors did not make the top ten. I dont know what the origin bridge even is for example and I am sure we can do without.

    I didn't vote for the Origin bridge either, and it's a shame the doors didn't make it, but if we even get the stuff that made the list it would be good (don't hold your breath unless you want to suffocate).
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    I was wondering, since the foundry editor is available on tribble If I start a new project there will it be transferred to the holodeck or no. where I could continue editing... :confused:
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited December 2013
    primar13 wrote: »
    I was wondering, since the foundry editor is available on tribble If I start a new project there will it be transferred to the holodeck or no. where I could continue editing... :confused:

    No. The best you can do is "port," meaning that you'd recreate it on HD. I don't think you can do anything else, if I'm not mistaken.
    [SIGPIC][/SIGPIC]
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited December 2013
    kirksplat wrote: »
    No. The best you can do is "port," meaning that you'd recreate it on HD. I don't think you can do anything else, if I'm not mistaken.


    That's What I figured, but thought I would ask.
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