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Foundry Video Tutorial and Q&A

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Foundry's been down when I have a chance to use it. I want it to look like a Cardassian who has had a serious case of nanite infection. But I'm going to play around with the action costumes. I kind of want him to fight like an Augment.

    Why not create a new playable character using the Alien option and trying to see if the infected skin is available?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Why not create a new playable character using the Alien option and trying to see if the infected skin is available?

    I could. But I'm away from the game at the moment. I'm hoping Foundry is open by the time I am. :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    A few questions.

    Can you start a mission on the ground?

    Also, can you have more than 2 maps. Like 1 space, and 4 grounds maps?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    OmegaOm wrote: »
    A few questions.

    Can you start a mission on the ground?

    Also, can you have more than 2 maps. Like 1 space, and 4 grounds maps?

    Yes and Yes
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Can you make mission objectives take place on your own ship?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Updated:
    Foundry Video Tutorial

    =======
    pipboy1981 wrote: »
    Can you make mission objectives take place on your own ship?
    No, not yet.

    You can have it take place on a ship interior for a particular faction but not on the players' own ships yet.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Updated:
    Foundry Video Tutorial

    =======


    No, not yet.

    You can have it take place on a ship interior for a particular faction but not on the players' own ships yet.


    Please keep these up. Im finding them INCREDIBLY informative. You are whetting my appetite for the Foundry quite well.

    One question...

    Can you have mobs "zone" in on a timer, say every 30 seconds or so to represents waves of attackers?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Jacoben wrote:
    Can you have mobs "zone" in on a timer, say every 30 seconds or so to represents waves of attackers?

    Not yet. This was requested during closed beta but the goal was to have just this basic stuff functional and stable before adding more complexity to the game. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    pipboy1981 wrote: »
    Can you make mission objectives take place on your own ship?

    Well, sort of.

    There are a few maps that could conceivably pass for the inside of a players ship. I've played a UGC mission where I had to beam to my cargo bays. They were not like the official interiors, but the mission still worked.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Updated:
    Foundry Video Tutorial

    =======


    No, not yet.

    You can have it take place on a ship interior for a particular faction but not on the players' own ships yet.

    You gonna put this on the blog, D? Or, should I?

    I've also started adding your tutorials to the wiki
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Great video there, Kirkfat. Can I just ask, how were you able to set the enemies so that when you attacked them their buddies came running over the hill? You're right, it is way more interesting than having them standing around waiting to be shot :)

    Also, I notice you used custom costumes. Did you have any problems when previewing the maps where your NPCs would be really really short after applying the custom costumes? That happened to me when I got in the Foundry briefly yesterday.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Very good stuff here. They need to go ahead and sticky this thread.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I cant use the foundry :( when i go to the create content tab everything is still greyd out
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I cant use the foundry :( when i go to the create content tab everything is still greyd out

    Thats because its currently disabled on Tribble.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Kirkfat wrote: »
    You gonna put this on the blog, D? Or, should I?

    I've also started adding your tutorials to the wiki

    Just make sure I'm attributed as the author. People are starting to think it's you, not me. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'm rewatching the videos again and though I know this will be shown in the 2nd I'd also like to just read the answer in an instructional way: how do you create a doorway to beam down to a planet from an existing space map?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Can I just ask, how were you able to set the enemies so that when you attacked them their buddies came running over the hill? You're right, it is way more interesting than having them standing around waiting to be shot
    I did it by zooming into the ground map. When you do this, you can move individual enemy spawns. I put some out of the player's line of sight.

    Had I been more creative, I could've had a combat text or battlecry that said "get the others!".
    Also, I notice you used custom costumes. Did you have any problems when previewing the maps where your NPCs would be really really short after applying the custom costumes? That happened to me when I got in the Foundry briefly yesterday.
    This was recorded on RedShirt. I haven't been able to replicate the shrunken costume issue.
    I'm rewatching the videos again and though I know this will be shown in the 2nd I'd also like to just read the answer in an instructional way: how do you create a doorway to beam down to a planet from an existing space map?
    You will probably need to use the pregenerated version of that space map and add it to your mission. This is done to prevent players from having too many conflicted missions in the same space instance.

    From there, place an objective that utilizes something on the ground map: be it a reach marker, an object, or someone to talk to.

    Next, create an objective that uses that person or item you placed. This will automatically generate the map transfer dialog box - which you can later customize.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Varlo wrote:
    Great video there, Kirkfat. Can I just ask, how were you able to set the enemies so that when you attacked them their buddies came running over the hill? You're right, it is way more interesting than having them standing around waiting to be shot :)

    Also, I notice you used custom costumes. Did you have any problems when previewing the maps where your NPCs would be really really short after applying the custom costumes? That happened to me when I got in the Foundry briefly yesterday.

    I believe those are questions for D, lol. Good questions though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I'm rewatching the videos again and though I know this will be shown in the 2nd I'd also like to just read the answer in an instructional way: how do you create a doorway to beam down to a planet from an existing space map?


    I cover that in my video walkthrough. It's processing. Hopefully, it will play back on fullscreen.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Kirkfat wrote: »
    I cover that in my video walkthrough. It's processing. Hopefully, it will play back on fullscreen.

    Awesome, cant wait to see it :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Sorry Darren, for not realising you were authoring these missions :o

    Thanks for the answers guys, and the great work :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    I did it by zooming into the ground map. When you do this, you can move individual enemy spawns. I put some out of the player's line of sight.

    Had I been more creative, I could've had a combat text or battlecry that said "get the others!".


    This was recorded on RedShirt. I haven't been able to replicate the shrunken costume issue.


    You will probably need to use the pregenerated version of that space map and add it to your mission. This is done to prevent players from having too many conflicted missions in the same space instance.

    From there, place an objective that utilizes something on the ground map: be it a reach marker, an object, or someone to talk to.

    Next, create an objective that uses that person or item you placed. This will automatically generate the map transfer dialog box - which you can later customize.

    Ok great. So if I want a space/ground combo map, create a space map with an objective(which will automatically create a transfer box which I select a door for), and create a ground map with an objective(which will also create a transfer box) and make the door the planet(or ship if you wanted to do a mission onboard a ship) on my space map?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Ok great. So if I want a space/ground combo map, create a space map with an objective(which will automatically create a transfer box which I select a door for), and create a ground map with an objective(which will also create a transfer box) and make the door the planet(or ship if you wanted to do a mission onboard a ship) on my space map?

    Yes: you need an object or contact as your objective though - so place those first.

    If you create the objective without it, you'll just need to visit your desire map to move to and click "Unplaced Objects" and it will show the current objective's unplaced object (i.e. a reach marker).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Varlo wrote:
    Sorry Darren, for not realising you were authoring these missions :o

    No worries. I went back and added credits to the introduction.

    On a related note, everyone was asking me about the music and I went back and attributed the artists responsible. It's a fairly surprising source. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    No worries. I went back and added credits to the introduction.

    On a related note, everyone was asking me about the music and I went back and attributed the artists responsible. It's a fairly surprising source. :D

    Yep, good musical choices. If your interested, the game Star Trek New Worlds had some pretty awesome music that might work well with your videos. Here is one, with others on the side:

    http://www.youtube.com/watch?v=YyDMMKZmJwo&feature=related
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Yep, good musical choices. If your interested, the game Star Trek New Worlds had some pretty awesome music that might work well with your videos. Here is one, with others on the side:

    http://www.youtube.com/watch?v=YyDMMKZmJwo&feature=related

    Pretty music but the reason I chose my current ones was due to them being Creative Commons licensed (meaning no copyright violations for players in Germany and abroad).

    I'd love to vary the music more but most music is unavailable for streaming in other countries. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Hey D, what capture software are you using? I'm having some problems with mine.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Kirkfat wrote: »
    Hey D, what capture software are you using? I'm having some problems with mine.

    CamStudio. It's freeware.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    CamStudio. It's freeware.

    Thanks! I'll dumb this limited time payware one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2010
    Not yet. This was requested during closed beta but the goal was to have just this basic stuff functional and stable before adding more complexity to the game. :D

    I can tell you how to simulate this. It's fairly advanced though.

    You can set parallel mission objectives (ie. two lines of objectives that take place at the same time).

    Enemies required for an objective don't spawn until that objective is required.

    Enemies required for an objective count, even if killed by other enemies and most enemy factions are hostile to eachother.

    You can then have a kill objective for an enemy group in a box that the player doesn't see, where hostile mobs are placed. This acts as a somewhat random timer. You need to make sure the mobs required for the objective are grossly outnumbered/outgunned by the NPCs placed there to kill them or there's a risk that the mission will be unable to complete.

    Alternate these timer objectives with waves that spawn near the player in parallel tracks that go kill->timer->kill->timer.
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