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Guide - Creating A Custom Interior Map

nagoraknagorak Member Posts: 882 Arc User
Some months ago I was contacted by someone by in-game mail who wanted tips on creating a custom interior. At the time I didn't have time for a detailed reply, but I told him that I thought I could write up a guide in the next couple of weeks. Well, weeks passed, and then months, and I just never found the time to work on it. At least not until the last few weeks. To whoever it was that mailed me, if you're still around, I'm sorry it took so long. :(

Below is a link to my video tutorial to creating a custom interior. The entire length of the tutorial is 55 minutes long, however the first 15 minutes just involves discussing what a custom interior is, why you'd want to create one, the pros and cons, etc. So, if you are only interested in the actual meat of how to create a custom interior, you can basically skip all of that stuff.

The tutorial is quite in depth and includes basically everything I've learned about creating custom interiors. It might also be a little bit long winded, so hopefully it's not too boring. But, if you do watch the tutorial, you should be pretty much up to speed on how to create a custom interior for yourself. So, anyway, I hope this helps at least one person. ;)

As always, feel free to post any feedback below.

Creating A Custom Interior Map - Full Playlist (54:20)

Part 1 - Introduction (1:15)

Part 2 - What Is A Custom Interior? (0:49)
Part 3 - Why Create A Custom Interior? (6:48)
Part 4 - Example Of A Custom Interior / Pros & Cons (6:44)
Part 5 - Creating A Custom Interior: Selecting An Outdoor Map (2:19)
Part 6 - Creating A Custom Interior: Selecting An Elevation / Placing Your Floor (10:06)
Part 7 - Creating A Custom Interior: Designing Your Corridors / Introduction To Walls (7:11)
Part 8 - Creating A Custom Interior: Placing Walls & Corners / Example Of Creating A Map / Placing Windows (13:44)
Part 9 - Creating A Custom Interior: Selecting A Backdrop / Placing Consoles / Conclusion (5:21)
Post edited by nagorak on
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Comments

  • swordbearer13swordbearer13 Member Posts: 0 Arc User
    edited November 2012
    WOW.

    I can't thank you enough. I'm new to the Foundry, and have been slogging through the wall placement tweaking issue trying to determine what values to use just to line up these. Stupid. WALLS.

    Just providing those numbers has saved me ALL KINDS of time and frustration. This is great info!
  • grylakgrylak Member Posts: 1,594 Arc User
    edited November 2012
    It may have been me who contacted you. Either way, this will be most valuable.
    *******************************************

    A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited November 2012
    Wow. Awesome job Nagorak. Please also post at subgc. I'll add a link to the post on our tutorials page.

    (visit our chat if you need help with the wordpress)
    [SIGPIC][/SIGPIC]
  • lcdrmillerlcdrmiller Member Posts: 47 Cryptic Developer
    edited November 2012
    nagorak wrote: »
    Some months ago I was contacted by someone by in-game mail who wanted tips on creating a custom interior. At the time I didn't have time for a detailed reply, but I told him that I thought I could write up a guide in the next couple of weeks. Well, weeks passed, and then months, and I just never found the time to work on it. At least not until the last few weeks. To whoever it was that mailed me, if you're still around, I'm sorry it took so long. :(

    Below is a link to my video tutorial to creating a custom interior. The entire length of the tutorial is 55 minutes long, however the first 15 minutes just involve discussing what a custom interior is, why you'd want to create one, the pros and cons, etc. So, if you are only interested in the actual meat of how to create a custom interior, you can basically skip all of that stuff.

    The tutorial is quite in depth and includes basically everything I've learned about creating custom interiors. It might also be a little bit long winded, so hopefully it's not too boring. But, if you do watch the tutorial, you should be pretty much up to speed on how to create a custom interior for yourself. So, anyway, I hope this helps at least one person. ;)

    As always, feel free to post any feedback below.

    Creating A Custom Interior Map - Full Playlist (54:20)

    Part 1 - Introduction (1:15)

    Part 2 - What Is A Custom Interior? (0:49)
    Part 3 - Why Create A Custom Interior? (6:48)
    Part 4 - Example Of A Custom Interior / Pros & Cons (6:44)
    Part 5 - Creating A Custom Interior: Selecting An Outdoor Map (2:19)
    Part 6 - Creating A Custom Interior: Selecting An Elevation / Placing Your Floor (10:06)
    Part 7 - Creating A Custom Interior: Designing Your Corridors / Introduction To Walls (7:11)
    Part 8 - Creating A Custom Interior: Placing Walls & Corners / Example Of Creating A Map / Placing Windows (13:44)
    Part 9 - Creating A Custom Interior: Selecting A Backdrop / Placing Consoles / Conclusion (5:21)

    Giant Thumbs Up!! Great tutorial!
    Jeff M.
    Environment Artist on Neverwinter Online
    Find me on Twitter
  • designationxr377designationxr377 Member Posts: 542 Arc User
    edited November 2012
    Holy CoW!

    Great work!
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited November 2012
    lcdrmiller wrote: »
    Giant Thumbs Up!! Great tutorial!

    lcdrmiller, please pass this around the office. Maybe we'll get some ceilings, when a few of you nice devs see what we have to do with ugly stone slabs that ultimately still look pretty bad as ceilings and floors.

    Please, please. please. This tutorial could really be an eye-opener.

    We aren't really asking for much these days. We need textures for ceilings and floors on flat primitives.

    This video shows exactly why we need those things.
    [SIGPIC][/SIGPIC]
  • hippiejonhippiejon Member Posts: 1,581 Arc User
    edited November 2012
    YOU ROCK , NAGORAK !
    Big BIG Thumbs up !

    And thanks :)
  • rheatitanrheatitan Member Posts: 0 Arc User
    edited November 2012
    Great Job!!

    Thanks for all the hard work
  • ajstonerajstoner Member Posts: 0 Arc User
    edited November 2012
    Outstanding.
    [SIGPIC][/SIGPIC]
  • nagoraknagorak Member Posts: 882 Arc User
    edited November 2012
    Thanks guys. I'm glad it helped you. :)

    The whole thing was kind of a pain to make, so I'm glad it at least has proven useful. First, it took a lot longer for me to make than expected. Then after it was done, POS Windows Movie Maker would not compile it all as one file, so I had to break it down into pieces, which would then work for some reason. Of course, there was no easy way to do it in Windows Movie Maker. That's why the sections are somewhat uneven lengths, because it was easier for me to break things at certain points.

    So, if you're thinking of putting together a long video, I'd think twice about using Windows Movie Maker. Maybe the newer versions are less crappy, but the XP version really sucks for anything longer than about 15-20 minutes.

    Also, I will be posting it to StarbaseUGC in the next day or so. I meant to do it shortly after posting here, but I was distracted by other things over the weekend.
  • obsidiusrexobsidiusrex Member Posts: 0 Arc User
    edited November 2012
    I've never used the Foundry.

    After watching your videos, I feel I could just jump right in and start making awesome custom interiors.

    Thanks for the extremely comprehensive walkthrough :)
    [SIGPIC][/SIGPIC]
    I don't care how long you've been playing. I only care about how you play.
    And remember to follow the rules.
  • danielpenfolddanielpenfold Member Posts: 3 Arc User
    edited November 2012
    That was good what you did thank you for showing us all :D
    I'm so happy :D
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited November 2012
    I've never used the Foundry.

    After watching your videos, I feel I could just jump right in and start making awesome custom interiors.

    Thanks for the extremely comprehensive walkthrough :)

    Probably the best compliment you could ever get Nagorak. Well done!
    The Foundry Roundtable live Saturdays at 7:30PM EST/4:30PM PST on twitch.tv/thefoundryroundtable
  • stealthriderstealthrider Member Posts: 2 Arc User
    edited November 2012
    Nagorak, this is an excellent tutorial and a great help for Foundry authors looking for a bit more creativity.


    I wonder, though. Do you think it would be possible to adapt these techniques into creating "static interior" Foundry maps? That is to say, do you think that, instead of using these custom interior maps for story missions, they could be used to create a starship interior for roleplay purposes?

    Obviously, such a thing would not be able to connect to our actual interiors, but it would still be very useful even if we'd have to go to ESD or DS9 or wherever to enter them.

    Your thoughts?
  • nagoraknagorak Member Posts: 882 Arc User
    edited November 2012
    Nagorak, this is an excellent tutorial and a great help for Foundry authors looking for a bit more creativity.


    I wonder, though. Do you think it would be possible to adapt these techniques into creating "static interior" Foundry maps? That is to say, do you think that, instead of using these custom interior maps for story missions, they could be used to create a starship interior for roleplay purposes?

    Obviously, such a thing would not be able to connect to our actual interiors, but it would still be very useful even if we'd have to go to ESD or DS9 or wherever to enter them.

    Your thoughts?

    Well, I suppose you could do whatever you want with the interiors you create. This is just a guide to making them. Obviously, I think most people will be making them to go along with a storyline mission, but I don't see why they couldn't be made for role playing purposes as well.

    You're right you'd have to hook them up to DS9 or some other door, but other than that there's no real limitation. If you wanted you could even create an entire ship where each time you interact with the turbolift, you go to another deck. It would only work in a certain order, of course, so you couldn't actually choose what deck you wanted to go to. But it would still allow for you to move between the decks in the same role playing mission.
  • grylakgrylak Member Posts: 1,594 Arc User
    edited November 2012
    You mention night 03 as the base map for ships with windows. I'll have to try that for my next deck. I've used the old ESD interior map and stuck it above that. Only problem is the spawn point has to be over the existing interior, which limits where you can spawn in from.


    There were alot of useful tricks and tips in there that I never thought of (like renaming the floors and walls). I'll be referencing those videos alot when I finally dive back into the Foundry.


    Major, major thanks for doing all that. It's highly appreciated.


    If I can ask, what did you use to build that transporter on Atlas deck 13? And which assets are the banners/symbols, like the one behind the transporter chief on deck 13? I can't find those, I could only find the faction banners that hang on poles.
    *******************************************

    A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'
  • ajstonerajstoner Member Posts: 0 Arc User
    edited November 2012
    +1 to STICKY this thread! Or create a tutorials section to encourage more of this.
    [SIGPIC][/SIGPIC]
  • birdofprey17birdofprey17 Member Posts: 20 Arc User
    edited November 2012
    This is a fantastic tutorial !! It has encouraged me to start over with the project I was working on. I had a certain storyline in mind, but the assests were not in the foundry so I had to tweak my story. Now I can go back and create the maps I need to tell my original story. Thanks !! :)

    I agree that this needs to be stickied. I would love to see more tutorials in the future, showing all the tips and tricks.
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited November 2012
    The Foundry Roundtable live Saturdays at 7:30PM EST/4:30PM PST on twitch.tv/thefoundryroundtable
  • nagoraknagorak Member Posts: 882 Arc User
    edited November 2012
    grylak wrote: »
    You mention night 03 as the base map for ships with windows. I'll have to try that for my next deck. I've used the old ESD interior map and stuck it above that. Only problem is the spawn point has to be over the existing interior, which limits where you can spawn in from.

    The only problem with Night 03, as I mentioned, is it's very dim. I don't know if it's any brighter above the old ESD map or not. I'll have to give that a try.

    If a dev is reading this, what we really need an outdoor backdrop with a starfield background, and some soft ambient lighting from directly above to fully illuminate the custom interior. Alternatively, if we had the ability to edit the lighting on ground maps, like we do in space, that would also solve the problem.
    grylak wrote: »
    There were alot of useful tricks and tips in there that I never thought of (like renaming the floors and walls). I'll be referencing those videos alot when I finally dive back into the Foundry.


    Some of the tips seem so obvious to me now that I questioned whether to even put them in. Like the thing about putting the coordinates in the name of the ceiling before moving it, so you could easily put it back. Now that just seems like common sense, but I remember for a long time I actually wrote down the coordinates on a piece of paper instead. So, I figured that mentioning stuff like that probably was useful.
    grylak wrote: »
    Major, major thanks for doing all that. It's highly appreciated.

    No problem, I'm glad the tutorial has proven helpful. I know I had figured out a lot of tricks to making a custom interior, but I wasn't sure if maybe everyone else already knew them, in which case I would just be wasting my time.
    grylak wrote: »
    If I can ask, what did you use to build that transporter on Atlas deck 13? And which assets are the banners/symbols, like the one behind the transporter chief on deck 13? I can't find those, I could only find the faction banners that hang on poles.

    The transporter is made out of 5 "Console - Hologram Podium XL 01"s set on top of a "Platform - Holographic Display 01". At the sides I have a couple of "Building Block Column 5x25x5"s to fill a gap between a couple of the Holo Podiums. If you want when the Foundry comes back up I can get the exact coordinate and rotation information for you to copy it. It's only made up of about 7 objects, I believe.

    The banner behind Chief McConnel is Banner - Galaxy Class Starship. There are a bunch of other banners too, which were all added with Season 6.
  • kirksplatkirksplat Member Posts: 0 Arc User
    edited November 2012
    nagorak wrote: »
    Some of the tips seem so obvious to me now that I questioned whether to even put them in. Like the thing about putting the coordinates in the name of the ceiling before moving it, so you could easily put it back. Now that just seems like common sense, but I remember for a long time I actually wrote down the coordinates on a piece of paper instead. So, I figured that mentioning stuff like that probably was useful. ;)

    I have never, ever thought of renaming stuff as their coordinates. I've made all of my missions withe a pencil, a notepad and a calculator nearby. It's a great tip.
    [SIGPIC][/SIGPIC]
  • afalconerafalconer Member Posts: 1 Arc User
    edited December 2012
    In a custom map, how do you set up the minimap so it works?
    Since the minimap does only a top down image, it will show the roof. I have worked on a work around method whereby you duplicate everything and put it above the roof. So build the ground with all the decorations and consoles at 500 meters (for example) and the duplicate it to 600 meters. Then put the roof at 512 meters. The player would see the roof, but the minimap would see the map at 600 and therefore show all the items. I'd rather not do that. I wish that they would just give us the roof tiles which are invisible on the top side allowing the minimap to view through it.

    Armand Falconer
  • nagoraknagorak Member Posts: 882 Arc User
    edited December 2012
    There's no real way to get the minimap to work, as you have discovered. I haven't tried it myself, but your if duplicating the assets and placing them at a higher level would probably work as well as anything. You'd only need to duplicate the walls, and maybe a few important console and other props for people to see what the room contains.
  • afalconerafalconer Member Posts: 1 Arc User
    edited December 2012
    I am looking at building a custom non-starfleet custom map. In effect, I am trying to create an independent base. I was going to use Wall - Generic 3 and/or Wall - Generic Ship 01 for the walls, but all the doors are Federation looking. Any suggestions for what I can use for non-starfleet doors?

    Armand Falconer
  • nagoraknagorak Member Posts: 882 Arc User
    edited December 2012
    There are a few non-Federation doors. To find them simply write "door" into the detail objects search and they should all come up. The only trouble is they don't actually open automatically. But what you could do is use them and just have them be closed. Any that you want to have open could simply open based off of an interact or a reach marker.

    You're probably going to have to modify the wall spacing to get the doors to work though. You'll also either need to set the ceiling low enough that it's no higher than the top of the door (most of the doors are pretty big though since they are original "barn door" style assets, so the ceiling won't have to be that low), or alternatively you can use a building block wall at the top to cover up any gap.

    I'm not sure what type of base you're making, but you could also use the "Doorway - Temple Cave" asset as the doorway, and then put one of the other doors so it sits inside of it.
  • afalconerafalconer Member Posts: 1 Arc User
    edited December 2012
    nagorak wrote: »
    But what you could do is use them and just have them be closed. Any that you want to have open could simply open based off of an interact or a reach marker.

    I've been giving your idea some thought and was wondering if this would work. Put 2 doors in the same spot. A & Z. A starts visible and Z invisible. Then have 2 reach markers on each side. So the set up would look like R1 R2 A/Z R3 R4. So as you walk R3 would set A to invisible making it look like the door opens. As you walk past, R1 would make Z visible making the door close. As you come back the other way R2 makes Z invisible and R4 makes A visible again. Since reach markers trigger each time you pass as long as they aren't an object, would this give the effect of a door that opens and closes as you approach and depart?

    Armand Falconer
  • nagoraknagorak Member Posts: 882 Arc User
    edited December 2012
    Unfortunately, that won't work. The problem is even if the reach markers keep triggering, objects can only appear and disappear once. They don't cycle through the triggers.

    If you used more copies of the door it might be possible to pull something off like that, but even so there are limitations, I'm afraid.

    Maybe something like this:

    Reach Marker 1 (in front of door): Door 1 -> Invisible
    Reach Marker 2 (well past door): Door 2 -> Visible
    Reach Marker 3 (back in front of door): Door 2 -> Invisible
    Reach Marker 4 (well past door): Door 3 -> Visible
  • psycoticvulcanpsycoticvulcan Member Posts: 4,160 Arc User
    edited December 2012
    This needs to be stickied. Like, right now.
    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 December 2012
    grylak wrote: »
    If I can ask, what did you use to build that transporter on Atlas deck 13? And which assets are the banners/symbols, like the one behind the transporter chief on deck 13? I can't find those, I could only find the faction banners that hang on poles.


    Here's the details on the transporter pad for anyone who is interested. All coordinates are relative to the left transporter pad piece, with the exception of Y, which is relative to the floor. I just modified this today, and the alternate version, which is more open is in italics. I think I like it better, so I might change all my transporters to my new version.


    Transporter
    Transporter - Left - 0, 0.5, 0 (Console - Hologram Podium XL 01)*
    Transporter - Top Left - +1.7, 0.5, +2.6, Rot 45
    Transporter - Bottom Left - +1.7, 0.5, -2.6, Rot -45
    Transporter - Top Right - +4.7, 0.5, +2.6, Rot 135
    Transporter - Bottom Right - +4.7, 0.5, -2.6, Rot -135

    Alt. Transporter - Top Right - +4.7, 0.5, -3.236, Rot 90
    Alt. Transporter - Bottom Right - +4.7, 0.5, -3.236, Rot -90

    Transporter Pad - +4.5, 0.1, 0, Rot 45 (Platform - Holographic Display)

    Bulkheads not needed for alternate version.
    Transporter Bulkhead - Top - +3.2, 0, +5.3 (Building Block Column 5x22x5 03)
    Transporter Bulkhead - Bottom - +3.2, 0, -5.3

    Federation Logo - +9.6, 0.9, 0, Rot 90 (Detail - Starfleet Floor Logo 01)
    Transporter Console - +13, 0.9, 0, Rot -90 (Console - Ship M 06)
  • thay8472thay8472 Member Posts: 6,164 Arc User
    edited December 2012
    dont suppose you've built a agoony booth ? :D
    zx2t8tuj4i10.png
    Thank you for the Typhoon!
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