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Bioware Question and Answer
Level Editor Question: Is it possible to create a level with geometries that are out of the ordinary? Roads leading up into the sky, floating platforms or horizontal tunnels in vast landscapes?
BioBryanD For the level editor one: Yes, but you may have to use a few tricks for some of that. The main limitation is likely that the pathfinding walkmesh is "two dimensional", in that you can't have it overlap itself vertically. A level can be set up so you can easily walk over a bridge or under it, but not both without some additional creativity.

Level Editor Question: Can we paint surfaces that have reflective properties, such as polished marble, or light emitting properties?
BioBryanD For the second: you can have reflective objects in level layouts, but the reflections are made using prerendered light probes. There aren't light-emitting textures but you can place lights that are baked into the light map for the level, which can have the same effect. I'm not a level-editing wiz, so this may not be the most detailed or accurate of answers.

How is time measured, if you want something to happen in 3 days in the game, what time functions are available?
BioBryanD The large-scale passage of time is not handled by default, if you want to have days pass and keep track of dates and so forth you'll have to script it up.

"Animation" Editor Question: This tool allows the builders to string together a sequence of existing animations, right? If so then I imagine that these animations will only be useable in non-combat driven scenario's? (Cutscenes, conversations, ambient...)
BioBryanD Combat animations are driven by 2DAs, I believe. I'm pretty sure you can create new combat animations and link them up in a straightforward way, but I don't know the details of that system myself.
BioCraig Regarding the animation editor: The animation editor is mostly for packaging animations for creatures during gameplay, from what I've seen - it can certainly be applied to combat animations. In the cutscene editor on the other hand you can call on any animation you like and apply it to a creature; you can also blend animations to some degree.

After the game is released, do you see yourselves released regularly content for the toolset, such as additional environments, monster models, etc...?
BioCraig As has already been announced, there are two years of post release content planned already. I'm currently working on some of that myself.

Is the world map scrollable (like BG2)?
BioBryanD No, just a static image. You can have any number of worldmaps, and "child" maps depicting more local regions, but they don't scroll.
BioCraig You can also zoom in and out on the map screen.
BioBryanD I wonder if you could fake it by putting "arrow" map pins at the edges of the map, and transitioning to different maps that way.

Is there any gore modifying function in the toolest? I mean can we affect gore in the OC from the toolset, in case there isn't any such choice in the game itself?
BioBryanD I believe gore is applied in scripting, so you should be able to mod the OC's scripts to change how gore is applied in whatever manner you liked. I don't know that system myself, though, so can only speak in generalities.
BioCraig Addendum to Bryan's note on gore: Gore is a simple function call and can be toned down or removed quite easily through script editing.
BioBryanD Hm. The cutscene editor has a "set gore" action, though, which might sidestep the scripting engine entirely - I don't believe scripts run during cutscenes. So you may need to fiddle with some cutscenes as well to take it all out.
BioCraig very true - cutscenes are another matter entirely

Do we know how mods are published / updated, and how those updates interact with games saved while playing an older version of the mod? Will it be feasible to patch a mod to fix bugs or add a bunch of new content, for example, without breaking people's saved games for that mod?
BioCraig If handled carefully this is quite feasible.

Level Editor Question: Interiors and exteriors, how do they vary? Can we blend them together in one area where we can move from one to the other without facing a loadscreen?
BioBrianC technically you can
BioBrianC but there are other issues with that...
BioBryanD You can avoid loadscreens by putting several areas together into one "area list" - all areas in an area list are loaded into memory together when you enter one of them. The main difference between interiors and exteriors is the presence of a terrain mesh, I believe. You can use all of the same tile pieces and props in both interior and exterior layouts.
BioCraig when trying to include multiple tilesets in one area the main issues you will run into are performance ones, I believe
BioBryanD As I understand it, the main problem with walking inside buildings in an exterior level is handling the fade cutaway. As far as I'm aware we don't have that set up right now.
BioBrianC memory mostly, due to all the textures and models and objects being in memory
BioBrianC we can sort of get around fading obscuring geometry, but like NWN it's based on camera angles, no scripted "fade this stuff when you use this door"

One thing that bugged me in the nwn1 toolset is the slightly lacking introspection, ie while maintaining a module I every now and then find myself wanting to ask the module "what areas use script X on enter" or "which npcs have no perception scripts" or why not "give me a list of the each goblins total treasure value excluding scrolls sorted descending". Do we know if there's any tools towards this effect in the DA toolset?
BioCraig regarding the introspection tools question: the toolset uses a simple database for storing the modules - querying can be as specific as you like
BioBryanD DA's approach to event scripts is different from NWN, creatures just have one event script which gets passed every event and has to parse the event's meaning internally. This means you can handle an arbitrary number of events, and even make up your own custom events.
BioBryanD There's a generic "default" event-handling script for the various types of object, such as creature_core for creatures. When you write a custom event script for a creature, you can have it pass the event off to creature_core if you don't want to handle it (or if you only want to "add" a little to the routine handling of a particular event).
BioBryanD The event itself is an object with a bunch of associated variables that contain information about the event. For example, a perception event will have an object variable attached that points to the thing the creature is perceiving.
BioBryanD Most event scripts in DA are great big switch statements, with a case for each type of event that the script wants to handle specifically and a "pass this event to a core script" function call at the end.
BioBryanD The toolset has "templates" that make it easier to whip these things up, they provide a ready-made script with these things in place.
BioBryanD I've also created a template on the wiki so that the event documentation will contain auto-generated code blocks that you can copy and paste right into a script.

Class Question: Do the three classes each have their own animations for combat, movement and ambience purposes? More specifically, will we be able to see our rogues sneak around?
BioCraig It's more a matter of each ability having it's own animations - so while there is some overlap between classes in terms of standard attacks with the same weapons, there is a good deal of variation in the abilities that each class has access to.

Cutscene and/or Scripting Question: In NWN1 it's possible to move placeables through the use of a somewhat intricate script, which basically destroys and creates new instances of the object in different states and locations. Am I correct in assuming that we'll be able to create such a scenario in the cutscene editor and possibly also have this scenario play out outside of a cutscene?
BioCraig This is actually much simpler in DA
BioBryanD Placeables can be moved around freely inside cutscenes using the built-in position keyframing system, with no need for scripting.
BioBryanD Outside a cutscene... not sure, I'm just looking up what scripting functions are handy. SetPosition, I think.

Cutscene Editor Question: Can objects involved in a cutscene move along a path that starts outside of the area's boundaries (which hopefully renders them invisible)?
BioCraig much better yet, you can just activate or deactivate objects as you like.

Hello, a question about the head morph editor: I realize you wont be able to give a face scars out of the box, but would it be possible to add some as "tattoos"?
BioBryanD I'm not sure how the files are stored internally, but there are textures you can overlay onto faces that include scarring.

Is there a multi-classing capability in DA? Or would custom classes essentially all be new base classes in NWN-speak?
BioBryanD The default rules have something called "specializations", which are a bit like prestige classes in D&D 3.0 terms. They add on to an existing base class. But all the class stuff is done in scripting, so it should be possible to implement all sorts of variations on that.

Commenting on variable.2das
* BioBryanD adds a side note to the variable 2da issue, that creating a new variable 2da and adding it to an object is quite simple. Just copy an excel file, rename its workbook, add the new field, and export.
BioBryanD Not dynamic in-game but hopefully not too too restrictive beyond that limit.
Comments
#1 | herokid on August 02 2009 20:08:48
can you guys and gals make an over ride for the nwn2 prc
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