View Full Version : Foundry Video Tutorial and Q&A
Archived Post
12-02-2010, 04:30 PM
Unofficial Foundry Tutorial
Part 1: Introduction (http://www.youtube.com/watch?v=M0zkA_RK92c&hd=1)
Part 2: First Steps (Creating Your First Mission) (http://www.youtube.com/watch?v=xZ_ibVdqgG0&hd=1)
Part 3: Intermediate Features (http://www.youtube.com/watch?v=3QrkRihL9B0&hd=1)
You can play the mission we made in Tutorial #3 in-game:
Just search for Bull-dog Days from the Community Authored search window
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Background:
I'm working on a series of videos demonstrating how to use the Foundry toolset for Star Trek Online. While my script is laid out in a step-by-step manner, I realize I may not touch on everything that new users want to know.
With that in mind, I am offering to compile a video of Question and Answers on how to do specific things within the Foundry. If the question you asked can't be answered, I'll respond here.
If, however, you ask how to do something complex and either the other closed beta testers or myself can answer, we'll do so here and in a video format eventually.
So, let's get started!
Steps:
Post your questions
Get your answers (hopefully)
See responses to select question in video format on YouTube!
Archived Post
12-02-2010, 04:36 PM
To answer one of the first questions I had with the Foundry:
How to I move from one map to another? (Ex: from space combat to ground combat)
Tutorial: http://starbaseugc.com/index.php/uncategorized/understanding-map-transitions/
Archived Post
12-02-2010, 04:45 PM
To answer one of the first questions I had with the Foundry:
How to I move from one map to another? (Ex: from space combat to ground combat)
Tutorial: http://starbaseugc.com/index.php/uncategorized/understanding-map-transitions/
Nice... very helpful :D
Archived Post
12-02-2010, 04:55 PM
Um, how do I get started? Foundry is down, but you can still answer that with a video. How do I get into Foundry and what's the details on this character we are creating?
Archived Post
12-02-2010, 05:00 PM
Um, how do I get started? The "New Character" button is grayed out and I have three slots available.
Yes, how please?
Archived Post
12-02-2010, 05:00 PM
Foundry is down.
Archived Post
12-02-2010, 05:02 PM
I see that now. That sucks.
Archived Post
12-02-2010, 05:03 PM
. . .dang.
Archived Post
12-02-2010, 05:24 PM
Foundry is down but you can start with the introductory tutorial video (http://www.youtube.com/watch?v=M0zkA_RK92c).
I'm working on the others in the series. :)
Archived Post
12-02-2010, 05:36 PM
when did the foundry go down?
Archived Post
12-02-2010, 05:39 PM
when did the foundry go down?
It was disabled around 2:41 PM due to servers being overloaded.
Archived Post
12-02-2010, 05:39 PM
when did the foundry go down?
A few hours after it went on Tribble.
Archived Post
12-02-2010, 05:42 PM
1) How do we make a transfer from interior to exterior ground maps and vice versa?
2) Did you guys have a height slider for the NPCs you created in beta? Cos I can't find one and all my NPCs are munchin-sized lol
3) How do we make turbolifts work?
4) Where are the transporter pads in the object library? Can't find them anywhere.
5) A guide on dialog flow would be very helpful. Can we have one please?
6) How do you adjust the distance at which a sliding door will open in response to an avatar or NPC? They are opening when I'm nowhere near them.
Sorry for the wall of questions, I've been in the Foundry for hours and I'm loving it, but I need these questions answered if I'm to get much use out of it.
Archived Post
12-02-2010, 05:47 PM
1) How do we make a transfer from interior to exterior ground maps and vice versa?
If you character starts in an interior map and you have the exterior map created too:
You must add an objective
This objective must take place on the exterior map
The system will automatically generate map transfer text anytime an objective takes place on a different map.
2) Did you guys have a height slider for the NPCs you created in beta? Cos I can't find one and all my NPCs are munchin-sized lol
This may be a bug. Our test characters were around the same height as NPCs.
3) How do we make turbolifts work?
This feature isn't implemented yet.
4) Where are the transporter pads in the object library? Can't find them anywhere.
There aren't any - yet. These aren't added yet.
5) A guide on dialog flow would be very helpful. Can we have one please?
I'm working on a video for the story editor as we speak.
6) How do you adjust the distance at which a sliding door will open in response to an avatar or NPC? They are opening when I'm nowhere near them.
You cannot change them yet but they behavior more realistically when you publish a mission.
Publishing a mission will generate all the pathfinding for NPCs (and the environment). This also allows mobs to wander as they will then have pathing coordinates.
Archived Post
12-02-2010, 05:48 PM
1) How do we make a transfer from interior to exterior ground maps and vice versa?
2) Did you guys have a height slider for the NPCs you created in beta? Cos I can't find one and all my NPCs are munchin-sized lol
3) How do we make turbolifts work?
4) Where are the transporter pads in the object library? Can't find them anywhere.
5) A guide on dialog flow would be very helpful. Can we have one please?
6) How do you adjust the distance at which a sliding door will open in response to an avatar or NPC? They are opening when I'm nowhere near them.
Sorry for the wall of questions, I've been in the Foundry for hours and I'm loving it, but I need these questions answered if I'm to get much use out of it.
1. See second post of the thread for help on map transitions.
2. Our NPC options began very limited, and then they got more indepth with each update. I expect more and more options for npcs with each update. The devs weren't that focused on the customization of npcs, when they were trying to get them to work properly. Since then, they've brought many, many updates to the npcs.
3. No idea. Most likely, it involves changing maps and a loading screen after entering the lift.
4. No transporter pads yet.
5. Dialogue flow? Can you be more specific?
6. I think that is something that the art team would have to do for us.
Archived Post
12-02-2010, 05:55 PM
Thanks guys.
So it seems that there's no way to make a ground exterior and have free-roam entry/exiting of buildings without having objectives inside/outside the buildings, is that right?
Just to clarify, on NPC creation, the stock ones are the same size as my test toon, but when I created costumes for them and applied them, they suddenly became about 4 feet tall.
Archived Post
12-02-2010, 05:58 PM
Thanks guys.
So it seems that there's no way to make a ground exterior and have free-roam entry/exiting of buildings without having objectives inside/outside the buildings, is that right?
Correct. If you want to enter a building, you must create a different map for the interior and switch maps. Entering the new map must be part of the main objective of the game. Your objectives could however involve exploring every building in a specific order.
Archived Post
12-02-2010, 05:59 PM
Is there a limit to the number of dialog boxes? I would like to make at least one story intensive mission.
Archived Post
12-02-2010, 06:01 PM
Correct. If you want to enter a building, you must create a different map for the interior and switch maps. Entering the new map must be part of the main objective of the game. Your objectives could however involve exploring every building in a specific order.
You can make location objectives, right? So I could have you have to be next to the building in order to go in.
Archived Post
12-02-2010, 06:01 PM
Is there a limit to the number of dialog boxes? I would like to make at least one story intensive mission.
If there is a limit, I've never reached it, and the mission that I made were very heavy on dialogue. I've never seen a dev say that dialog would be limitied, only that amount of enemies, building, etc. were limited.
Archived Post
12-02-2010, 06:01 PM
Is there a limit to the number of dialog boxes? I would like to make at least one story intensive mission.
I've seen missions with over a dozen dialogue boxes.
To answer your question, I've never seen anyone reach the limit.
Archived Post
12-02-2010, 06:03 PM
You can make location objectives, right? So I could have you have to be next to the building in order to go in.
Yes. locations become objectives themselves with the use of place/reach markers. You can set it up where I have to climb the steps of a temple, before the next objective kicks in. If I don't hit the place marker, then nothing happens.
Archived Post
12-02-2010, 06:03 PM
Is there a limit to the number of dialog boxes? I would like to make at least one story intensive mission.
Not a closed beta tester, but I am pretty sure that you can have quite a few. Just not infinate.
Archived Post
12-02-2010, 06:06 PM
I havent had a chance to watch yet, but thanks in advance for this. More thanks to come :D
Archived Post
12-02-2010, 06:07 PM
Correct. If you want to enter a building, you must create a different map for the interior and switch maps. Entering the new map must be part of the main objective of the game. Your objectives could however involve exploring every building in a specific order.
But can I not make an interactive door like Admiral Quinn's office door for example, so that just clicking on it loads the next map without having an objective beyond it other than exploring?
Archived Post
12-02-2010, 06:11 PM
Can you have multiple dialog strings? For example, could I recreate the drinking puzzle seen in the last Devidian mission?
My first foundry creation is probably never going to see the light of day. I'm just going to use it as my own personal testbed.
Archived Post
12-02-2010, 06:12 PM
I havent had a chance to watch yet, but thanks in advance for this. More thanks to come :D
Don't thank me until I figure out a better way to present the following:
Story Editor
Map Editor
Costume Editor
An Example Mission
Right now, that video only covers creating a character and what the first few screen (the Project Editor) mean. They're not terribly straightforward but I think the video answers a lot of questions about what a reviewed-mission will look like from the Project window.
But can I not make an interactive door like Admiral Quinn's office door for example, so that just clicking on it loads the next map without having an objective beyond it other than exploring?
Yes, you need an objective on another map to do a transfer.
We don't have same map transports yet, either.
Archived Post
12-02-2010, 06:13 PM
But can I not make an interactive door like Admiral Quinn's office door for example, so that just clicking on it loads the next map without having an objective beyond it other than exploring?
Hmm... from my experience you cannot do this with existing elements of a map, but you can add an object to a map, or choose an object in the prefab map that can be used. There are doors in the art assets of the toolset, but I'm not sure if you can do this with Quinn's door at ESD. So, yes, you can do this if you add a door to a map, but maybe not if you want to use the existing doors of a prefab map.
If the objective is scan a plant that you've added, followed by talk to a contact at a different map, then scanning the plant will initiate a map change of beaming from one locale to another.
I hope that makes sense.
Archived Post
12-02-2010, 06:14 PM
If I may be so bold to make a suggestion, the Story Editor would be the most helpful right off the bat. Costumes and Maps need to be edited, but it is difficult to understand the scope and scale of Foundry missions unless we see the Story Editor in action and see what it is capable of.
That said, your first video was fantastic! What was the soundtrack?
-Allen
Archived Post
12-02-2010, 06:16 PM
Can you have multiple dialog strings? For example, could I recreate the drinking puzzle seen in the last Devidian mission?
My first foundry creation is probably never going to see the light of day. I'm just going to use it as my own personal testbed.
Dialog options are limited. There is no branching dialogue although that is high on the devs' wishlist. You will have one choice which advances the mission.
However, you can add idle chat to a random npc that has no bearing on the mission. For example, you could put a barfly in a tavern that always says "Whatcha looking at?" You wouldn't have to speak to her to advance the mission. She would just be filler details that adds character to the mission.
Archived Post
12-02-2010, 06:19 PM
If I may be so bold to make a suggestion, the Story Editor would be the most helpful right off the bat. Costumes and Maps need to be edited, but it is difficult to understand the scope and scale of Foundry missions unless we see the Story Editor in action and see what it is capable of.
That said, your first video was fantastic! What was the soundtrack?
-Allen
I started with that since understanding the character allegiance and how feedback works is vital. :D
The trick is that a story editor generally requires maps and costumes already made. I'm working on a way to try and make it seamless.
Archived Post
12-02-2010, 06:41 PM
Ok, I just watched the video and it was pretty short but a good intro. I enjoyed the music you picked as well. That said, what I would really appreciate more than anything is simply watching you go through each step to create a basic mission while explaining what you are doing.
Archived Post
12-02-2010, 06:43 PM
Ok, I just watched the video and it was pretty short but a good intro. I enjoyed the music you picked as well. That said, what I would really appreciate more than anything is simply watching you go through each step to create a basic mission while explaining what you are doing.
I'll do this on Friday for you, GN. I'll do something simple, like a kill 2/2 mission on a planet, from start to finish. Would that be helpful?
Archived Post
12-02-2010, 06:44 PM
Ok, I just watched the video and it was pretty short but a good intro. I enjoyed the music you picked as well. That said, what I would really appreciate more than anything is simply watching you go through each step to create a basic mission while explaining what you are doing.
Agreed. Can you add a simple narration track? I'd rather hear that than the music.
Archived Post
12-02-2010, 06:45 PM
I'll do this on Friday for you, GN. I'll do something simple, like a kill 2/2 mission on a planet, from start to finish. Would that be helpful?
Very. And if your taking requests, I would like to see a ground/space combo mission. Thanks in advance.
Archived Post
12-02-2010, 06:48 PM
Very. And if your taking requests, I would like to see a ground/space combo mission. Thanks in advance.
OK, It'll be a ground space combo that involves defeating a bird of prey, approaching a planet, beaming down, scanning a tree and killing a Klingon. That should cover several basics.
Archived Post
12-02-2010, 06:50 PM
OK, It'll be a ground space combo that involves defeating a bird of prey, approaching a planet, beaming down, scanning a tree and killing a Klingon. That should cover several basics.
That sounds great!
Archived Post
12-02-2010, 06:51 PM
Very. And if your taking requests, I would like to see a ground/space combo mission. Thanks in advance.
Probably goes without saying. But I'd like you to focus on transitions as well:
Space to ground
Exterior ground to interior ground
Interior ground to exterior ground
Ground to space
You could put these up as short videos or all four in one video. It would help us understand transitions a little more without being burdened down with all the extra stuff.
Archived Post
12-02-2010, 06:57 PM
I'll do this on Friday for you, GN. I'll do something simple, like a kill 2/2 mission on a planet, from start to finish. Would that be helpful?
That would be immensely helpful. I'm one of those folks who learns best by watching others.
I thought of another question..
You said NPC pathing is generated by the engine when you publish a mission, but is there a way to create custom paths to add a bit of intelligence to our AI? I don't know if I'm expecting too much of the Foundry, but from your experience with it in CB, could you compare it to Bethesda's GECK and TES editors, and maybe highlight the differences in what the Foundry can or can't do compared to those?
I've also been wondering if there's a mission template we could maybe download/import and reverse engineer to learn from?
(Sorry, I ask way too many questions sometimes)
:o
Archived Post
12-02-2010, 06:59 PM
Probably goes without saying. But I'd like you to focus on transitions as well:
Space to ground
Exterior ground to interior ground
Interior ground to exterior ground
Ground to space
You could put these up as short videos or all four in one video. It would help us understand transitions a little more without being burdened down with all the extra stuff.
Yeah, these would be a huge help too if you could :)
Archived Post
12-02-2010, 07:04 PM
That would be immensely helpful. I'm one of those folks who learns best by watching others.
I thought of another question..
You said NPC pathing is generated by the engine when you publish a mission, but is there a way to create custom paths to add a bit of intelligence to our AI? I don't know if I'm expecting too much of the Foundry, but from your experience with it in CB, could you compare it to Bethesda's GECK and TES editors, and maybe highlight the differences in what the Foundry can or can't do compared to those?
I've also been wondering if there's a mission template we could maybe download/import and reverse engineer to learn from?
(Sorry, I ask way too many questions sometimes)
:o
I've not played those tools, so I can't comment, but I don't think that there is a way to direct the npcs toward specific paths. There are animations that can be added to change the way that group npcs behave, but they are not goal specific.,
Regarding a miision template, it was suggested during CB several times. Cyptic did not comment, I recall. They seem to think their walk-through is a good guide to get you started.
Archived Post
12-02-2010, 07:07 PM
Ok, I just watched the video and it was pretty short but a good intro. I enjoyed the music you picked as well. That said, what I would really appreciate more than anything is simply watching you go through each step to create a basic mission while explaining what you are doing.
I'm uploading the video right now.
I will add the same annotations explaing each step. You can create an entire mission in under ten minutes by following this tutorial I'm uploading. :)
Agreed. Can you add a simple narration track? I'd rather hear that than the music.There was originally narration but technical errors forced me to pull it at the last moment (hot mic and magnetic interference caused hissing).
Archived Post
12-02-2010, 08:10 PM
Dialog options are limited. There is no branching dialogue although that is high on the devs' wishlist. You will have one choice which advances the mission.
However, you can add idle chat to a random npc that has no bearing on the mission. For example, you could put a barfly in a tavern that always says "Whatcha looking at?" You wouldn't have to speak to her to advance the mission. She would just be filler details that adds character to the mission.
You can also set dialogue for contacts that are not required for the mission.
Archived Post
12-02-2010, 08:29 PM
I'm uploading the video right now.
Looking forward to seeing the next installment. Your initial effort is very much appreciated, well done.
maj!
Archived Post
12-02-2010, 09:07 PM
Updated:
Foundry Tutorial
Part 2: First Steps (Creating Your First Mission) (http://www.youtube.com/watch?v=xZ_ibVdqgG0&hd=1)
Archived Post
12-02-2010, 09:38 PM
Very nicelty done (helps see how mission flow creation works). The other interesting thing (IMO) is: The music you picked is reminiscent of some of the quiter themes used when travelling long distances in EVE OnlIne ;)
Anyhow, please keep these coming. :)
Archived Post
12-02-2010, 10:04 PM
Very nicelty done (helps see how mission flow creation works). The other interesting thing (IMO) is: The music you picked is reminiscent of some of the quiter themes used when travelling long distances in EVE OnlIne ;)
Anyhow, please keep these coming. :)
Will do, man! :)
Expect a few more videos throughout the weekend. I want players to get up-to-speed on the Foundry. :D
Archived Post
12-02-2010, 10:10 PM
excellent videos
meow
Archived Post
12-03-2010, 04:02 AM
Very helpful.
Im sure to be confused once I get in but I see now how you can make a mission and test it.
Bookmarked for refrence when I get stuck later.
8-)
Archived Post
12-03-2010, 07:15 AM
Thanks again Darren, well done sir.
Getting to see this process in action really helped to clarify in my mind how mission building will work. I am sure that there are MANY additional elements that can be incorporated with time and effort--good job keeping this tutorial simple, I am sure it was tempting to really show what all can be accomplished...Heh.
maj!
Archived Post
12-03-2010, 08:05 AM
I'm watching the new video now and my first question is, is it possible to create a mission without setting a location that someone has to go to to speak with the initial contact like ESD or Andoria(in your video)? Can you just skip that step and have them go to the "doorway" into the mission? Sorry if this question is already answered, I just didnt want to forget it.
Archived Post
12-03-2010, 08:06 AM
I'm glad everyone enjoys it but I'm having trouble nailing down a proper format for some advanced techniques.
Does anyone want to see something specific done in the Foundry? Ask me and I"ll try and record it.
Does everyone want to see what a mature, fully-realized mission looks like (and not just a rushed one)? Ask here.
Archived Post
12-03-2010, 08:09 AM
I'm watching the new video now and my first question is, is it possible to create a mission without setting a location that someone has to go to to speak with the initial contact like ESD or Andoria(in your video)? Can you just skip that step and have them go to the "doorway" into the mission? Sorry if this question is already answered, I just didnt want to forget it.
I'm not sure what you mean.
The Grant Mission dialogue is mandatory - however we've asked to customize it to include mysterious figures, objects, etc. You do, however, have to tell them what doorway to use. This is the functional purpose of the Grant Mission Dialogue.
After that, it's entirely up to you. I only included a dialogue as the first objective to show off more of the features.
Archived Post
12-03-2010, 08:10 AM
I'm glad everyone enjoys it but I'm having trouble nailing down a proper format for some advanced techniques.
Does anyone want to see something specific done in the Foundry? Ask me and I"ll try and record it.
Does everyone want to see what a mature, fully-realized mission looks like (and not just a rushed one)? Ask here.
Honestly, I think the best format is simply watching you go through each step to create a mission and explaining the step as you do it. Do a few examples like a space combat mission, a ground combat mission, a combo, a non combat interactive mission, etc. And I cant thank you enough for these videos, they will be such a big help when the Foundry is back on Tribble :D
Archived Post
12-03-2010, 08:12 AM
I'm not sure what you mean.
The Grant Mission dialogue is mandatory - however we've asked to customize it to include mysterious figures, objects, etc. You do, however, have to tell them what doorway to use. This is the functional purpose of the Grant Mission Dialogue.
After that, it's entirely up to you. I only included a dialogue as the first objective to show off more of the features.
Well, the fact that I'm not completely familair with what I'm asking probably doesnt help. But at 1:04 in your 2nd video your at a screen that shows ESD, and then you change the location to Andoria. Is this a step where you have to go to that location to speak with someone or what? I guess I'm just confused as to what that box means.
Archived Post
12-03-2010, 09:04 AM
Well, the fact that I'm not completely familair with what I'm asking probably doesnt help. But at 1:04 in your 2nd video your at a screen that shows ESD, and then you change the location to Andoria. Is this a step where you have to go to that location to speak with someone or what? I guess I'm just confused as to what that box means.
I was showing off that you could select an NPC to deliver that dialogue from those locations.
You don't actually go there - you just "borrow" that NPCs costume for the dialogue. This is useful, for example, if I wanted the OPs Chief at DS9 as a contact without having to recreate him/her. You get the exact NPC contact available in-game. This means your mission can seamlessly integrate with the game world.
If you did, however, want a player to talk to an NPC at ESD or Qo'nos, you'd create a "Talk to Contact" objective and select them from the map - this would create a map transfer for you too (as you have to travel from wherever you are to wherever they are).
Make sense? :)
Archived Post
12-03-2010, 09:25 AM
Can I:
Have them scan a couple clouds and then make a ship spawn in one of the clouds AFTER reaching a set objective?
Create a Borgified Cardassian?
Create a Cardassian Silouette?
Archived Post
12-03-2010, 09:32 AM
Make sense? :)
Yep, thanks!
Archived Post
12-03-2010, 09:37 AM
Can I:
Have them scan a couple clouds and then make a ship spawn in one of the clouds AFTER reaching a set objective?
Create a Borgified Cardassian?
Create a Cardassian Silouette?
yes you can make an enemy group appear out of nowhere after reaching a goal or scanning an object.
im pretty sure i saw a costume for a borgified cardie before.
not a 100% sure what you mean by a cardassian silhouette but i think not.
Archived Post
12-03-2010, 09:39 AM
Have them scan a couple clouds and then make a ship spawn in one of the clouds AFTER reaching a set objective?
Yes, you can do this:
Place the nebula objects in you space map.
Go to the Story Editor
Create an "interact with" objective
Select your nebula
Go back to the Map Editor
create a respawn point in one of the nebula clouds
If you're asking for the player to be auto-moved across a map - this isn't possible yet.
Create a Borgified Cardassian?
Possibly. Have you tried using the infected skin from the Alien editor?
I haven't tried this before but there's a small chance of it being possible.
Create a Cardassian Silouette?
Not yet - but this was a highly request art feature (instant mysterious silhouette)
Archived Post
12-03-2010, 09:39 AM
yes you can make an enemy group appear out of nowhere after reaching a goal or scanning an object.
im pretty sure i saw a costume for a borgified cardie before.
not a 100% sure what you mean by a cardassian silhouette but i think not.
On the last one, I want the final contact to be the shape of a Cardassian without actually seeing what he looks like. It fits into my story better if you can't see the last guy who's taunting you...
Possibly. Have you tried using the infected skin from the Alien editor?
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.
Archived Post
12-03-2010, 09:52 AM
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 Post
12-03-2010, 10:02 AM
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 Post
12-03-2010, 10:06 AM
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 Post
12-03-2010, 10:16 AM
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 Post
12-03-2010, 10:27 AM
Can you make mission objectives take place on your own ship?
Archived Post
12-03-2010, 10:41 AM
Updated:
Foundry Video Tutorial
Part 3: Intermediate Features (http://www.youtube.com/watch?v=3QrkRihL9B0&hd=1)
=======
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 Post
12-03-2010, 12:06 PM
Updated:
Foundry Video Tutorial
Part 3: Intermediate Features (http://www.youtube.com/watch?v=3QrkRihL9B0&hd=1)
=======
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 Post
12-03-2010, 12:08 PM
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 Post
12-03-2010, 12:15 PM
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 Post
12-03-2010, 12:15 PM
Updated:
Foundry Video Tutorial
Part 3: Intermediate Features (http://www.youtube.com/watch?v=3QrkRihL9B0&hd=1)
=======
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 Post
12-03-2010, 12:26 PM
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 Post
12-03-2010, 12:29 PM
Very good stuff here. They need to go ahead and sticky this thread.
Archived Post
12-03-2010, 12:31 PM
I cant use the foundry :( when i go to the create content tab everything is still greyd out
Archived Post
12-03-2010, 12:32 PM
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 Post
12-03-2010, 12:46 PM
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 Post
12-03-2010, 12:55 PM
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 Post
12-03-2010, 12:55 PM
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 Post
12-03-2010, 01:02 PM
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 Post
12-03-2010, 01:03 PM
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 Post
12-03-2010, 01:04 PM
I cover that in my video walkthrough. It's processing. Hopefully, it will play back on fullscreen.
Awesome, cant wait to see it :)
Archived Post
12-03-2010, 01:05 PM
Sorry Darren, for not realising you were authoring these missions :o
Thanks for the answers guys, and the great work :)
Archived Post
12-03-2010, 01:07 PM
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 Post
12-03-2010, 01:08 PM
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 Post
12-03-2010, 01:09 PM
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 Post
12-03-2010, 01:13 PM
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 Post
12-03-2010, 01:17 PM
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 Post
12-03-2010, 01:34 PM
Hey D, what capture software are you using? I'm having some problems with mine.
Archived Post
12-03-2010, 03:13 PM
Hey D, what capture software are you using? I'm having some problems with mine.
CamStudio. It's freeware.
Archived Post
12-03-2010, 03:23 PM
CamStudio. It's freeware.
Thanks! I'll dumb this limited time payware one.
Archived Post
12-03-2010, 03:51 PM
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.
Archived Post
12-03-2010, 04:04 PM
A simpler option might be to place, say, five enemy groups on a map. Then zoom down close enough to move individual NPCs.
Place the enemy groups far away from the player but move one or two members of each group close to the player.
The player engages, say, five enemies but aggro's another twenty who are on the other side of the map. It takes time for them to get there.
Supplement this with enemy groups positioned near the plaer who are required for objectives. Just, say, five kill objectives in a row. Enemies required for objectives don't appear until that objective is reached. Meanwhile, this gets masked by the visual of the enemies who are running from the other side of the map to engage the player, which should cause the player to see a mix of enemies beaming in and running from a long distance.
You could have two parallel objective chains, each of which involve engaging enemies, some of whom are at the player location and some of whom have stragglers across the map. Mix them up so that the player can't tell which NPCs are in which group and avoid making the quest text too descriptive. The result is that killing enemies aggroes enemies from across the map, there are two parallel, simultaneous kill objectives going on, and the player has no clue which enemies are from a given group... but killing a group will spawn another group.
Archived Post
12-04-2010, 04:06 AM
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.
Thank you, Ill give it a try.
Archived Post
12-05-2010, 12:53 AM
This video really helped well all 3 helped really helped fill in the holes so i could make a basic mission would really like to thank all those involved and if this topic is not already a sticky then it should be cause with 30mins of my time i was able to make a nice little starter mission and now i know what im doing i can move on to the move advanced stuff
Thanks again
P.S
Ill post here if i have any questions
Archived Post
12-05-2010, 12:55 AM
I do have question though how do we access the current Infected/the cure mission so we can change them and add or remove things had a good look around but could not find them anywhere..
i hope its possible to change them would be great for first timers to have a basis on which to work and one that does not take 2-3 hours to compleete
Archived Post
12-05-2010, 10:23 AM
Update:
I published the mission from tutorial video #3 under the name Bull-dog Days
You can now play it and see what each of those steps from the video meant for yourself!
:D
Archived Post
12-06-2010, 09:25 AM
I do have question though how do we access the current Infected/the cure mission so we can change them and add or remove things had a good look around but could not find them anywhere..
i hope its possible to change them would be great for first timers to have a basis on which to work and one that does not take 2-3 hours to compleete
You would have to find the maps from those missions (which may not have been added to the UGC yet) and create your own version. The current state of STO's UGC does not give you pre-made missions, from the game or otherwise, it just gives you maps and characters and such.
Archived Post
12-10-2010, 10:19 AM
Is there a way to show the player an event, but not let the player get too close to interfere? Like a cutscene kinda?
Particulary in space...I'd want the player to see a Borg Cube blow up a Federation ship, but I don't want the player to approach the cube and fight it. Infact, I'd want to force the player to warp away after seeing this (ie - the Borg is too strong to fight)
anyway of maybe tricking the system to do this?
Archived Post
12-10-2010, 10:34 AM
Is there a way to show the player an event, but not let the player get too close to interfere? Like a cutscene kinda?
Particulary in space...I'd want the player to see a Borg Cube blow up a Federation ship, but I don't want the player to approach the cube and fight it. Infact, I'd want to force the player to warp away after seeing this (ie - the Borg is too strong to fight)
anyway of maybe tricking the system to do this?
To do this:
You can have a friendly mob attacking enemy ones on a map
Create an objective on another map
Now go back and make and make your "door" to the next map be a reach marker to the side of the conflict (far enough away to avoid being killed but still see it).
Archived Post
12-13-2010, 09:22 AM
Is there a way to have the player have to damage an enemy instead of blowing it up? I want to have the player beam onto the enemy ship (using ground battle) to finish the objectives. Much like some of the STO missions.
Archived Post
12-13-2010, 09:46 AM
To do this:
You can have a friendly mob attacking enemy ones on a map
Create an objective on another map
Now go back and make and make your "door" to the next map be a reach marker to the side of the conflict (far enough away to avoid being killed but still see it).
I think I follow, but what will this do? When I reach the reach marker, won't I get a pop up or button of some sort? Wouldn't this obscure the action in front of you? Also, is the player still capable of moving before hitting the button to proceed?
Archived Post
12-13-2010, 10:03 AM
I think I follow, but what will this do? When I reach the reach marker, won't I get a pop up or button of some sort? Wouldn't this obscure the action in front of you? Also, is the player still capable of moving before hitting the button to proceed?
To transfer maps, you'll definitely have a pop-up. :/
Archived Post
12-13-2010, 10:04 AM
Is there a way to have the player have to damage an enemy instead of blowing it up? I want to have the player beam onto the enemy ship (using ground battle) to finish the objectives. Much like some of the STO missions.
This feature isn't added yet
Archived Post
12-24-2010, 12:14 AM
Guided Discussion:
Feedback on my YouTube videos has been positive. However, people are still curious as to how some things are pulled off.
Would people like a playthrough of a mission where the playthrough video cuts to scenes from the editor and how certain aspects were created?
I only showed the playthrough of Bull-dog Days at the end, rather than splicing footage from both the editing and play test phase together in a logical order (i.e. "here's a cool part of the mission, here's how I did it, now back to the next cool part").