possible creation of a toolset for the Enhanced Infinity engine?
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I'm not sure what the BG/BG2:EE engine will be called, so for convenience sake I referred to it as Enhanced Infinity.
How feasible do you all think it would be for a toolset to be created for the Infinity engine modding community after this shiny new retooled engine is completed?
The toolset would of course be a DLC.
I can envision system wherein if an excellent custom mod passes some sort of muster for Beamdog, then Beamdog offers it as a DLC and the author could share a modest percentage of the profits. It would have to be subject be an EULA and all that, the lawyers would work all that out. Beamdog basically sits back and reaps the profits and modders can at least get some compensation for all their hard work. A system like this could perpetuate revenues for the game for many, many years to come.
Many more fans will likely join the modding community if the toolset is relatively user-friendly for the non-coder.
Fans now can play mods that are built within present constraints for area design. But with a toolset we can create new areas. DLCs with new content for area building can be offered on a regular basis (if that nets a profit). Indeed, brand new adventures can be created that have nothing to do with the BG series. All with our beloved Infinity engine.
Or is this just a daffy pipe dream?
How feasible do you all think it would be for a toolset to be created for the Infinity engine modding community after this shiny new retooled engine is completed?
The toolset would of course be a DLC.
I can envision system wherein if an excellent custom mod passes some sort of muster for Beamdog, then Beamdog offers it as a DLC and the author could share a modest percentage of the profits. It would have to be subject be an EULA and all that, the lawyers would work all that out. Beamdog basically sits back and reaps the profits and modders can at least get some compensation for all their hard work. A system like this could perpetuate revenues for the game for many, many years to come.
Many more fans will likely join the modding community if the toolset is relatively user-friendly for the non-coder.
Fans now can play mods that are built within present constraints for area design. But with a toolset we can create new areas. DLCs with new content for area building can be offered on a regular basis (if that nets a profit). Indeed, brand new adventures can be created that have nothing to do with the BG series. All with our beloved Infinity engine.
Or is this just a daffy pipe dream?
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Comments
There is IEEP and dltcep that are great for item, stores and spell making. We do need something for dialogs instead of some archaic DOS tool. Perhaps they may work with BGEE.
Near Infinity and dltcep are basically all in one type of tool sets.
If the powers that be up in Beamdog hear our pleas and come out with such a tool, I can honestly say that my life will be complete.
Anyway, given that Beamdog is so encouraging and supportive of the BG modding community--and especially given Trent's background with Neverwinter--I can't imagine that they haven't thought of this already. I am extremely hopeful that this will one day come to pass!
Let us ignore for a moment that EA/Bioware owns the Infinity Engine, and would probably have to greenlight a project of this scale.
The Infinity Engine games use pre-rendered images as area backgrounds, created with 3D modeling software such as 3D Studio Max or Maya. And the source files used to create these areas back in the day have been lost.
Theoretically, if you do not care about quality or copyright, you could copy and paste already existing area graphics with the help of Photoshop, GIMP or any equivalent image editing program. The result has a big chance of being ugly, and whoever owns the original art will not be happy. This would be a legal nightmare for Beamdog.
So for a toolset, Beamdog would not only have to create the actual program, but also a metric ton of new art to go with it. This is a workload on the scale of an entire new game. And while dedicated programs such as RPG or Adventure Makers exist, I doubt Beamdog would prioritize such a project over Baldur's Gate 3. And if they did, why limit it to a decade old engine that is owned by EA/Bioware? Indeed, the most optimistic outcome would be for such an editor to be bundled with BG3, and based on a new engine.
Now, if you are interested in IE modding, there is an excellent and self-taught modding community with their own tools already out there!
Lol, so much for my high hopes if you're right.
The license and copyrights I would think wouldn't be as much of an issue as you make them out to be, since they are already overhauling the infinity engine.
But if an area making editor is already dead in the water for the technical (versus copyright) reasons you state, then, yeah, it's hard to see development of a toolset, sure enough. Or maybe a decent workaround could be found?
Just how expensive all this would be to make depends also on whether Beamdog might recruit free labor from the modding community to help develop it. In any case, it would be wonderful to see the current editors and tools all get tweaked and packaged together into a more non-coder-friendly application.
Infinity Explorer (http://www.shsforums.net/topic/31285-infinity-explorer-v085/) can handle dialogue files - I doubt that format is going to change. It isn't exactly maintained, but it could be once again.
What we really need is a tool to edit, disassemble and reassemble animations (BAMs). BAM Batcher (http://www.shsforums.net/topic/42359-release-bam-batcher/) is a WeiDU workaround for that as used in conjunction with graphics editing programs, but it only does simple animations so far, such as icons. Apparently, BioWare/Black Isle *did* have tools for BAMs (there are still some screenshots lurking around on the web) but they've been lost apparently as well, unless someone's managed to find them. There's no real reason why the community should not have access to the developer tools of this nature. It would benefit both the developers and the modders as both could make improvements to them. DLC (downloadable content) is a bad term though in my opinion because it suggests add-ons that folks have to pay for, which a utility should not be.
As for the rest of it... people, you'd be much happier if you accepted the following facts:
1. The Infinity Engine was designed by (well-meaning) sadists,
2. We've been wonderfully blessed over the past decade to reap the benefits of some very diligent, resourceful, and innovative researchers and programmers who managed to sidestep much of the sadism, and
3. This is as good as it's going to get. Which, as I glance at things like the size of the modlist and the quantity of downloads I see every month, is actually quite good.
But doesn't it depend on what Beamdog does in overhauling the Infinity engine? I'm reading the Beamdog dev interviews about what a Herculean labor it has been to clean up the code. Won't it all be much easier to work with when they're done? Trent Oster has basically said his goal is to perfect this game (engine).
More efficient code does not mean the engine is any better designed (if we assume the premise the engine is badly designed). What may come out of Beamhaul's labour is a more moddable gui (I think they said that was one of their goals) but the rest would basically require a new engine.
So Beamdog's support for the modding community will consist mainly of helping it make existing mods compatible with the overhauled engine? I mean, that's still excellent if that's "all" it is. I was just hoping that a breakthrough of some sort might emerge for cobbling together areas, plus pulling all the functionality of existing IE editing tools together into a unified platform. Sounds like the area design tool is the real dealbreaker, though, eh?
Adding new areas to Infinity games has always been a bit of a modding pain because worldmap changes are among the more awkward (so much so that even official Infinity developers avoided it... as I recall, IWD's Trials of the Luremaster wasn't accessible through the worldmap, just through a "Talk to me and I'll take you to the expansion area!" dialogue) but it is by no means impossible or a problem which requires additional tools to solve.
There are a few places where the process could be further automated (seriously, dudes, I will give you the WeiNGINE wallgroup-data-automator process) but well-motivated types are already perfectly capable of building new areas.
If you truly want to create new area graphics of the same quality as the original games yourself, there is no way around learning 3D modeling, no.
Graphics aside, the 3rd party modding tools are not that hard to learn. Most have a GUI, and you definitely don't need to be a coder.
Now, get on it!
-Trent
If a toolset isn't going to be developed, from what I've read from modders in this thread I can easily understand how a project like that would be a non-starter.
-Trent
Mapping
BAMing
@TrentOster :
"DLTCEP is better than the original tools Bioware"
But some of us dreamed of a new Map Editor (tired of tandem IETME / DLTCEP ^^) !
And for my part an update of BamWorkShop or a new BAM Editor ...
Could you do something about it ?
-TY .
P.S. :
Of course these new/update/tools should be : -inter & -retro-compatible with BG.EE/BG Vanilla : )
Sources :
http://www.baldursgateworld.fr/lacouronne/baldurs-gate-enhanced-edition/25237-bgee-et-les-mods.html
http://www.baldursgateworld.fr/lacouronne/baldurs-gate-enhanced-edition/25295-bgee-un-mysterieux-compte-rebours-encore.html
Tool of the Past
Full 3D Model of the Past
@TrentOster :
Despite the loss of many original sources,
A) Could you please, share, those old originals tools ? :
1) Spell-O-Matic (Spell Editor), 2) Animation Editor, 3) Dialog Editor, 4) Itemizer (Item Editor)
http://web.archive.org/web/19991007162913/http://www.interplay.com/bgate/makingof.html
Zimage.fr
This would be greatly useful and interesting for modding & historical purpose !
T.Y. , Again .
P.S.
Please don't forget this concept :
Infintiy Campaign Maker :
http://teambg.info/db-forge/icm/Overview.htm