Discuss Input cards here (unless the ticket you want to discuss is big enough for a separate thread)
JuliusBorisov
Member, Administrator, Moderator, Developer Posts: 22,754
Heya!
In this subforum, you can not only discuss cards from the Roadmap board that "Need More Discussion", but also any cards from the Input board
There's already a thread about Area Rendering/Camera Customization, but you can use this thread to discuss any Input card here, unless the ticket you want to discuss is big enough for a separate thread.
In this subforum, you can not only discuss cards from the Roadmap board that "Need More Discussion", but also any cards from the Input board
There's already a thread about Area Rendering/Camera Customization, but you can use this thread to discuss any Input card here, unless the ticket you want to discuss is big enough for a separate thread.
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Feel free to discuss it here.
I've seen every single custom content creator who is still active and has been working with heads express their wish for this on the forums, yet it is nowhere to be found on the trello board.
I think transparency is essential for being able to create better body parts, especially heads (for eye lashes for example).
I understand the need to combine some ideas on a single card so there aren't far too many.
If the need for transparency for body parts is part of this card, please let it say so because this important feature is nowhere else to be found and many people asked for it.
1) Create area in whatever tileset
2) Reduce area size to minimum, 1x1
3) Raise area to desired height
4) Increase area size to desired size
What would be interesting is a way to raise/lower an entire area, or subset of an area, all objects included, for when layout changes are desired further down the design process. IMHO. That said, I still wouldn't vote for that feature over some of the other proposals.
-Dave
The issue isn't body parts, but rather the environment mapping engine. PC's have been able to have transparent body parts from day one.
The engine, however, uses low alpha value transparency as the environment map replacement texture, however. Now, you can have transparent values in the environment map, but the default environment maps (per tileset) do not have transparency in them by default, which wouldn't be helpful anyways, since the texture data for them changes with camera angle anyways.
Now, there can be other models in the game that have both environment mapped (shiny) textures AND transparent textures, that's possible, but that is possible because those models can use multiple textures, some of which can have environment mapped textures for their alpha, and others can have transparency for their alpha. Models using PLT bitmaps, I believe, cannot also use normal 4-channel bitmaps for other meshes in the same .mdl.
So the real culprits here are that
1) A single texture cannot differentiate between which pixels should be transparent and which should be "shiny", which has nothing to do with parts/PLT's, and
2) PLT's do not "get along" side by side with normal color textures on the same model.
This is a texture format issue.
It is the case that normal mapping and specular mapping is something on the Roadmap Beamdog Trello. Any advancement in "shininess" in NWN will have to be done in such a way that the environment maps and 2da specifications for those are not "broken" for wrapped-and-finished modules. Meanwhile, I have some ideas for textural format support of both transparency and environment mapping, which I hope to spell out once they are more solid. That's something I was working on when I realized I could "accidentally" have the ability to make 360° panoramas.
For now, I'll put "use of both transparency and environment mapping on the same model" on the Trello board, even though I'm not really sure what Beamdog has in mind for specular mapping.
Having custom spellbooks but not being able to control spell gain and caster level like in a prc seems similarly odd. These things seem mutually dependent to me, like if someone buys a car they might not think to also ask for the wheels.
It is worth noting that that card is in the "Needs more discussion" category, and the records I have of similar suggestions in the suggestions threads include different versions of each (Ex. Making prestige classes vs. Making prestige classes with spellcaster bonuses (like Pale master) vs. fixing prestige classes with spellcaster bonuses)
It can certainly be the case that like the framebuffer shaders, the metamagic feats could be exposed in code to each do as a designer pleases, without giving the community the facility to make more. With some divided discussion about that sort of topic, it could become known to Beamdog that there is an equal or higher interest in making metamagic feats as there is in customizing them.
Meanwhile, I certainly won't expect Beamdog to have as many cards on their roadmap Trello as are on the input pool Trello. Right now the input Trello is a bit of a mess, but, removing cards while there are still a few folks in different places mentioning all that is still missing doesn't seem like a good option right now. Redundancies have been avoided where obvious.
So any feedback is appreciated.
Edit: Based on the feedback of the community, the card now is changed from "Remove hard coding for unarmed damage, sneak attack, attacks feats, Metamagic" to "Allow Customization of hardcoded feats" to make it a more generalized card.
We'll see what we can do with over crossing Input cards.
If this is something that could be done with minimum effort and not really affect things then It would be nice to have. However, not at the exclusion of something vitally important.
It's a "Nice to have as an aside if it's really easy" thing.
I do think that it's easy to get lost in the minutia. If custom spell casting classes becomes possible by defining a custom spell book for that class but the rest isn't addressed it still places an excessive burden of working around or replacing regular spellcasting subsystems on the creators. For alternative magic systems like warlock and psion you would need entirely separate sets of metamagic and it would be helpful that they also work similarly. Since neither of those two examples prepare their spellbook it would also be helpful if they could have prestige classes that have working caster progression tables. It seems to me that custom spellbooks implies the other subcategories just as the improved character models implies all body parts instead of each appendage individually.
Scripted functions to retrieve names of, rename, and delete bicfiles.
This is pretty much the only functionality we will lose from not being able to port over the letoscript plugin, and we use it for our Hardcore play mode (deletion on death). We have other options, but my hope is this is a low-zot ask.
Thanks,
Funky
https://forums.beamdog.com/discussion/comment/932243#Comment_932243
That should be included so yes - a card for scripting requests. Some of these would be minimal investment in development and max effect in functionality.
The cloak models that have transparency in certain servers/content do not have metallic "shininess", you can either have one or the other. The same is true for parts based PLT's, if the environment map for the player is removed, low alpha values provide transparency in the stock texture.
Meanwhile, the transparency included on cloaks is not part of the cloak's texture, it is part of the cloak's color ("shiny" metals, or, most commonly, color 61, which is completely colorless, and therefore completely transparent or completely environment map, depending on whether the object using color 61 has an environment map defined).
The PLT format that parts and cloaks use does not have an alpha channel. It only has a 256 value single channel (For choosing the corresponding color's "brightness" from the material palette), with a second channel for choosing which palette that pixel (/texel) belongs to (e.g. Metal 1, Tattoo 2)
These palettes are 4 channel RGBA textures that are 256 across by 176 down, the 62nd row of which is completely 0 alpha (color 61 full transparent), on all 10.
The "shiny" (partial alpha) colors are then blended with the environment map, which is usually, for PC's, based on the current tileset ("default" EnvMap). If no environment map is defined (**** Envmap) then the colors are blended with the objects behind them (transparency).
It does look like what you are requesting would be in the domain of NWNX.
NWN content that does things like check folders, check the OS, connect to web pages, stuff outside of the game, - that's all NWNX domain material.
@Rifkin
If you would like to add non combat events, specific ones, their cases should be named, and a new card created for them.
"Add more events" may not be sufficient for a card's title.
The combat events card exists because combat is missing those specifically requested events, which were requested by forum users.
Also, opening up event binding for player characters would be a huge boon. Allowing better solutions than recursive delay commands or recursive functions.
I had a custom plugin - custom made for me - for NWNX (windows version) with some spell hooks - POOF gone - and there it is in a nutshell.
NWNX is linux ONLY at this point - another option I will not use. Yes I know about running an app under windows but again that requires another level of dependence with a delay for an update - if there is one at all.
My point is - if it is in NWN EE, all that dependence is gone and it is much better at a native level.
Here another possible thought
Redo current heads to separate hair to a separate mesh from the head meshes same look/model just the heads would be bald and hair link to the head or the aurora base or node then base. Tag the hair mesh/node so the engine will hide the hair mesh and not the whole head(which is the default right now) We know meshes can be hidden with the engine as we can see with the current function. This would allow you do just resize helmets to fit the heads(layer over heads) without worry of the extra hair mesh affecting size. This would give us open face helmet with ptl support out of the box, and with the function we can hide the helmet(loss of hair) for masks, monocle eyepiece etc.. that do not need hair hidden). Custom content creators would just have to separate the hair/head mesh with there custom heads to support this with your instructions on how to tag the hair mesh for the engine.
Just some thoughts thank you.
For example, my henchman boar is able to use a torch. I would like to prevent this behavior, because players can EXPL01T using this.
Is possible to add a way to script OnHenchmanEquip or similar?
Thanks, WhiteTiger
(note: you can check my henchmen playing in my nice fan made module and don't forget to send me any feedback)
___
Have you ever played my nwn module? Click here: Amnesia Chapter 1
Other things could work, but this is the first thing that came off the top of my head.
It would be nice with the proper tools to edit .tlk files in the toolset also.
All file format should be editable in the toolset, basically (well, perhaps .mus and .bik and their modern counterparts excepted).
https://trello.com/c/rATiqfuJ/150-add-an-in-game-list-with-search-ratings-voting-and-easy-access-to-player-made-modules
But, when there's to be ranking of PWs, then I think there should definitely be ways to express a negative opinion of them. I'd hate if it the proposed model only accepted favorable votes, and the one with the most of these votes ranked higher. That's one way to do it, of course. But I'd hate it. I can't stand that way of doing things.
So, what if there's a similar imposition to PWs? Or maybe there could be a way to filter out ones that don't have this or that. What think? I don't really like downloading stuff just to see what it's like. I'd at least like example pictures. If not an example video. Lots and lots of current PWs don't have anything other than lore and examples of how they've changed mechanics. I guess I'm visually minded?