Content Creation Limitations
Content Creation Limitations
So, I haven't seen anyone bring this up but it's going to become an issue once we get past getting the emulated environment to the state we were in Live. And that is; what limitations are we going to have with regards to making new content?
I understand our limitations with regards to the client in that we cannot modify anything there, but how much is actually dependant on the client for this game? Are art assets generically named, or are they specific to their asset?
Are we able to use say, Kotasoth's model and apply it to a wholely new mob in the DB? What about skill animations? Weapon and Armour art assets?
If these are just static IDs pointing to the client's art assets then we can recycle as much as we'd like, or re-appropriate things (if say, we wanted to get rid of 51-55 and revamp everything) for new purposes. Or, if the Gods are so kind, take advantage of any unused assets in the client.
I understand our limitations with regards to the client in that we cannot modify anything there, but how much is actually dependant on the client for this game? Are art assets generically named, or are they specific to their asset?
Are we able to use say, Kotasoth's model and apply it to a wholely new mob in the DB? What about skill animations? Weapon and Armour art assets?
If these are just static IDs pointing to the client's art assets then we can recycle as much as we'd like, or re-appropriate things (if say, we wanted to get rid of 51-55 and revamp everything) for new purposes. Or, if the Gods are so kind, take advantage of any unused assets in the client.
Re: Content Creation Limitations
[quote="Koralith"]So, I haven't seen anyone bring this up but it's going to become an issue once we get past getting the emulated environment to the state we were in Live. And that is; what limitations are we going to have with regards to making new content?
I understand our limitations with regards to the client in that we cannot modify anything there, but how much is actually dependant on the client for this game? Are art assets generically named, or are they specific to their asset?
Are we able to use say, Kotasoth's model and apply it to a wholely new mob in the DB? What about skill animations? Weapon and Armour art assets?
If these are just static IDs pointing to the client's art assets then we can recycle as much as we'd like, or re-appropriate things (if say, we wanted to get rid of 51-55 and revamp everything) for new purposes. Or, if the Gods are so kind, take advantage of any unused assets in the client.[/quote]
From my understanding, we will be able to create new NPCs, bosses, quests, items, spells with little to no issue. They will all just go into the database which will tell the client how to display them (name, skin/mesh, stats, etc.) The only main thing we are unable to change is mostly art. (We can change it, but VGO is not doing it for legal reasons)
I understand our limitations with regards to the client in that we cannot modify anything there, but how much is actually dependant on the client for this game? Are art assets generically named, or are they specific to their asset?
Are we able to use say, Kotasoth's model and apply it to a wholely new mob in the DB? What about skill animations? Weapon and Armour art assets?
If these are just static IDs pointing to the client's art assets then we can recycle as much as we'd like, or re-appropriate things (if say, we wanted to get rid of 51-55 and revamp everything) for new purposes. Or, if the Gods are so kind, take advantage of any unused assets in the client.[/quote]
From my understanding, we will be able to create new NPCs, bosses, quests, items, spells with little to no issue. They will all just go into the database which will tell the client how to display them (name, skin/mesh, stats, etc.) The only main thing we are unable to change is mostly art. (We can change it, but VGO is not doing it for legal reasons)
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Re: Content Creation Limitations
As far as the core of this project is concerned, "new", custom content can be designed using the existing assets provided by the sunset VGClient.exe. Anything outside of that is beyond the scope of this project. Just meaning, we are not going to be involved in any model tweaking. That's up to you guys who wish to pursue that effort.
What you will get from us is a database with VG Live-like content, based on packets collected. Depending on how much help we get will determine how long that will take.
What you will get from us is a database with VG Live-like content, based on packets collected. Depending on how much help we get will determine how long that will take.
Re: Content Creation Limitations
That's great!
The reason I asked is, because of the last project I worked on had a lot of limitations thanks to the client as to what sort of changes could be done for new content. Item IDs and Asset IDs were pretty tightly conjoined in the client, and adding new items required client edits which were hazardous at best (until the client was massively redone and expanded to allow easier editing).
To be able to recycle content here right from day 1 will be great, because that means we'll be able to put in content that may have been planned but never completed (Pankor Zhi/Stirrhad for example).
The reason I asked is, because of the last project I worked on had a lot of limitations thanks to the client as to what sort of changes could be done for new content. Item IDs and Asset IDs were pretty tightly conjoined in the client, and adding new items required client edits which were hazardous at best (until the client was massively redone and expanded to allow easier editing).
To be able to recycle content here right from day 1 will be great, because that means we'll be able to put in content that may have been planned but never completed (Pankor Zhi/Stirrhad for example).
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verdicaysen
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Re: Content Creation Limitations
I'm incredibly interested in seeing if we can get the base assets back into the UE3 engine and play with them. I even have lonely nights where I fantasize getting the models tweaked in Blender and animated in UE4. Time will tell. I'm a little apprehensive about focusing on something that grand until we have more of the original features working in the Emulator. I also understand we should still be trying to parse data as well. I'm looking forward to the long term though.
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Moonshadowe
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Re: Content Creation Limitations
[quote="Cyrcle"][quote="Koralith"] The only main thing we are unable to change is mostly art. (We can change it, but VGO is not doing it for legal reasons)[/quote][/quote]
Can I please be a newb and ask you to define "art" for me so I have a better understanding of the limitations for improvements on things like updated armor or models for environment. In my own mind the entire world and all it encompasses is art with code that animates it or tells it where to sit and be pretty.
Can I please be a newb and ask you to define "art" for me so I have a better understanding of the limitations for improvements on things like updated armor or models for environment. In my own mind the entire world and all it encompasses is art with code that animates it or tells it where to sit and be pretty.
Re: Content Creation Limitations
[quote="Moonshadowe"][quote="Cyrcle"][quote="Koralith"] The only main thing we are unable to change is mostly art. (We can change it, but VGO is not doing it for legal reasons)[/quote][/quote]
Can I please be a newb and ask you to define "art" for me so I have a better understanding of the limitations for improvements on things like updated armor or models for environment. In my own mind the entire world and all it encompasses is art with code that animates it or tells it where to sit and be pretty.[/quote]
Any sort of modification to the client is a bit of a hazardous thing; mainly because we'd need to host the assets somewhere and push them out making the development team liable for any possible infringement.
"Art" in this instance is pretty much anything displayed via the client; models and audio/visual assets.
There is the possibility of making our own art assets but this would likely require client modifications which is where we can get into trouble. Historically it's been stuff to do with the client that's gotten emulator teams in trouble and not so much the server itself.
Jakal and Tiger are looking into what can be done as far as client-side modifications so you may want to take a look at their thread or the client development threads in general.
Can I please be a newb and ask you to define "art" for me so I have a better understanding of the limitations for improvements on things like updated armor or models for environment. In my own mind the entire world and all it encompasses is art with code that animates it or tells it where to sit and be pretty.[/quote]
Any sort of modification to the client is a bit of a hazardous thing; mainly because we'd need to host the assets somewhere and push them out making the development team liable for any possible infringement.
"Art" in this instance is pretty much anything displayed via the client; models and audio/visual assets.
There is the possibility of making our own art assets but this would likely require client modifications which is where we can get into trouble. Historically it's been stuff to do with the client that's gotten emulator teams in trouble and not so much the server itself.
Jakal and Tiger are looking into what can be done as far as client-side modifications so you may want to take a look at their thread or the client development threads in general.
Re: Content Creation Limitations
Greetings! I have a few questions in this regard. I have barely scratched the surface and would like a brief overview on this topic.
How much is handled by the LUA engine? Are we talking only stuff like quest dialogues and sequences? Or pretty much anything that isn't a client or DB asset?
Or is it totally dependent on what LUA interfaces has been programmed in C++?
Is there anything like a broad scale block diagram available that I could use to visualize how these things work from a high level perspective?
Thank you!
How much is handled by the LUA engine? Are we talking only stuff like quest dialogues and sequences? Or pretty much anything that isn't a client or DB asset?
Or is it totally dependent on what LUA interfaces has been programmed in C++?
Is there anything like a broad scale block diagram available that I could use to visualize how these things work from a high level perspective?
Thank you!