Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#512228 07/07/14 07:34 PM
Joined: Jul 2014
G
stranger
OP Offline
stranger
G
Joined: Jul 2014
The tutorial videos are ok, but kinda only scratch the surface of what the toolset has to offer. I'd like some more tutorials or indepth articles on modding. I'm REALLY interested in creating custom campaigns but find myself fumbling inside the editor.

Joined: Jul 2014
S
journeyman
Offline
journeyman
S
Joined: Jul 2014
Agreed. What i would like to see tutorials for are:
Script Editor
Story Editor
Material Editor

Also maybe some videos on creating levels and linking them like Character selection screen to first map (and how to make your own character selection map from scratch)

Last edited by Shidiwen; 07/07/14 07:38 PM.
Joined: Jun 2014
journeyman
Offline
journeyman
Joined: Jun 2014
They're still making more videos, we just need to be patient. You have to remember these tools weren't meant to be at full commercial tool level, they're simply giving us their internal tools. Whether that's a good idea or not I suppose is your opinion, but I wouldn't have wanted the game to be delayed just because tools weren't ready for public release.

They're also probably very busy fixing critical bugs and other things post-release, as evident by the 4 updates we've had since launch, so it may take some time for videos to be made.

Joined: Oct 2013
enthusiast
Offline
enthusiast
Joined: Oct 2013
Tis true, we need a few really detailed tutorials for...

1) Proper dialog / character editing and such
2) Proper scripting (Including how to add objectives, how to check for them, etc)
3) How to get Character generation menu in own, non dependent mods
4) How to add specific items to chests and characters
5) How to edit enemy behavior so that we can write our own "proper" encounters
6) How to add working teleport portals (with menu et al) to non-dependent mods ;p

This is imo some of the stuff that is really really hard to figure out without proper guidance. Or should I say, proper examples. Because you can't see how the scripts work in the campaign, you only see them there in their raw form. That's not helpful at all ;/

Last edited by eRe4s3r; 07/07/14 07:42 PM.
Joined: Jun 2014
D
dot Offline
journeyman
Offline
journeyman
D
Joined: Jun 2014
Before they give us more tutorial vids I'd rather see a stable editor. I am encountering more and more crashes. And releasing any software without at least a documentation is just nonsense. I'm pretty sure I wont finish my project just because there is no way to get any information about any function of the editor. And I will not trial and error everything. Takes way to much time.

I am not even able to import my own '.bnk (soundbank files I made from an OST) because the damn database is protected. And I dare not remove the protection again as it will kill the game. Seperate database would've been nice, not a dependency!

The editor is far from done, you can tell by the wrong file paths you can find in many files (linking to their file servers). It's just sad, but I pretty much lost interest due to bad database management, bad controls of the editor and the lack of any documentation.

Try to playback the music files which can be found in the ressource manager! Not working. And I don't want to extract every other file with another program to get something working.

Last edited by dot; 07/07/14 07:59 PM.
Joined: Jun 2014
journeyman
Offline
journeyman
Joined: Jun 2014
Quote
The editor is far from done, you can tell by the wrong file paths you can find in many files (linking to their file servers). It's just sad, but I pretty much lost interest due to bad database management, bad controls of the editor and the lack of any documentation.


Like I said it should be abundantly clear that their plan was not to release a Unity/UE/Cryengine-level editor. They literally just took their internal tools, and gave them to us. The editor was not developed for widespread public use.

The two options they had were release the editor as it is (since they of course are not going to divert resources from development for it), or to not release it at all. They chose to release it, figuring people would rather have something than nothing.

You can disagree with that decision and argue it should be at a much higher level for release, and if that was the case we probably wouldn't have an editor for god knows how long. Altering an internal tool like this for retail-level public use would probably take 6+ months.

Joined: Oct 2013
enthusiast
Offline
enthusiast
Joined: Oct 2013
It just needs a bit of basic documentation, and we could at least make our own campaigns. Currently we can't really do that, aside from the visuals. And before I design my maps, I want to know what I can do script wise during battles.

Joined: Jun 2014
D
dot Offline
journeyman
Offline
journeyman
D
Joined: Jun 2014
I am not expacting an editor close to the one that blizzard released with Neverwinter Nights - they were not kickstarted ;-) - but not even a little documentation? I mean, I am surprised they did not write one for internal use. We do the same thing when developing hardware or else it would take way to much time for each individual to figure everything out - and I cannot explain everything to every single person either.

Joined: Jul 2014
S
journeyman
Offline
journeyman
S
Joined: Jul 2014
I have found that opening Main - Cyseal spending about 30+ minutes in that map just taking everything apart and seeing how everything was put together and how it all interacts and what scripts were used for what it really helps with the learning curve a bit when it comes to map building on more than 1 level with multiple instances and quests that trigger within an area etc etc.

I take screenshots of what i find useful information so i don't forget then implement it into my map.
Still haven't figured out how they make a doorway with the wall tool.

Last edited by Shidiwen; 07/07/14 09:35 PM.
Joined: Jun 2014
D
dot Offline
journeyman
Offline
journeyman
D
Joined: Jun 2014
Please, then figure out how to import a soundbank file you created in Wwise. I cannot figure it out.

Joined: Jul 2014
S
journeyman
Offline
journeyman
S
Joined: Jul 2014
I don't think I could learn that from deconstructing Cyseal. When it comes to importing sounds and writing script i am sure they will be making videos on those shortly. IMHO they really didn't need videos on the terrain tools and placing items its pretty much self explanatory when you hover over them and if they are planning on doing videos on all of the simple things in the editor first, we could be in for a long wait on the more complicated side of things (unless someone else figures it out and posts a tutorial)

Joined: Jun 2014
D
dot Offline
journeyman
Offline
journeyman
D
Joined: Jun 2014
That's why I suggested it wink And I agree, only the triggers were interesting and helpful. The rest is playing around. But who wants a video tutorial on how to script? Just release a documentation ... much faster and easier.

Joined: Jul 2014
S
journeyman
Offline
journeyman
S
Joined: Jul 2014
True true. Guess its just something i would like to see demonstrated but i do agree documentation could be done extremely fast and i am not sure why they haven't released basic information about the tools on the forums (prior to more in-depth video tutorials).


Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5