Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Apr 2013
stranger
OP Offline
stranger
Joined: Apr 2013
Hey guys. I'm on lunch break at work so I'll try to make this quick, plus I'm typing on my phone LOL.

When I heard that Larian studios were releasing the tools for us to create our own RPGs I got EXTREMELY excited. My excitement has almost surpassed that of what I had for Original Sin itself! But as someone who has always wanted to create my own RPG I was left with some questions that still seemed to be unanswered. So if anyone knows the answer to these questions or if anyone from Larian studios can answer them I'd be ecstatic!!

Meshes/Objects

1. I seen that we can import and export our own textures into the game editor...what about meshes? Can I export an NPC out of the game, open it with Blender, 3DS Max or Maya then modify it then import it back into the editor for use in game?

Rigging

2. An obvious second question. If I can modify meshes and characters in the game can I add bones to the rigging that's already available in game? For use with....well....my third question...

Animations

3. Can we modify animations in the editor? If we cannot, is it at least possible to export animation files so that we can import them in Blender or some other 3d software so that we can create our own animations for use in the game?

Camera

4. Will we have tools to modify camera placement. For instance can I edit the camera so it is over the shoulder of the main character? Or script it so that it zooms in and pans during dialogue with NPCs?

Sorry if these questions have been answered before but the idea of a modifyable RPG tool is just getting me too excited. With the correct support and tools this can finally be the tool set that allows us to create 3d RPGs the way RPGMaker couldn't! And that makes me very excited!!!

Thanks for reading!

Last edited by Elrodeus; 29/04/13 06:23 PM.
Joined: Mar 2003
addict
Offline
addict
Joined: Mar 2003
Got no answers, but another question! (sorry ;))

5. Can we make custom stats / skills / talents etc.? I read that custom spells aren't possible (yet), just modifying existing ones.


Do You Like Dreams?
Joined: Apr 2013
stranger
OP Offline
stranger
Joined: Apr 2013
Well at least I'm not the only one who is seriously excited about the opportunity to create something decently original with the tools! I mean if by some miracle we have the ability to do these things this toolset will get a massive, massive fanbase. The possibilities will be endless and I forsee people making resource sites just to house meshes, textures, and animations for use with original games and projects using the Divinity engine. It will be amazing.

Last edited by Elrodeus; 29/04/13 06:44 PM.
Joined: Jun 2003
apprentice
Offline
apprentice
Joined: Jun 2003
i hope they will have good documentation that will be constantly improved and added to as the editor receives more features in the future.

a wiki or other kind of web-based documentation would be ideal. maybe even allow the community to contribute to it.

Joined: Apr 2013
Location: Germany
veteran
Offline
veteran
Joined: Apr 2013
Location: Germany
And again many answers can be found here (see Editor&Modding):
Weresheep.net - KS devquotes

Last edited by LordCrash; 29/04/13 08:14 PM.

WOOS
Joined: Apr 2013
stranger
OP Offline
stranger
Joined: Apr 2013
You're right. There were many answers there. I've never seen those before. So it appears meshes can be imported and exported. They didn't say anything about animations being able to be imported/exported. They said you can zoom in and out with the camera in Original Sin but didn't say if the editor would allow panning, or rotating. They did say it wouldn't be available in the original game though.

Thanks for the heads up. I'd still like to hear if they have plans for allowing importing of custom animations and if we'll be able to modify the camera in the editor. Man I'm just getting more excited now that most of this is already confirmed to be in the editor!!!

Thanks again for the link!

Joined: Apr 2013
Location: Belgium
enthusiast
Offline
enthusiast
Joined: Apr 2013
Location: Belgium
Originally Posted by Elrodeus
You're right. There were many answers there. I've never seen those before. So it appears meshes can be imported and exported. They didn't say anything about animations being able to be imported/exported. They said you can zoom in and out with the camera in Original Sin but didn't say if the editor would allow panning, or rotating. They did say it wouldn't be available in the original game though.


It probably does as they originally started out that way and Swen (I think it was Swen at least) stated they were able to cut corners once they decided they were going with a fixed camera position.


* as usual this is imho (unless stated otherwise); feel free to disagree, ignore or try to change my mind. Agreeing with me is ofc also allowed, but makes for much worse flamewarsarguments.

It is a full moon night and ... bèèè! ... the Weresheep are out...
Joined: Apr 2013
stranger
OP Offline
stranger
Joined: Apr 2013
That makes me happy! I like the isometric view, I really do, but I'd love to have more dynamic camera angles during combat and dialogue personally. One of the benefits of having a turn based combat system is how cinematic you can make combat with the correct camera angles and animations.

And I've always felt like closer camera angles while you're in dialogue makes it a bit more personal.

Anyway. I just can't wait. Hope we get some more feedback from the devs about this stuff. And hope they make a Modding subforum like everyone else has been saying.

Joined: Apr 2013
journeyman
Offline
journeyman
Joined: Apr 2013
I bet people will start fiddling with those when alpha begins, so don't worry, sit tight and wait.


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