003 Basemod for new builders

Ideas and suggestions for game mechanics and rules.
Locked
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

003 Basemod for new builders

Post by indio »

http://www.thesilvermarches.net/uploads ... all_001.7z

Grab a version of this to decompress the mod: http://www.7-zip.org/

Here are some quick notes I made today:
Basemod Tutorial


1. Module Configuratgion
2. Templates
- Areas
- NPCs
- Convos
- Scripts
- Triggers
- Waypoints
- Quests
3. Area Building
4. Plugin Reference


1. Module Configuration
A. Module Properties
- Date
The ALFA Start Date is:

- Time Ratio
The number of real-time minutes for every game hour is:

- XP Lever
This lever should be set to:

- Script Handles
The ABS scripts must not be removed. They can, however, be customised.

- Variables
Module variables can be set here.

B. Conventions, Classifications & Properties
- How to name
Please refer to the ALFA Naming Cinventions here:

- Where to store
For any custom objects in the palettes made for your server, use your server number (003, 012 etc) as the prefix for any classification. This will keep all your objects easily accessible right at the very top of your palettes, and will also help keep all of our work easily identified when we share content.

- What to include
Name: Names of NPCs and monsters, with the exception of NPCs whose names are important for the PCs to see, should be included within parentheses. eg {Rivermoot Pikeman} This method ensures that no name appears about their heads in game.
TAG: eg. 003_XXX_XXX_XXX
Resource Allocation: 003_XXX_XXX_XXX
Resref: 003_XXX_XXX_XXX

C. Server and Client Performance
- Creature Caching
This option is within the Area Properties of each area. Include any monster that appears regularly in that area for smoother server performance.

- Script Caching
Any commonly called script (the Tech Team can help develop a list of recommended scripts) should be placed here for improved server performance.

- Area Sizes
24x24 is proving a popular choice for Persistent Worlds. It's a more efficient use of memory than a 16x16 area. 32x32 is an even more efficient area size, but does cause problems for builders who struggle to make effective use of the entire region. There is no standard area size in ALFA, or indeed, within a server. But 16x16 is not recommended for exteriors. As for client load times entering an exterior, 32x32 does not differ significantly from 16x16, strengthenong the case for 24x24 areas.

- Spawning and Placing
Client load times are effected by the number of objects that need to be spawned, and also the number of placeables in an area. All NPCs and monsters must be spawned. Rarely is it worth spawning placeables unless they are objects that replenish, such as treasure chests. It is worth, however, converting as many placeables as possible to Environmental Objects (right click on the placeable and select Convert.) This has two consequences:
i. It improves client load times
ii. It makes the placeable 'walkable', meaning a PC can walk through it.
To solve the second problem, create a Walkmesh Cutter trigger around all environmental objects you do not want PCs to walk through.
*Note: Be cautious convertting buildings with working linked doors to environmental objects, for upon doing so, any door attached will be destroyed in the conversion process. There are several ways around this, but in general, a good rule of thumb is that any building or object that needs to be interacted with ought to remain a placeable. Anything else (decorations and suchlike) ought to be made Environmental and given a walkmesh trigger.
**Note: The urgency to spawn everything in NWN1 (largely due to the fact that servers has many hundreds of areas) does not exist in NWN2 to the same extent. Area size is already massive for exteriors, so adding to it by placing stores, for example, instead of spawning them as we would have done in NWN1, is not as important. However, where possible and convenient, spawn, don't place.
umb.

- Lag Magnets
i.Grass (use sparingly)
ii. Multiple seeds of the same tree: A seed number can be found in the properties of any tree. A seed is a random appearance modifier for that tree. Try it and see. Obsidian recommend using no more than a few different seeds per tree type per area, and no more than five or so different tree types (this may be wrong). But that could mean 15 different seeds per area, which is considerably more than is safe. No more than 3 different seeds, in total, for any area is a conservative rule of thumb.
iii. Spallcasting Creatures: Until Obsidian fix this, spellcasters will lag a server, especially if operating simultaneously with other spellcasters.
iv. Pathfinding: Any creature running after a PC who gets stuck will continue to try to follow until the area is cleared of creatures, and monopolise the CPU in the process. No way to stop PCs running away, so currently this is something to be aware of more than anything else.

2. Templates
The purpose of the templates in the base module are for a simple customisation process for any builder using the base module. Duplicate any of the palette resources and modify as you see fit.

3. Building an Area
i. Reference source material and your server team's gridmap.
ii. Build a heightmap or find a heightmap with contours aproximating the region to be built (Leveller program might help here). The YATT download, tutorial and conversion guide can be found here:
iii. YATT your heightmap.
iv. Modify your heightmap in Photoshop (or whatever), increasing or decreasing contrast, to generate an area more fitting with your concept.
v. Lay down general textures, objects and geographical features.
vi. Link your area to adjoining areas.

This is all that is required for Beta 1 areas. Don't get bogged down at this point with perfection or beautification. More on, make another area, do some interiors, then come back to it. Lay down some big trees, add water (water at different heights can be added on each mega-tile), so go for a few small ponds/lakes/waterholes. Change the color of the water and change how still the water is. Choose a spot on the edge of your area and choose a canonical and environmental theme (farming, forest, ruins, frontier, wilderness, slum, swamp etc etc). Now go through the placeable palettes and dump any placeable that might be of use on the edge of the area. Don't place them anywhere yet, just dump them all down. Go do another interior. When you come back, bang the placeables into a spot on the map, and then resize it. A24x24 can sap the fun out of things pretty quick unless you get the space filled. Worry first about getting the area into beta, then worry about making it nice.

4. Plugins
i. Sin Plugin
Useful for navigating areas, effective scrolling and viewing objects from underneath from below the horizontal plane. It also incorporates useful tint and item tools. Highly recommended.
ii. PowerBar
Update instances, search scripts, cut walkmesh on objects, and about 15 other things of varying degrees of usefulness. Highly recommended.
iii. YATT (Yet Another Terrain Tool)
Exterior area terrain generator. Highly recommended.
iv. Resizer (available only in the RePlug pack by Tanita)
Originally by ALFAs Bool, this very useful tool ties the resizing of placeables (any proportion, any dimension) to the keypad.
v. Tanita's TerraCoppa
Rotate exterior terrain. Recommended.
vi. Tanita's Watermill
Generate water by laying a texture over terrain, and converting that texture to water. While ingenious, it's not perfectly stable. Can cause area corruption. Use with caution.
vii. Item Generator
A NWN1 way of making items. Recommended if you are unfamiliar with the toolset.
viii. Creature Generator
I haven't documented what's in the module, or done a hundred other things that might be done to make this truly useful. But it's a start. I've also removed any exterior that was in-progress to reduce the download.
Image
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Post by AcadiusLost »

Is that the module tooled under NWN1.05, or the one you've made with the 1.06beta? May be important for folks trying to open it while on the official patch off the updater (myself included).
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

1.05 patch AL. I've got the toolset on my other machine at the earlier patch.
Image
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Post by AcadiusLost »

On your other machine? Now, why didn't I think of that. *eyes loulabelle's computer*

If I get a chance to, I'll try to find out where that non-ACR holy symbol code is still hooking in, so we can get rid of it before it sneaks into other Beta modules.
User avatar
Rusty
Retired
Posts: 2847
Joined: Mon Feb 21, 2005 10:36 pm
Location: London
Contact:

Post by Rusty »

Can we make sure we get everything consistent and 'pure' with this, and that AL is made aware of whatever templates indio/Thangs are working on.

Thanks
Locked