Difference between revisions of "Modding Issues"

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! Issue/Bug/Request Entry !! Description of Problem/Issue/Bug !! Workaround !! Expected Behavior/Detail of request
 
! Issue/Bug/Request Entry !! Description of Problem/Issue/Bug !! Workaround !! Expected Behavior/Detail of request
 
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| Mesh Colliders || Mesh colliders for object collision appear to be either deactivated or broken. ||  || This is just an unnecessary restriction for custom asset creation. At times the cleanest, most optimal set up are mesh colliders. In these cases it is just an additional time sink to instead work on setting up a bunch of box or capsule colliders.
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| Mesh Colliders || Mesh colliders for object collision appear to be either deactivated or broken. ||  || Mesh colliders are not supported for object collision, use box colliders..
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| Double Collider Scale Bug || Currently, if you adjust the scale of a prefab (for instance by placing larger and smaller versions of the same tree prefab) the scale change is applied twice to colliders. If I set a tree to a scale of 1.4, the collider size is multiplied by 1.4 twice.<BR/> This gets especially anoying with objects such as trees, rocks and cliffs where you tend to use the scale option to add variation and make things fit better. ||  || 
 
 
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| Terrains as Child Object Bug || Currently, if you place your terrain pieces inside an empty game object as a child object, it breaks object collision for the whole scene.<BR> The reason this is an issue is that RTP uses this method of placing terrain objects within empty game objects, so that you can assign different texture selections and settings to different terrain objects within your scene. || ||  
 
| Terrains as Child Object Bug || Currently, if you place your terrain pieces inside an empty game object as a child object, it breaks object collision for the whole scene.<BR> The reason this is an issue is that RTP uses this method of placing terrain objects within empty game objects, so that you can assign different texture selections and settings to different terrain objects within your scene. || ||  
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| Static Collision Painting || The process of painting static collision for a map needs serious improvement. Even as a rudimentary placeholder tool it is lacking.  As soon as you do not have an open, flat map like most of Celador is, it gets beyond frustrating and time consuming to work with.<BR/> || || There are tools that allow you to generate texture maps by painting directly onto the terrain. The Relief Terrain Pack is easy an example that Citadel Studios can look at. Just check out the wetness painter RTP has.<BR/>After each brush stroke, you should have visual feedback to how the static collision map looks. Meaning there should be an immediate conversion to the grid, or at least a way to convert it with an easy key combination.<BR/>You should have the option to use the more performance intensive setting of going with 0.25 unit cell size instead of the current 0.5 unit cell size.<BR/>Quality of life options, such as pre-caculating intraversable sections by incline angle (so you can say any incline above 75° gets painted as collision) and having the option that any surface colliders clear painted collision would be the cherry on top.<BR/>My terrains are not anymore complex than what others or I have created in NWN 2. If the comparable time you need to put in between doing a quality walkmesh / static collision map in NWN 2 compared to LoA is 30-60 minutes compared to 5-10 hours, there is a serious issue.<BR/>Especially so if you need to put in a mindnumbing amount of time, and what you end up in LoA still feels poorer in quality than what NWN 2 had.  
 
| Static Collision Painting || The process of painting static collision for a map needs serious improvement. Even as a rudimentary placeholder tool it is lacking.  As soon as you do not have an open, flat map like most of Celador is, it gets beyond frustrating and time consuming to work with.<BR/> || || There are tools that allow you to generate texture maps by painting directly onto the terrain. The Relief Terrain Pack is easy an example that Citadel Studios can look at. Just check out the wetness painter RTP has.<BR/>After each brush stroke, you should have visual feedback to how the static collision map looks. Meaning there should be an immediate conversion to the grid, or at least a way to convert it with an easy key combination.<BR/>You should have the option to use the more performance intensive setting of going with 0.25 unit cell size instead of the current 0.5 unit cell size.<BR/>Quality of life options, such as pre-caculating intraversable sections by incline angle (so you can say any incline above 75° gets painted as collision) and having the option that any surface colliders clear painted collision would be the cherry on top.<BR/>My terrains are not anymore complex than what others or I have created in NWN 2. If the comparable time you need to put in between doing a quality walkmesh / static collision map in NWN 2 compared to LoA is 30-60 minutes compared to 5-10 hours, there is a serious issue.<BR/>Especially so if you need to put in a mindnumbing amount of time, and what you end up in LoA still feels poorer in quality than what NWN 2 had.  
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| Client-side cache issues || Custom objects collision not working properly on the client side, especially on custom maps, even though you are 100% sure your collision is set up correctly.<BR/>A cache issue impacting Collision will usually return some "Invalid client path" warnings on the server shell and the server will "bump" the char to a correct location. This is because the server collision detection works and the client isn't because its cache hasn't been updated. || You can try to delete the folders related to your mod (usually starting with your mod name) in <C:\Users\YOUR WINDOWS ACCOUNT NAME\AppData\LocalLow\Unity\Citadel Studios Inc__Legends of Aria> || Client-side should refresh consistently after every build.
 
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| Day/Night cycle not working || The LoA Toolkit "Create New Custom Map" isn't creating the consistent Sun/Moon structure in the "Hierarchy". || You can save the Sun/Moon structure from the official Celador map as an asset (you need to open it from another project) and look at the parent 'lighting' object settings. Copy the asset in your own project. You can then use it in your hierarchy, under a parent object with the same settings as in the Celador map. || "Create New Custom Map" should be creating the consistent Sun/Moon structure in the "Hierarchy"
 
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Latest revision as of 22:18, 30 December 2018

The following includes a request for bug fixes, tool improvements and features for the custom map creation side of modding.

Issue/Bug/Request Entry Description of Problem/Issue/Bug Workaround Expected Behavior/Detail of request
Mesh Colliders Mesh colliders for object collision appear to be either deactivated or broken. Mesh colliders are not supported for object collision, use box colliders..
Terrains as Child Object Bug Currently, if you place your terrain pieces inside an empty game object as a child object, it breaks object collision for the whole scene.
The reason this is an issue is that RTP uses this method of placing terrain objects within empty game objects, so that you can assign different texture selections and settings to different terrain objects within your scene.
Bundling Bug The way custom asset bundles are handled by Legends of Aria is an issue. Because we can not use the option to assign specific assets to specific bundles directly in Unity (instead doing so via custom object libraries), this causes assets to not be excluded when building a scene.
This results in a lot of unecessary bloat of the scene bundles. Every object you place within your scene, has it's prefab and textures included in the map bundle.
For projects that use a considerable amount of custom assets, this can actually break the scene because the map bundle becomes so large that the client is not able to handle it. The best case scenario is that the download process for players becomes unnecessarily inflated.
Static Collision Painting The process of painting static collision for a map needs serious improvement. Even as a rudimentary placeholder tool it is lacking. As soon as you do not have an open, flat map like most of Celador is, it gets beyond frustrating and time consuming to work with.
There are tools that allow you to generate texture maps by painting directly onto the terrain. The Relief Terrain Pack is easy an example that Citadel Studios can look at. Just check out the wetness painter RTP has.
After each brush stroke, you should have visual feedback to how the static collision map looks. Meaning there should be an immediate conversion to the grid, or at least a way to convert it with an easy key combination.
You should have the option to use the more performance intensive setting of going with 0.25 unit cell size instead of the current 0.5 unit cell size.
Quality of life options, such as pre-caculating intraversable sections by incline angle (so you can say any incline above 75° gets painted as collision) and having the option that any surface colliders clear painted collision would be the cherry on top.
My terrains are not anymore complex than what others or I have created in NWN 2. If the comparable time you need to put in between doing a quality walkmesh / static collision map in NWN 2 compared to LoA is 30-60 minutes compared to 5-10 hours, there is a serious issue.
Especially so if you need to put in a mindnumbing amount of time, and what you end up in LoA still feels poorer in quality than what NWN 2 had.

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