Difference between revisions of "Modding Issues"
m (removed unneeded text) |
|||
(One intermediate revision by one other user not shown) | |||
Line 4: | Line 4: | ||
! 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 | ||
|- | |- | ||
− | | Mesh Colliders || Mesh colliders for object collision appear to be either deactivated or broken. || || | + | | 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.<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. || || | ||
Line 13: | Line 11: | ||
|- | |- | ||
| 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. | ||
− | + | } | |
− | |||
− | |||
− | |||
− |
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. } |