Difference between revisions of "Community support ideas"

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(thrown in a conflict detector idea)
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; String ID migration tools : One of the knottier problems that the toolset has with [[builder to builder]] export and import is keeping [[string ID]] numbers from colliding. It frequently has to renumber string IDs as a result. The toolset is able to find and correct all of the string ID references used internally when it does this, but it is unable to automatically find and correct the filenames of voice over wav files and [[FaceFX]] files (these files include the string ID number in their filenames as a way of assocating them with their respective lines). A log file is generated during the builder to builder process that records what string ID changes were done, an application that uses this log to rename files could be quite useful.
 
; String ID migration tools : One of the knottier problems that the toolset has with [[builder to builder]] export and import is keeping [[string ID]] numbers from colliding. It frequently has to renumber string IDs as a result. The toolset is able to find and correct all of the string ID references used internally when it does this, but it is unable to automatically find and correct the filenames of voice over wav files and [[FaceFX]] files (these files include the string ID number in their filenames as a way of assocating them with their respective lines). A log file is generated during the builder to builder process that records what string ID changes were done, an application that uses this log to rename files could be quite useful.
  
; Model import tools : Due to legal constraints BioWare was unable to release the export scripts they used to turn 3DSMax models into the format the game uses. Third-party converters and plugins for 3DSMax or for other 3D modeling programs will be essential for full-blown content creation.
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; Model import tools : Due to legal constraints BioWare was unable to release the export scripts they used to turn 3DSMax models into the format the game uses. Third-party converters and plugins for 3DSMax or for other 3D modeling programs will be essential for full-blown content creation. See [[MMH]] and [[MSH]] for model file specifications.
  
 
; Conflict detector : It should be relatively straightforward to extract a list of all the string IDs and resrefs used by any given module. Given that, it should be possible to create an application to automatically compare a set of modules and determine if there are any conflicts between them.
 
; Conflict detector : It should be relatively straightforward to extract a list of all the string IDs and resrefs used by any given module. Given that, it should be possible to create an application to automatically compare a set of modules and determine if there are any conflicts between them.

Revision as of 18:09, 2 October 2009

Unfortunately the team at BioWare that prepared the toolset for public use doesn't have enough resources to address every request or suggestion for improvement. The following is a collection of ideas for improvements that BioWare couldn't get to but that could quite possibly be done by community contributions instead.

Better, more consistent camera control settings
At BioWare the various different editors of the toolset are used by various different specialists, each focused on their own area of expertise. This has led to different camera controls schemes being used in the area and level editors, for example. The camera control schemes are set in the DefaultSettings.xml file. Community-contributed versions of DefaultSettings with more consistent control schemes would be most welcome, or perhaps even a third-party application to make it easier to edit camera controls without XML expertise.
Voice over management tools 
BioWare was unable to release their voice over and localization software. The information needed for managing voice over work can be extracted from module talk tables; it would likely be very useful if there were some sort of application available to make recording VO for dialogue lines easier.
String ID migration tools 
One of the knottier problems that the toolset has with builder to builder export and import is keeping string ID numbers from colliding. It frequently has to renumber string IDs as a result. The toolset is able to find and correct all of the string ID references used internally when it does this, but it is unable to automatically find and correct the filenames of voice over wav files and FaceFX files (these files include the string ID number in their filenames as a way of assocating them with their respective lines). A log file is generated during the builder to builder process that records what string ID changes were done, an application that uses this log to rename files could be quite useful.
Model import tools 
Due to legal constraints BioWare was unable to release the export scripts they used to turn 3DSMax models into the format the game uses. Third-party converters and plugins for 3DSMax or for other 3D modeling programs will be essential for full-blown content creation. See MMH and MSH for model file specifications.
Conflict detector 
It should be relatively straightforward to extract a list of all the string IDs and resrefs used by any given module. Given that, it should be possible to create an application to automatically compare a set of modules and determine if there are any conflicts between them.