ANÁLISIS SOBRE PETICIONES DE MODDERS A CREATION KIT 2
🚀What features do you want from Starfield's creation engine?
01🚀Rebelzize (autor de Skyoblivion):
🎲Not so much a feature, gameplay or mechanics-wise, but more so limitations by the engine. I really hope the new Starfield tools will make it easier for us to import new 3D assets. Currently the pipeline for importing your assets into Skyrim or Fallout is rather time-consuming, unlike in engines such as Unreal and Unity where it's one click away, figuratively speaking, from being usable in your game project.
🎲Other than that, having better tools to create larger scale environments would be fantastic. Being able to generate entire biomes or even being able to paint details such as rocks and trees on the landscapes would be a very welcome addition and allow us to create a new world much more easily
02🚀Kinggath (autor de Sim Settlements):
🎲I think Fallout 4 gave us access to just about everything, except for the UI (HUD, hotkeys, button presses, etc). We have UI mods, but they require community frameworks to pull off in a way that multiple UI mods can coexist. It would be great to have a native framework that Bethesda gives us to start so we could change small parts of the HUD or override what buttons do so we can create better user experiences.
🎲Especially since Bethesda has brought mods to Xbox where they can't use some of those frameworks. It would be great to be able to give those players the same improvements to gameplay that can come from a good custom interface.
🎲Especially since Bethesda has brought mods to Xbox where they can't use some of those frameworks. It would be great to be able to give those players the same improvements to gameplay that can come from a good custom interface.
03🚀TheBawb (Autor de Warden pf the Coast):
🎲Every modding software will have certain limitations to the game’s core mechanics, but overall the Creation Kit is a powerful tool where the modder is mostly limited by their creativity or the time they’re willing to put in. However, there are a few limitations I’d love to see overcome in the new Creation Kit 2 engine.
🎲In the current Creation Kit, an object can only have four lights that cast shadows shining on it at one time. If additional lights that cast shadows are added, the area will flicker as the player approaches. Unfortunately, this limits how well a modder can light certain levels.
🎲Navmesh (pathing) can’t be changed at runtime. For example, if a modder wants to add a platform to the game world after a certain quest is complete, NPCs will be able to use the pathing for it before the platform actually appears. This usually results in the NPCs getting stuck or falling off a ledge. On the topic of navmesh, a more accurate tool for automatically generating it would be highly appreciated.
🎲This one’s relatively minor, but you can’t scale a single axis on an object in the Creation Kit. If I had a rock mesh I wanted to adjust the height of, I can only expand all three axes to do so. Whereas in Unreal I can scale only the Z axis to extend the height. There are external applications that could be used for this, such as Blender, but seeing the functionality in place in the next Creation Kit would be quite helpful for level designing.
🎲Without community tools, Bethesda’s modding software is extremely finicky and crashes more frequently than the crypto market. A more stable Creation Kit, or one that backs up changes before a crash, would save modders a ton of time.
04🚀Prilladog (Autor de Fallout London):
🎲In all honesty, the current Creation Kit is far more robust and intuitive than people give it credit for. Whilst it may be a bit dated and have a steep learning curve, once you have the basics worked out it becomes rather easy to use. At Fallout: London we have managed to get fully working trains, boats, and even elephants which have not been seen before in the vanilla Fallout 4 game just due to some deep diving of its abilities and hard graft self-learning.
🎲So I can't imagine that the new Creation Kit would offer too much more than it is already capable of. Admittedly more documentation would always be a big plus! I guess I would also hope that the new Creation Kit will be somewhat more optimised in its rendering distances and load amount though. I think the biggest jump in tech we would like, if it is at all possible, would be to allow users of the new Creation Kit to work with certain elements which can be found in other engines such as Unreal Engine, specifically around the creation and implementation of 3D assets, as a system like that would make it a lot easier! And if it would allow PBR (Physically Based Rendering) texture systems then I can imagine some truly beautiful mods coming out!
🚀 CONCLUSIONES
🕹 Importación de assets: a raíz de las declaraciones de un ex dev en Resetera este año sobre su accesibilidad para el desarrollador, apostaría que esta faceta sigue igual
🕹 PBR: ya está confirmado que lo tienen integrado
🕹 Focos de luz por objeto: está confirmado la integración de Ray Tracing, y del Skyrim a Fallout 4 se pasó de poner pocos puntos de iluminación a cientos
🕹 Pathfinding: está confirmado que se ha mejorado para Creation Engine 2
🕹 Cambio de escala en un eje para objeto: ni idea
🕹Mayor documentación: se habló de que Starfield sería un paraiso para los modders, que es 1 juego planteado a largo plazo y estando Microsoft de "jefe", una mayor documentación y siendo la nueva iteración del motor es factible
🕹 Mayor estabilidad del Creation Kit: Creation Engine 2 tuvo auditorías en consultorías, así como ayuda de ingenieros de Microsoft, por lo que es factible una mayor estabilidad
🕹 La carga y distancias dibujado: se ha hablado en BGS de la importancia en salto de data streaming por Series S/X, la cual es necesaria no solo para tiempos de carga, sino para ser capaz de generar gráficos lo suficientemente rápido mediante carga dinámica (necesaria en juegos de mundo abierto), aparte se ha dicho específicamente de la mejora del rendering y se ha visto en el trailer distancias masivas al mostrar planetas de Starfield
🕹 Herramientas para cambio UI: para Fallout 4 se llegaron a hacer Hudframework, necesario para mods como SimSettlements que añadenn nuevos interfaces para la gestión, y Skyrim cuenta con SkyrimUI como el mod más descargado por millones. Ambos mods fueron valorados por BGS, lo que haría factible que pensando a largo plazo para Starfield como han hecho, den la opción de acceso al UI por el juego que da
🕹 Herramientas para crear escenarios grandes: Todd Howard decía que cambiando un número y dándole a un botón podían generar 1 millón planetas, a su vez hemos visto ya escenarios masivos que se sabe que fueron hechos por una fracción de las 500 personas que hacen Starfield, y que se generan asentamientos sobre la marcha de manera dinámica
🎲manejo de barcas, "conducir" elefantes, línea de tren funcional y andar en bicicleta, lo que remarca las posibilidades de Creation Engine 2 de introducir mecánicas como trenes funcionales, rovers, motos y barcos para Neon
🚀 Fuente.
Comentarios
Publicar un comentario