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 Debug Tools 
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Rank 14
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Joined: Fri Jun 27, 2014 2:57 pm
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In update to 3.0, would be good to get debug tools since modding will be added.

  • Console to view traces and type commands. Or special character for normal convo bar to prefix commands and a way to expand it and do scrolling.
  • Debug draw for thing like collision mesh, waypoints, maybe object name.
  • Way to view current properties/settings of game objects and global state. Properties like name of object, class of object in addtion to variables set on it by script.


Sat Nov 22, 2014 11:20 pm
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@modderman

We will improve the gui aspect of the modding tools in due time.

We like using scripts because it allows us the rebuild everything without human interaction.
If new features for the engine are developed, you only need to run the conversion tool and all objects are recompiled.
Conversion errors are shown in a trace file and runtime errors are shown in message box (and traced to trace file).

Also because we use Maya the scenes are pretty easy to edit.
Most shaders and polygon features are supported in Maya. So once you got a model in there it can directly be used in the engine.

I have added some Maya screenshots:

- The apartment from the "dark dreams" story.
- The apartment with colliders objects visible.
- Some sex-toys

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Attachment:
modding2.jpg
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Sun Nov 23, 2014 9:37 am
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Quick questions while you're talking about modding and Maya,

What is the maya scale for creating a toy that can be used? Just so that I don't create something that is massively out of scale...

And secondly, do we have to use maya 2009 to create objects, or can we use a newer version? I have Maya 2015, but I can get 2009 if I need to... Just want to make sure I'm learning the right version of the tool....

Last, what are the cylinders in the first shot of the apartment? They are there in both shots....


Sun Nov 23, 2014 3:16 pm
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@MasterAaran

We use Maya 2009. We want to upgrade our software to work with a later version in the future.
But we have not done so because there was no need to do so yet.

The scale is in meters. So 1 unit is 1 meter. The grid you see is also in meters.

The cylinders are info objects and/or colliders for the player, so that he does not bounce into the NPC.
Info objects give feedback, so you know the player is in a certain area.


Sun Nov 23, 2014 3:36 pm
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Joined: Fri Jun 27, 2014 2:57 pm
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I fine with use scripts to make everything. I do not need in game level editor or in game script editor, though some want that. I am just talk about debug tools, not content creation tools.

Thanks for screenshots of level making. I am sure your way of do things is good and many will figure out how to use the tools.


Sun Nov 23, 2014 8:00 pm
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