Difference between revisions of "Content:Content Designer"
| Line 5: | Line 5: | ||
| − | {|style="table-layout:fixed; width: 100%;" | + | {|style="table-layout:fixed; width: 100%; height: 50%;" |
|{{TextBox | |{{TextBox | ||
|1. Signs | |1. Signs | ||
| Line 13: | Line 13: | ||
|{{TextBox | |{{TextBox | ||
|2. Objects | |2. Objects | ||
| − | |Objects are things like Statues, Rocks, Fences, generally objects in the zone that are not interacted with. Along with verifying most of the same information as with NPCs regarding placement and appearance:<br/><br/>*Verify position, '''size''', heading of all Zone objects<br/>*Delete duplicates of static Objects, like tents, sign posts, statues, etc.<br/>*When object placement/correction is done, disable name, attack, targeting, level, etc. | + | |Objects are things like Statues, Rocks, Fences, generally objects in the zone that are not interacted with. Along with verifying most of the same information as with NPCs regarding placement and appearance:<br/><br/>*Verify position, '''size''', heading of all Zone objects<br/>*Delete duplicates of static Objects, like tents, sign posts, statues, etc.<br/>*When object placement/correction is done, disable name, attack, targeting, level, etc. |
|BackgroundColor=cedff2 | |BackgroundColor=cedff2 | ||
|FontColor=000000}} | |FontColor=000000}} | ||
|{{TextBox | |{{TextBox | ||
|3. Widgets | |3. Widgets | ||
| − | |Widgets are interactive objects in the world, such as Doors or clickable objects for quests/triggers, etc. The biggest issue with doors is the open/close coordinates are off, or backwards. Due to a math flaw in the parser/population routines, 50% of our doors are wrong and must be fixed.<br/><br/>*Verify open and close heading of doors.<br/>*Elevators/Lifts are not parsed properly, and must be setup.<br/>*Verify coordinates (x,y,z), location and heading settings of all doors/clickables<br/>*Build functionality of levers and switches<br/><br/>Tutorials coming soon | + | |Widgets are interactive objects in the world, such as Doors or clickable objects for quests/triggers, etc. The biggest issue with doors is the open/close coordinates are off, or backwards. Due to a math flaw in the parser/population routines, 50% of our doors are wrong and must be fixed.<br/><br/>*Verify open and close heading of doors.<br/>*Elevators/Lifts are not parsed properly, and must be setup.<br/>*Verify coordinates (x,y,z), location and heading settings of all doors/clickables<br/>*Build functionality of levers and switches<br/><br/>Tutorials coming soon |
|BackgroundColor=cedff2 | |BackgroundColor=cedff2 | ||
|FontColor=000000}} | |FontColor=000000}} | ||
| Line 26: | Line 26: | ||
|{{TextBox | |{{TextBox | ||
|4. Groundspawns | |4. Groundspawns | ||
| − | |Ground spawns are harvestable items usually picked up by Gathering. These items are made up of things like harvest nodes, ? or shiny, ! or pages, and quest items on the ground.<br/><br/>*[[ContentDesigner:Groundspawns#EQ2_Live|Observe Live]] - Observe the same area in EQ2Live's version of this zone and identify the Ground Spawn placements<br/>*[[ContentDesigner:Groundspawns#RAW_Data|Pop Raw Data]] and observe areas to clean up<br/>*[[ContentDesigner:Groundspawns#Building_Your_First_Node|First Node]] - decide where you want your "main" node to spawn<br/>*[[ContentDesigner:Groundspawns#Combining_Nodes|Combine Nodes]] - Combine all nodes in the surrounding area to build an ''estimated'' '''spawn percentage''' value<br/>*[[ContentDesigner:Groundspawns#Cleanup_Remaining_Junk|Remove excess nodes]]<br/>*[[ContentDesigner:Groundspawns#Designing_Offsets|Offsets]] - Create valid Offsets for spawn location placements to emulate seemingly random spawn locations<br/>*[[ContentDesigner:Groundspawns#Respawn/Expire_Timers|Pop/Depop]] - Determine depop/repop rates for a node.<br/>*[[ContentDesigner:Groundspawns#Assigning_Rewards|Groundspawn Items]] - Build the Ground Spawn '''Items''' lists<br/>*[[ContentDesigner:Groundspawns#Advanced_Groundspawns|Advanced Groundspawns]] - Advanced Groundspawn "grouping" options | + | |Ground spawns are harvestable items usually picked up by Gathering. These items are made up of things like harvest nodes, ? or shiny, ! or pages, and quest items on the ground.<br/><br/>*[[ContentDesigner:Groundspawns#EQ2_Live|Observe Live]] - Observe the same area in EQ2Live's version of this zone and identify the Ground Spawn placements<br/>*[[ContentDesigner:Groundspawns#RAW_Data|Pop Raw Data]] and observe areas to clean up<br/>*[[ContentDesigner:Groundspawns#Building_Your_First_Node|First Node]] - decide where you want your "main" node to spawn<br/>*[[ContentDesigner:Groundspawns#Combining_Nodes|Combine Nodes]] - Combine all nodes in the surrounding area to build an ''estimated'' '''spawn percentage''' value<br/>*[[ContentDesigner:Groundspawns#Cleanup_Remaining_Junk|Remove excess nodes]]<br/>*[[ContentDesigner:Groundspawns#Designing_Offsets|Offsets]] - Create valid Offsets for spawn location placements to emulate seemingly random spawn locations<br/>*[[ContentDesigner:Groundspawns#Respawn/Expire_Timers|Pop/Depop]] - Determine depop/repop rates for a node.<br/>*[[ContentDesigner:Groundspawns#Assigning_Rewards|Groundspawn Items]] - Build the Ground Spawn '''Items''' lists<br/>*[[ContentDesigner:Groundspawns#Advanced_Groundspawns|Advanced Groundspawns]] - Advanced Groundspawn "grouping" options |
|BackgroundColor=cedff2 | |BackgroundColor=cedff2 | ||
|FontColor=000000}} | |FontColor=000000}} | ||
Revision as of 13:51, 25 June 2015
Content - Content Designer
Return to: Content | Tutorials | Portal | Forum | Project Manager | Bug Tracker
A content designer's task involve spawning signs, objects, widgets, ground spawns, and NPCs in that order. This is achieved by using a combination of the web database editor, commonly known as DB Editor, and the client itself. Below is information to help turn a unpopulated zone into one filled with everything from harvest nodes to monsters.
1. Signs Signs are usually found on sign posts, hanging over doors, and are the main triggers for zoning in EQ2Emulator (ie., click on a door which is actually a "sign" and you zone to a new location). |
2. Objects Objects are things like Statues, Rocks, Fences, generally objects in the zone that are not interacted with. Along with verifying most of the same information as with NPCs regarding placement and appearance: |
3. Widgets Widgets are interactive objects in the world, such as Doors or clickable objects for quests/triggers, etc. The biggest issue with doors is the open/close coordinates are off, or backwards. Due to a math flaw in the parser/population routines, 50% of our doors are wrong and must be fixed. |
4. Groundspawns Ground spawns are harvestable items usually picked up by Gathering. These items are made up of things like harvest nodes, ? or shiny, ! or pages, and quest items on the ground. |
5. NPCs NPCs are the humanoid, interactive spawns in a zone that players communicate, accept quests from, and engage in combat with. |