Rolo Kipp wrote...
@ Nissa: Just a quick note, the synergy between so many projects under active development excites the blazes out of me :-)
You and Painofdungeoneternal (and everyone else working on the project that I'm not aware of too, of course) have my gratitude for taking such a project at heart. I'm really happy you do.
I'll admit I didn't know about CCConservancy till very recently. I thought that barring a complete copy-over to the Nexus or maybe a static "emergency" backup of the Vault stored somewhere, we'd never have as favorable a situation as the one we're currently experiencing in matters of custom content available to ones of my fav' games, NWN. Now, and thanks to Painofdungeoneternal's thorough explanations, I think I have a better and more optimistic perception of how things could evolve, and I am really starting to like the "CCCs" : they tend to bring us good things around these parts ^.^
As a module builder, I try to make mine the following preoccupations :
- making the best out of what we've been so generously provided with by people that shared the fruit of their talent and work with us, to preserve it (not at the level CCConservancy may do, of course, just for myself or friends I play with) and to further enhance it if at all possible (through fixes, but also through a more pertinent use in modules)
- being able to reliably identify content, to be aware of where it comes from, not only for the sake of integrity (avoiding duplicates, or benefitting from enhancements that might have already been done by the community), but also to acknowledge the original authors, so that I can show them the respect and gratitude that they deserve
For me, these concerns go hand in hand. Achieving the first isn't possible without the second, and working on the second would have no point without the first in sight. So, to do this, my current workflow looks something like this :
1/ I download content from the Vault (or elsewhere), and archive it on my hard drive in a way that I can trace back to it easily (URLs for example)
2/ I gather similar content by type and then categorize it through Excel/OO sheets
3/ I inspect the content more closely, either through NWNexplorer or MDLviewer, and document it
4/ I attempt to identify potential duplicates or synergies
5/ I take advantage of this time to also gauge the quality of the content : are any fixes needed, or further customizations desirable/possible ?
6/ I then take decisions as to what kind of content I intend to keep, and what I need or want to remove
7/ I use a batch to extract/reorder the content that I've previously identified
8/ I construct the 2DA/Set files needed for the extracted content to play well together
9/ I generate the final hakpack(s) out of 6/ and 7/
At this point, I should finally be able to start building, with near optimal knowledge of the content in the hakpacks of my module, of its sources (so that I can give proper credits), of its weaknesses (what kind of fixes I still need to make, or to be on the lookout for), qualities and potential (how I further could customize it to bring my "personal" touch).
All of this I can already do as of today, but since I've read Painofdungeoneternal's messages, I wonder if I couldn't do it better, meaning faster and especially more reliably.
5/ and 6/ will never turn into automatic processes. They're my "added value" as builder.
1/ as automatic process is of no direct value to me as builder (but would be as player!).
7/, 8/ and 9/ are already more less automatic for me, and while I don't doubt that it could be further improved, I believe that the tool will adequately handle these parts, without further conforming to what I perceive as personal preferences on my part.
2/, 3/ and 4/ are *the* processes that can be painfully slow, and really bring me to a halt sometimes in my building. Here third-party assistance is desirable to me.
4/ is already within the scope of the tool, so that leaves us with just 2/ and 3/.
So what is that the tool could do for me as a builder ? Without further petitioning for my "cause", as I've already said more than my piece of pie about it, and Painofdungeoneternal has shown remarkably patient about enduring it, I would just like to add the following :
2/ It's good that the tool will come as open (API) and documented. I don't know if I'll be able to take on the challenge to expand upon it, but I really see a huge potential there for any builder, and I hope it will be taken full advantage of (like the aforementioned "Set Editor").
Being able to properly assess of what is available, annotate, to sort and filter through it, to make the best possible decisions during the "keep/eliminate" stage is an inherent and essential part of any merging process. This does not change for modding games.
3/ I might go against the majority here, but previews that are automatically generated for *every* model, like static screenshots or even animated gifs, would actually provide very little information to me, plus they appear as having a good number of "show-stopping" inconveniences :
- a serious impact on the bandwith (if stored online) and/or drive space (if stored locally) of the end-user
- the inability to display the full extent of the model's features : WOK, PWK, animations, fixes, tintable textures, I'm sure there's more
- the render may or may not correspond to what one actually experiences in game (this already happens with NWNexplorer and the toolset)
- they need to be updated (which could arguably also be part of an automatic process, but process + process + ... ends up in a lot of processes!)
What I do find useful are screenshots of the packages as a whole, ideally accompanied by demo modules/erfs to quickly try them out, like they currently exist on the Vault. NWNexplorer, or MDLviewer (for animated creatures/phenotypes), are usually more than enough for me to get a pertinent perception of the model (through visuals and source). These tools have the merit to already exist, and any builder worth their name should be using them anyway. Furthermore, they could also serve in the cases where the identification of duplicates cannot be automated and requires user intervention. So, maybe would it be sufficient to just plug into these tools locally, and leave in the online "database" only the manifests, comments and any extra data that has been collected by the community ?
So just these two addons :
- being able to categorize, filter and sort content, directly in the tool (without making it a little brother of Excel), to generate or manually feed manifests
- a split NWNexplorer window, visualizing existing content on one side, new content on the other, with the usual NWNexplorer trees (ideally the v11 one, which I can scroll through with direction keys, contrary to the v163 one)
would definitely rock, err, I mean significantly change for better my world as NWN builder.
I apologize for the repeated lengthy posts, but I'm quite passionate about the topic, and equally so about the project that Painofdungeoneternal (and Rolo?) initiated. I happen to be a part of another community (the BG2 one), which has developed tools that seem quite similar to me in purpose : "BWS"/"BWP". I can relate (at least from the outside) what kind of challenge it is to create, and maintain them. It's not my intent to show inconsiderate of what is already "on the plate" for us in the future, just to offer (subjective, but hopefully motivated) feedback. It's also not my intent to further worsen my reputation as local train "derailer", so I will stop here for today.
Whatever comes out of it, thank you again for doing this for the community!
Modifié par Nissa_Red, 10 mars 2013 - 02:25 .