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  1. #1
    Player
    AnnaRosa's Avatar
    Join Date
    Jun 2017
    Posts
    515
    Character
    Anni Suri
    World
    Spriggan
    Main Class
    Rogue Lv 80

    Cartesian coordinate system (Z)

    Am happy to say could watch all exterior area and city Interior presentation on last Tokyo Fan Fest and would like to speak that am in love with the organic forms of the City mall that contrast the resistance of the glass, rough of the steel and the shaped brick structures.

    All the ornamented steel details that support walkways reminds the base for a giant organic greenhouse at the same time it pushed back to British Industrial Revolution various buildings with the mix of D´Orsay, dunno if it is the intention it was how it felt.

    While watching the presentation could observe that Professionals used X,Y,Z for the items placement along the different areas interior/exterior, would it be possible to open such options for players too?
    Just for the interior of the houses since is a different instance.
    (7)

  2. #2
    Player
    Kytrin's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    648
    Character
    K'rina Sato
    World
    Jenova
    Main Class
    Samurai Lv 100
    I would love for us to be able to place on the Z axis as well! That would make some thing so much incredibly easier.
    (2)

  3. #3
    Player
    Kio's Avatar
    Join Date
    Mar 2011
    Posts
    864
    Character
    Kio Solais
    World
    Hyperion
    Main Class
    Culinarian Lv 90
    Yes please! So many people use glitches to do this as it is, it would be lovely to be a feature instead of a bug!
    (1)

  4. #4
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    It would be really helpful .

    If they unlocked the Z coordinate and scaling you could make some pretty crazy stuff, in Wild Star they have both of those unlocked (for the most part) and people make wild things out of mundane items. Here comes a beautiful car made out of kitchen sinks, and fun stuff like that lol.
    (1)

  5. #5
    Player
    Dustytome's Avatar
    Join Date
    Aug 2015
    Posts
    2,707
    Character
    Fox Briarthorn
    World
    Sargatanas
    Main Class
    Culinarian Lv 100
    Quote Originally Posted by Shougun View Post
    It would be really helpful .

    If they unlocked the Z coordinate and scaling you could make some pretty crazy stuff, in Wild Star they have both of those unlocked (for the most part) and people make wild things out of mundane items. Here comes a beautiful car made out of kitchen sinks, and fun stuff like that lol.
    Here's wildstar's base UI element for manipulating housing elements:



    I don't remember what a good chunk of the bottom half does, but for the top half you could select a piece of furniture and then you could either use the arrows on the ui, manually enter the numbers in the text boxes or (if I'm remembering correctly, it's been a long time) manipulate the furniture using drag/drop mouse controls. Add in a list of furniture so you manually target furniture that may be too far inside other pieces to target and you've got a lot more control over placement without the hassle of using a bunch of time consuming tricks.

    With the exception of scaling, this is all information the servers already keep track of. We'd also probably need one additional furniture option to turn off surface snapping either individually or completely.
    (1)
    Last edited by Dustytome; 04-23-2019 at 02:38 AM.

  6. #6
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Dustytome View Post
    I don't remember what a good chunk of the bottom half does, but for the top half you could select a piece of furniture and then you could either use the arrows on the ui, manually enter the numbers in the text boxes or (if I'm remembering correctly, it's been a long time) manipulate the furniture using drag/drop mouse controls. Add in a list of furniture so you manually target furniture that may be too far inside other pieces to target and you've got a lot more control over placement without the hassle of using a bunch of time consuming tricks.

    With the exception of scaling, this is all information the servers already keep track of. We'd also probably need one additional furniture option to turn off surface snapping either individually or completely.
    It's beautiful... I love it lol. Best housing system :3 (imo). That and the send to crate.. what was it like 800 items to store? Then the thousands of exterior and then interior items to actually place XD.

    On the cute GUI thing though: The bottom copy transform and paste transform save the three details below, T R S. Can't remember what the T stands for but basically if you had s deselected it would copy the location and rotation of an item but not it's scale. This way you can copy paste the exact wall specification you want without having to set each one manually (position, rotation, scale checked will copy when using "copy transform").

    I wonder actually if they could save some information or at least not cost much additional information when going to Z + rotational option.. at least I assume (dangerous territory lol) that they are storing the dependency of each item such that a figurine on a table knows that it belong to the table and the table belong to the floating platform which is attached to the wall of the house (to keep items connected and "on top" of things). So if we changed (removed) dependency and made it angular rotation maybe the amount of info doesn't change too much (we already have one type of rotation, we need the other two directions though).
    (1)

  7. #7
    Player
    Dustytome's Avatar
    Join Date
    Aug 2015
    Posts
    2,707
    Character
    Fox Briarthorn
    World
    Sargatanas
    Main Class
    Culinarian Lv 100
    Quote Originally Posted by Shougun View Post
    I wonder actually if they could save some information or at least not cost much additional information when going to Z + rotational option.. at least I assume (dangerous territory lol) that they are storing the dependency of each item such that a figurine on a table knows that it belong to the table and the table belong to the floating platform which is attached to the wall of the house (to keep items connected and "on top" of things). So if we changed (removed) dependency and made it angular rotation maybe the amount of info doesn't change too much (we already have one type of rotation, we need the other two directions though).
    I think the rotation is already saved too. Certain placement areas cause the furniture to angle itself and then there is a very minor placement area where it retains that angle, which is why it's really just a matter of letting us manipulate these values via the ui vs weird placement tricks. The same data's being kept either way, it just makes it easier on the user.
    (1)

  8. #8
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Dustytome View Post
    I think the rotation is already saved too. Certain placement areas cause the furniture to angle itself and then there is a very minor placement area where it retains that angle, which is why it's really just a matter of letting us manipulate these values via the ui vs weird placement tricks. The same data's being kept either way, it just makes it easier on the user.
    Oh yeah great point, I was thinking on a basic level they wouldn't need to store that but.. if they didn't and you placed something on an edge case every time you entered a room it would be different lol. So clearly they have to, especially since they recently made sure the system saved your exact placement (there were micro differences in the past iirc).

    Definitely they should unlock stuff for inside a house then :P, would help make things go faster and less stressfully (no glitch or importance of order madness) and probably add a lot more new ways to use stuff (exterior is a no no though haha).

    I had a lore reason for this for instanced content that made something similar to Wildstar housing - as you've seen those cutscenes of us visiting the mother crystal I thought perhaps she'd give us a space of our own near her heart, aether's bosom, sort of thing. Then fiddling with environment, lighting, and scale all sort of makes sense (also house binding items makes more sense since you're converting it into your own unique aether space lol).
    (1)

  9. #9
    Player
    TenraiNagi's Avatar
    Join Date
    Jan 2012
    Location
    Gridania
    Posts
    165
    Character
    Tenrai Nagi
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 70
    I completely agree with enabling the Z axis, we already do it with glitches but it’s a pain most of the time lol
    However, if they think of item rotations too, then they should look into increasing the item limit cap before that because it would give endless possibilities of how we could decorate but a very limited item cap
    (1)

    All credit goes to the amazing Niqote!

  10. #10
    Player
    Ramesses's Avatar
    Join Date
    Aug 2011
    Location
    Sharlayan
    Posts
    1,393
    Character
    Prince Nuada
    World
    Diabolos
    Main Class
    Reaper Lv 70
    Quote Originally Posted by AnnaRosa View Post
    Am happy to say could watch all exterior area and city Interior presentation on last Tokyo Fan Fest and would like to speak that am in love with the organic forms of the City mall that contrast the resistance of the glass, rough of the steel and the shaped brick structures.

    All the ornamented steel details that support walkways reminds the base for a giant organic greenhouse at the same time it pushed back to British Industrial Revolution various buildings with the mix of D´Orsay, dunno if it is the intention it was how it felt.
    I absolutely agree... the Musée d'Orsay is a wonderful building and I love that the Crystarium exhibits some of that excellent architecture. It also has some elements of Joseph Paxton's Crystal Palace that was built in the UK (burnt down sometime in the 1930s I believe). Here's an image...


    As for whether the option to have access to the Z-axis as an option for players... I personally like the furniture glitches... I think its a great idea but it might present some caveats for the Dev Team. Those functions are great in game design development (and software like Rhino, 3D-Max, Auto-CAD and so on)... but they have their challenges.
    (1)
    Last edited by Ramesses; 04-23-2019 at 03:24 AM.

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