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Old 07-09-2015, 10:19 PM
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knowom
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Join Date: Jun 2006
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This thread got me thinking. What if you applied these particle emitters/effects to object file models as well stuff like torches, barrels, campfires, statues, tree's, doors, and other stuff thing that you can insert and used within any zone? I was also thinking about what Zaela said about weapons/armors and 3D development focus should be more on them due to the ease of use. She made somewhat of a good point in terms of emphasis it appealing to due it's broad applications. To that thought I've been thinking creating new 3D objects would be quite applicable as well. In fact when creating new zones you could break down sections of it to use like lego sets or blocks within zones. You could even create some basic geometry sizes and shapes to to use much like block in Minecraft or Voxels in EQLandmark. I'm not sure if these types of assets can also be size scaled like weapons and armor or not you wouldn't even need to make different size ones just resize them to taste. They could range from more simple to more complex and usable in many area's in many different ways and player made ones could textured, reused, and shared however we wanted.

Now back to this specific topic about particle effects/emitters you could make a door that has music notes emitting from it for example in theory or perhaps a fire pot spewing skulls. It could look cool, but also if you utilized proximity triggers to apply spell/songs that buff or debuff within a area of effect of it be highly functional as well. Something like a door that you walk through which casts remove magic on the player or even triggers a buff. Infinite applicable usages really somewhat trivial to manipulate with a servers DB and could either for style or function mana/heal shrine yes please fear pot oh damn secrete buff/debuff interesting.

On the 3D object subject I thought it would be handy if Akkadius were to do what was done with EoC race viewer making it quicker and easier to see what's available and finding what's wanted it would be quite handy. Akkadius also demonstrated in a video zone object they can be manipulated in real time making things more intriguing. It could even be used as a work around to a few things like re-structure two unintended zone line to connect and having matching texture transitions or blocking them off w/o it looking broken and bad. You could create new structures or import fully created ones make things to block off or modify zone lines that look natural and seamless. Think of them as 3D assets that can be used individually or even combined as prefab designs to more quickly add for example clusters patterns of trees, or rocks, torches, ect for quick and versatile layout designs which you'd basically just place at it's origin center then tweak the facing rotational direction in a zone boom clumps of data to redesign a zone with fast!

Anyway mostly wanted to touch on highlight on some different possibilities of using particle/emitter effects which could be used for visuals, but also optionally along with proximity effects for zone objects to do neat stuff. I assume it's possible there are proximity trap effect triggers all ready so that's no big deal and some of the s3d objects all ready have particle effects so I don't see that as a issue either. Particle effects on weapons is rather normal armor not so commonly at least not retroactively speaking though it could be used that way and look cool, but using them on doors would be really neat among other objects like a tree of regeneration or a water mana fountain. A lot of new types of encounters could be created based around proximity effects. Just imagine going through a door to fight a raid mob and shadow stepping to a random location or effects you intentionally periodically trigger in order to do the encounter itself.
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