Modding Concerns

In regards to UQM in Origins

The first part will be my most current concern while a bit later I'll mull over what's already been discussed on the Discord.

The ship creator. It's not very intuitive as-is (obviously as it's beta) but I feel I should voice the issue about being able to properly build and configure ships faithfully from UQM.

There are quite a few on Steam Workshop already that are decent facsimiles for the time being. But that's all they are, facsimiles. I wouldn't use *any* of them for a final release of a theoretical UQM mod for Origins.

I can see the issue may be with the hard points, possibly move to a non-hard point system where parts can be placed willy-nilly a la SPORE or go for a hybrid system where you have hard points but can hold down a key to place a part wherever the hell you want.

Not to mention how the hell we're going to make the Sa-Matra.

I'm also hoping for the possibility of importing models, be it ship parts or entire ships so that we could get a nicely polished final look.

This would also go a long way to possibly recreating the comm screens in 3D instead of recording the animation output of PNG files.

Maybe even a basic mesh editor/creator just so we can create custom shapes.

Like I said earlier, as is the ship creator is going to fall short of being able to create any of the more unique UQM vessels. Like the Orz with it's user controlled turret position.

tl;dr The ship editor needs more in-depth editing and the possibility to import custom models.

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Reply #1 Top

Right now, there's a very low number of ship parts.  As new ones get made, they get added to the list.

What I am more concerned about is the UI.  So any UI changes you'd like to see (or hot keys or other "makes it easier to manipulate the creation") we're very interested in hearing.

Reply #2 Top

Definitely some short descriptions and default part sizings.

Maybe make the right mouse button do what the middle mouse does, coming from a modeling standpoint having it delete objects screwed me up a lot.

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Reply #3 Top

I don't know if it's too early to ask but one of the concerns on Discord was being able to replicate Quasispace properly.
Will there be an implementation to switch out starmaps or will it be some other type of method like sticking 15 holes outside the boundaries of the starmap and painting it green for just that area?

Maybe implement sub starmap(s)?

A galaxy file that can be called from entering a specific point in Hyperspace.

Not only would this make it easier to create Quasispace (Or even Orz-Space in regards to Project 6014) but it would be a great tool to be able to create multiple galactic sectors and link them. For the more grander mods of course.

You could create a Star Trek Voyager like situation where your ship is stranded at the other end of the Galaxy and you have to find a way back to your home sector before [Insert Crisis Here] happens to prevent some sort of catastrophe.