traderain;n10519812 said:
wcc_lite wasn't really created for us. RedEngine uses wcc.exe to do some stuff, they just stripped some stuff and released it without proper documentation and testing.
traderain;n10519812 said:
They create tools for people to use. It's not black magic. Look at skyrim for example. They just need to properly design them.
traderain;n10519812 said:
The problem is not the lack of tools rather the laziness. they would just need to add (c++ like pseudocode):
That's still not the message intended. Any computer system made for modern hardware must have a finite "start" and "stop" condition. This necessitates a minimum and maximum limit to the operating environment. This is why even Gamebryo / Creation Engine can be an absolute nightmare to deal with -- even though it was specifically designed for modular editing from the beginning and is fairly easy to pick up and learn. This is why modders have been forced to create utilities like WryeBash, SKSE, and ENBSeries to hook the engine itself with shell programs in order to achieve a greater level of compatibility with functions the engine itself was never designed for.
The actual Gamebryo / Creation Engine is incredibly limited in what it can actually do on its own. It's basically the text-based system of Morrowind with animation packages and system "suspends" hamfisted into it in order to create things like spoken dialogue (which are simply individual audio files that play on quest flags), "cutscenes" (which are nothing more than quest scripts involving navmesh coordinates and forced idle animations), and a slew of bare-bones game mechanics (many of which
cannot work as intended through the actual engine...like the infamous "pickpocket bug" and the even more infamous "ash pile bloat"). It's a system of give and take. Yes, Bethesda titles are infinitely more friendly for modding than TW3, and the toolset is utterly expansive by comparison...but Bethesda titles themselves offer little more than the ability to arrange animatronic mannequins on endless loops around a very static gameworld. The illusion it creates is fantastic, but it's still a series of very simple processes layered over one another to create a sense of "depth".
From what I've seen, RED Engine is a totally different beast. It's also nothing more than illusion (as are all games), but rather than worrying about being modular, TW3 carefully crafts a series of intricate mechanics to create single, set-piece instances. This is why TW3 cutscenes may contain such detailed and nuanced physical performances from the characters. There's no "modular" function being used...it's specifically crafted "scenes" that rely on specific, scripted code for that scene and that scene only. It will often never be used in any other part of the game. Such an approach does not lend itself well to being "tweaked".
Analogy:
TW3's approach and engine is like a film production. It requires a specific set to be built around a specific scene. Actors perform a specific series of lines, and the scene is shot using specific angles. The takes are then edited into a "final cut", and that's what we see in the game. If I reach into a scene and try to "pull the camera back", then the beautiful garden veranda reveals itself to be...nothing more than a facade of set pieces using forced perspective, plastic plants, and careful lighting on a sound stage. There is no veranda, and there is no garden. If I want to change the scene, I can't simply "move the camera"...I need to build
a completely different set.
Whereas Skyrim / Fallout works more like an amusement park. There are a ton of animatronic puppets everywhere, and the park itself was built to be walked through, so it maintains its illusion from various perspectives. However, it all appears somewhat plastic. Mountains are a little too small...scenes are a little too stiff. But it's easy for me to redecorate the entire place for Halloween, or Christmas, or a birthday party (Happy Birthday,
Riven-Twain!) All I need to do is pull the deer costume off of that robot, turn it around on its track, and replace it with a wolf costume, and viola! It will now move toward you instead of away, and it looks like a predator; it's now "scarier" and more "dangerous". It's literally trading quality for quantity and speed.
Two different approaches. One is friendly and works more like Playdough. One is like trying to alter a finished oil painting. One is more fun to play with...one creates a more honed, final result. One was built to me changed and molded...one was really not.
traderain;n10519812 said:
The problem was here that they probably weren't really designing it with the modding tools in mind or didn't have enough resources to do so what is perfectly fine.
And I think there may a lot of truth in this. Perhaps there was a plan, at one time, to make modular elements more prevalent in the engine. Perhaps the dev team imagined they could work the tools in retroactively. But perhaps, as development continued, and the devs realized they could pull off something amazing for the game...they set the idea of being modular aside to create a better TW3. (I don't know; I'm guessing. But based on the experience provided by vanilla TW3, I'd have to support that decision.)