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<?xml-stylesheet type="text/xsl" href="http://community.lionhead.com/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx</link><description>Hi folks, another CTG member here.&amp;nbsp; I’m Sam (yes, another one) and I'm a senior coder on the central tools team.&amp;nbsp; I've been working on the tools side of the 'Concrete' system since I started at Lionhead over two years ago now.&amp;nbsp; Concrete</description><dc:language>en-US</dc:language><generator>CommunityServer 2.0 (Debug Build: 60217.2664)</generator><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2832892</link><pubDate>Thu, 10 Jan 2008 12:36:43 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2832892</guid><dc:creator>Sam</dc:creator><description>&lt;img src="/emoticons/g_o_o_d.gif" alt="G o o d [Good]" /&gt; and informative blog entry Sam! &lt;img src="/emoticons/emotion-2.gif" alt="Big Smile [:D]" /&gt;&lt;br&gt;&lt;br&gt;And I like that image... &lt;img src="/emoticons/emotion-5.gif" alt="Wink [;)]" /&gt;</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2832898</link><pubDate>Thu, 10 Jan 2008 12:43:32 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2832898</guid><dc:creator>BayStone</dc:creator><description>Finally! Been waiting for this. So, thank you. &amp;nbsp;&lt;img src="/emoticons/emotion-1.gif" alt="Smily [:)]" /&gt;&lt;br&gt;&lt;br&gt;As for the FableEd... it looks pretty much as I expected. Didn't expect that much buttons, but otherwise seems to be about right.&lt;br&gt;</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2832906</link><pubDate>Thu, 10 Jan 2008 13:37:16 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2832906</guid><dc:creator>kevingleich91</dc:creator><description>CHicken coops!!! and dog farm... hmm. i wonder if the owner farms dogs. OR maybe your dog originates there? cant wait till i get home from school so i can overanaylse it. this is like feeding a grain of rice to a bunch of starved crazy homeless people haha</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2832913</link><pubDate>Thu, 10 Jan 2008 14:06:33 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2832913</guid><dc:creator>maggot</dc:creator><description>FablED looks pretty cool and dog farm ? &lt;img src="/emoticons/emotion-3.gif" alt="Surprise [:O]" /&gt;&lt;br&gt;&lt;br&gt;Thanks for the blog and hey republic ! &lt;img src="/emoticons/emotion-2.gif" alt="Big Smile [:D]" /&gt;</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2832923</link><pubDate>Thu, 10 Jan 2008 14:36:43 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2832923</guid><dc:creator>midnyht</dc:creator><description>Thanks for this, I love reading about the tools that are at work behind the scenes. &amp;nbsp;I never really considered that there was a team writing program tools from scratch in video games until the 3rd vid diary.&lt;br&gt;&lt;br&gt;I am guessing nothing is concrete forever, since codes may become obselete when people think of more efficient or comprehensive ways of writing them. &amp;nbsp;Does this ever come in the way of writing new tools, relying on re-using older assets?(I dont know much about game development, so forgive me if I sound like an ***)</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2832930</link><pubDate>Thu, 10 Jan 2008 14:53:40 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2832930</guid><dc:creator>sCM redruM</dc:creator><description>How do the textures work with the adjusted height fields?? Are the textures oversized so when the height fields reduce or enlarge they adapt cleanly, or do the artists have to constantly resize on their own to limit the space as much as possible??&lt;br&gt;&lt;br&gt;Also, since we've seen that fences can break, are they in the editor as an object, because I don't see something like, &amp;quot;NewObjectFurnitureStaticBWFenceBroken&amp;quot;...&lt;br&gt;&lt;br&gt;Nice blog by the way...</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2832931</link><pubDate>Thu, 10 Jan 2008 14:55:29 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2832931</guid><dc:creator>Mortalitis_Infinitas</dc:creator><description>Very cool stuff. &amp;nbsp;Quite interesting. &amp;nbsp;&lt;img src="/emoticons/emotion-1.gif" alt="Smily [:)]" /&gt;</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2832945</link><pubDate>Thu, 10 Jan 2008 15:20:43 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2832945</guid><dc:creator>tigereyes</dc:creator><description>Will the read &amp;quot;Sam&amp;quot; please stand up...&lt;br&gt;...we're going to have a problem here.&lt;br&gt;&lt;br&gt;No serious, that was a great post. That picture is very interesting.</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2833036</link><pubDate>Thu, 10 Jan 2008 18:53:46 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2833036</guid><dc:creator>AlbionKnight</dc:creator><description>Is this built in C# or some other language?&lt;br&gt;Can I get a copy &lt;img src="/emoticons/laugh.gif" alt="Laugh [:laugh:]" /&gt;&lt;br&gt;&lt;br&gt;...&lt;br&gt;&lt;br&gt;Didn't think so &lt;img src="/emoticons/emotion-6.gif" alt="Sad [:(]" /&gt;</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2833087</link><pubDate>Thu, 10 Jan 2008 20:35:22 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2833087</guid><dc:creator>marcopolom</dc:creator><description>lol, i see you guys have decided to remove the excessive amount of underscores from the names of your objects, they started to get to be a bit of a pain &lt;img src="/emoticons/emotion-5.gif" alt="Wink [;)]" /&gt;&lt;br&gt;&lt;br&gt;well partially atleast...</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2833111</link><pubDate>Thu, 10 Jan 2008 21:10:46 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2833111</guid><dc:creator>Jontis_Pyro</dc:creator><description>Ywy theres going to be a lamp on a stick! now fable 2 is exactly how i dreamed it to be *flutters eyelashes* XD.... serious now, nice blog enjoyedthe read &lt;img src="/emoticons/emotion-1.gif" alt="Smily [:)]" /&gt;</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2833186</link><pubDate>Thu, 10 Jan 2008 23:20:48 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2833186</guid><dc:creator>SfK-Pyro</dc:creator><description>I know Jontis! Im excited about the lamps too! And they also have caves!&lt;br&gt;&lt;br&gt;this is preety interesting though... and seriously, two Sams?!?! Madness!</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2833362</link><pubDate>Fri, 11 Jan 2008 07:19:22 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2833362</guid><dc:creator>MJLOVER</dc:creator><description>Aye, great blog you got here Sam.&lt;br&gt;&lt;br&gt;Very informative indeed. I hope you write more blogs in the future mate!</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2833377</link><pubDate>Fri, 11 Jan 2008 09:47:33 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2833377</guid><dc:creator>ProfYaffel</dc:creator><description>Much better than the stuff that other &amp;quot;Sam&amp;quot; churns out...&lt;br&gt;&lt;br&gt;Hee, hee...</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2833387</link><pubDate>Fri, 11 Jan 2008 10:32:31 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2833387</guid><dc:creator>locater16</dc:creator><description>I was wondering how you guys handled placement of art models you'd need en masse and randomised, like grass and underbrush. Is it a brush you can sweep along heightfields, is it tied to ground textures, or something else entirely?&lt;br&gt;&lt;br&gt;I know, kinda stupid. But since I like modding games I have a bit of experience with the various ways this can be accomplished and was wondering what you guys did?</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2833542</link><pubDate>Fri, 11 Jan 2008 17:56:07 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2833542</guid><dc:creator>lyrae16</dc:creator><description>hmm. this is awesome &lt;img src="/emoticons/emotion-1.gif" alt="Smily [:)]" /&gt; thankyou for telling us about it.&lt;br&gt;i've zoomed in on the picture and I notice you've named it something... interesting... ^^&lt;br&gt;will we see this farm/fishing hut quite early in the game, i wonder? &lt;img src="/emoticons/emotion-5.gif" alt="Wink [;)]" /&gt;&lt;br&gt;&lt;br&gt;*dances around*&lt;br&gt;keep going everyone &lt;img src="/emoticons/emotion-2.gif" alt="Big Smile [:D]" /&gt;&lt;br&gt;xxx</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2833831</link><pubDate>Sat, 12 Jan 2008 02:14:18 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2833831</guid><dc:creator>goodolfable</dc:creator><description>FableEd looks impressive</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2835065</link><pubDate>Mon, 14 Jan 2008 10:32:36 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2835065</guid><dc:creator>Sam Swain</dc:creator><description>Replies to your questions:&lt;br&gt;&lt;br&gt;&amp;gt; midnyht: &amp;quot;I am guessing nothing is concrete forever, since codes may become obselete when &lt;br&gt;&amp;gt; people think of more efficient or comprehensive ways of writing them. Does this ever come in the&lt;br&gt;&amp;gt; way of writing new tools, relying on re-using older assets?&amp;quot;&lt;br&gt;&lt;br&gt;Not sure exactly what you're asking, but the games industry has by and large been very bad at re-using technology and Concrete represents our plan to start really employing re-use on a large scale. &amp;nbsp;As far as the tools go, a large part of the editor pictured above is going to be re-used on other projects which means all the person-hours gone into developing, improving, fixing, and maintaining them is automatically saved. &amp;nbsp;There are parts of the FablEd tool suite that are written to work with specific pieces of game engine technology and thus are likely to become out of date as the technology changes and moves forward. &amp;nbsp;However, this is not true in all cases because a lot is written to operate in more general terms (e.g. height-field sculpting tools can be used with other height-field technology).&lt;br&gt;&lt;br&gt;&amp;gt; sCM redruM: &amp;nbsp;&amp;quot;How do the textures work with the adjusted height fields?? Are the textures&lt;br&gt;&amp;gt; oversized so when the height fields reduce or enlarge they adapt cleanly, or do the artists have to&lt;br&gt;&amp;gt; constantly resize on their own to limit the space as much as possible?? &amp;quot;&lt;br&gt;&lt;br&gt;Are you referring to some other things you've heard about the height-field and textures as I'm not sure what you mean? &amp;nbsp;The textures are applied with a fixed world scale and are thus unaffected by height-field size.&lt;br&gt;&lt;br&gt;&amp;gt; sCM redruM: &amp;nbsp;&amp;quot;...since we've seen that fences can break, are they in the editor as an object,&lt;br&gt;&amp;gt; because I don't see something like, &amp;quot;NewObjectFurnitureStaticBWFenceBroken&amp;quot;&amp;quot;&lt;br&gt;&lt;br&gt;The breakability is more a property or behaviour of the objects placed down. &amp;nbsp;You don't need to know that they are breakable to place them down, an object is just breakable or not.&lt;br&gt;&lt;br&gt;&amp;gt; AlbionKnight: &amp;quot;Is this built in C# or some other language?&amp;quot;&lt;br&gt;&lt;br&gt;Yes, the Concrete Tools Framework is based on .Net 2.0 and almost entirely written in C#. &amp;nbsp;Some of the game and engine systems that are integrated into the editor (e.g. the graphics engine) aren't, and have to be wrapped in a managed layer.&lt;br&gt;&lt;br&gt;&amp;gt; AlbionKnight: &amp;quot;Can I get a copy&amp;quot;&lt;br&gt;&lt;br&gt;I'm sorry to say that there are no plans to release FablEd (or indeed the Concrete Framework) to the public.&lt;br&gt;&lt;br&gt;&amp;gt; locater16: &amp;quot;I was wondering how you guys handled placement of art models you'd need en masse&lt;br&gt;&amp;gt; and randomised, like grass and underbrush. Is it a brush you can sweep along heightfields, is it&lt;br&gt;&amp;gt; tied to ground textures, or something else entirely?&amp;quot;&lt;br&gt;&lt;br&gt;It is indeed a 'brush'. &amp;nbsp;The height-field painting tools don't just paint plain textures they paint a whole slew of information via 'themes'. &amp;nbsp;Each theme can carry with it numerous attributes about the surface properties in addition to the texture(s). &amp;nbsp;The classic example of this are cues for the audio system to change the sound of footsteps as the player moves over different ground types. &amp;nbsp;As for the 'underbrush' you mention, this is (more or less) dynamically generated in the editor based on a set of theme parameters to do with things like density, size variation, occlusion, etc. &amp;nbsp;The effect is that you can just paint flower-beds, rocky patches, and even forests.&lt;br&gt;&lt;br&gt;Sam&lt;br&gt;</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2835076</link><pubDate>Mon, 14 Jan 2008 11:52:09 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2835076</guid><dc:creator>paulecoyote</dc:creator><description>Very nice entry - I think only Sam entries have had pictures included with them so far! (programmer Sam and multimedia Sam) ;-)</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2839072</link><pubDate>Mon, 21 Jan 2008 18:42:24 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2839072</guid><dc:creator>Greg453</dc:creator><description>What would I give to just get once access to one of those high level Editors ...&lt;br&gt;&lt;br&gt;... I actually plan to make one on my own with XNA, ... but this woun't be more than moving objects ...&lt;br&gt;&lt;br&gt;A BRUSH TOOL!! OMG! &lt;br&gt;&lt;br&gt;And why the heck are the 12 errors in this sample pic? &lt;img src="/emoticons/emotion-4.gif" alt="Stick out tongue [:P]" /&gt;&lt;br&gt;&lt;br&gt;&amp;gt; sCM redruM: &amp;nbsp;&amp;quot;How do the textures work with the adjusted height fields?? Are the textures &lt;br&gt;&amp;gt; oversized so when the height fields reduce or enlarge they adapt cleanly, or do the artists have to &lt;br&gt;&amp;gt; constantly resize on their own to limit the space as much as possible?? &amp;quot; &lt;br&gt;&lt;br&gt;As Sam coun't help you, lat me try it.&lt;br&gt;All I know are the height maps meshes that are created (everytime the game loads it) in the content pipeline based on a black-white picture created by a designer (what ever). That means that the height map is nothing 100% fix. So the texture have to be flexible. You can imagen it like the green collor map that was painted in the last diary. Each collor would stand for one little texture bitmap (or what ever), and each texture is so drawn that if you lay the texture side to side with itself that there (sould) be no real seam between them and just flow into each other.&lt;br&gt; (in elder games and sometimes even in current, you can see the repeating patterns on the height map)&lt;br&gt;Later, when the camera ray hits the height map, it more or less checks the collor of the collor map, checks which collor stands for which texture and later just displays the endless repeating texture there.&lt;br&gt;&lt;br&gt;Or short:&lt;br&gt;Ther is nothing like just one big texture over the height map, but many endless repeating.&lt;br&gt;&lt;br&gt;&lt;br&gt;Greg the Mad</description></item><item><title>re: Tools at Lionhead</title><link>http://community.lionhead.com/blogs/lionhead_ctg/archive/2008/01/10/2832886.aspx#2840509</link><pubDate>Thu, 24 Jan 2008 08:23:56 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2840509</guid><dc:creator>guitarscout</dc:creator><description>Can I call you Sam #2? &amp;nbsp;lol&lt;br&gt;This image looks pretty cool. &amp;nbsp;And I can't wait till this game is released.</description></item></channel></rss>