I’ve been doing that already for two weeks. It’s not like it’s impossible, it’s just way more effort to do than simply modifying the original files - which is why I’m about the only one who can be bothered to do it right now…
As for the difficulty, once you’ve written your own modding API it’s actually kind of easy.
No, this is just simply not true. For one thing, “All developers/animators/companies” would not buy Stonehearth edition or Home edition, because both prohibits the use of the software for commercial use, meaning to develop content to be used for profit or advertisement.
Automatically ruling out any company interest or prospecting developers, including all animators interested because of profitability.
So any of these who intend to use QC will have no choice but to buy the $80 QC edition or potentially face huge legal problems after using it illegally.
Additionally, there are a few very simple ways to ensure that only stonehearth users have access to the stonehearth edition.
The first would be to make it impossible to buy the stonehearth edition without getting a secret url sent from RadEnt (through humble) that leads to a hidden page including stonehearth edition in the purchasable editions list.
The second would be for RadEnt and Minddesk to have some communication where they verify that the people that buy the stonehearth edition uses an email address that is registered as having been used to purchase Stonehearth. Minddesk would have to make a disclaimer on the purchase site that Stonehearth users will have to use the same email address as they used to buy Stonehearth. (alternatively their Humblebundle email with a connected Stonehearth code.
As someone who have been working with animation, if i were to buy a qubicle constructor edition that i was going to use for other purposes than Stonehearth, but not for profit, the addition of exporting .xml, the minecraft format(s?), .vox and .vxl, not to mention the ability to generate a landscape and use height mapping would make Home edition the perfect edition.
No non-modder 3D hobbyist would buy a handicapped edition that only gives you 1 useful export format (.obj, .qb is only useful within the qubicle framework) when one that is so universal is available for just a little more. ($40)
But i’m only interested in using it for modding and animating Stonehearth, so the only formats that matter to me is .qb and .obj. making Home edition a waste of money and Stonehearth edition a considerable handicap.
I would have to align myself with someone capable of taking my .qb and exporting it as .obj for me to animate for the stonehearth edition to be worthwhile. I don’t see that happening so easily, and i’am honestly concerned about license limitations of doing so.
And from my understanding you should have concerns. Even as QC is not limiting the exchange, I don’t think that it is in the idea of the software to transfer files for someone else… just by applying common sense.
I have to support Miturion here. Sure, developers would not go with the Stonehearth Edition. But most people buying the software will be not coding their own game. This are modders like you and me and if there is a version available which provides the format you need, people will go for it… whatever it is called. On the other hand, people who want to earn money with their work might not be concerned about the $80 (considering the costs of other software).
Unfortunately I cannot think of an easy way out of the “dilemma”. QC at the moment is built and priced around the export functions (more or less). Maybe this will change with QC2. I have heard that @Tim has some ideas for the new version and how to differentiate the editions.
What you might want to do is to drop a message in the forum of Minddesk. In general Tim is quite fast in replying on questions and comments. He is also generous in case you buy a cheaper version and you want to upgrade it later on… from what I saw so far.
I’m honestly not seeng where you are in agreement with Miturion as what he was arguing was everyone would just buy the stonehearth edition if just obj was included. As i outlined above, that isn’t the case, and someone who was going to use it for cubicle editing in general and make more than just the most basic of models with it, would need other export formats like.xml or .vxl, not just .obj.
And to someone with that intention the home edition would actually be much more appealing precisely because it also includes features like landscape generation, saving a whole lot of time and effort.
There ought to be, as i argued, some manner of algorithm for Minddesk to check with Stonehearth for the emails, because then we’ve already solved the issue of people “just going for the cheap alternative”.
I will take a look at the forum, having already been in contact with Tim over email regarding the stonehearth edition before it was released, i know fully well how dedicated he is to responding to comments and questions.
To be clear I did not make any statement or opinion myself. Well, I added developers buying it myself, that might not be true. But I just said what the guy from Minddesk said once. So it is the case.
To have my opinion. I actually agree with you. You need to do some serious animating to justify the extra 30 $. How much I like qubicle, it is too much imo.
But I also see the point from Minddesk.
But my last point still stands. If you want to do animating. You can use other voxel editors that export to obj.
If Tim said it, then he is mistaken. Developers are prohibited from making money off noncommercial products like the Home edition or the Stonehearth edition of QC.
That being said, what he might have meant, would be hobbyist developers like the people making mods for Stonehearth.
For which i have already laid out solutions to keep from happening and will forward to Tim.
Needless to say those only wanting to develop for Stonehearth would only want the Stonehearth edition, and would prefer that it included .obj export. (because modding includes animation)
But those that would want to develop nonprofit content for more than only Stonehearth, would want the Home edition because of the wider usefulness of the extra tools, not to mention the ability to export .xml.
And companies and profit developers\animators legally have no option but to buy the $80 Master edition because it allows commercial use, unlike the other editions. ($80 is easily made back when you develop for money)
That’s reality.
However, following Voxel pirate’s suggestion to look at the forum, Tom made an interesting declaration on the Minddesk [forum][1] back in May.
"inkblot May 2013
Hi Chaze,
This is Tom. Any confusion is my fault, so please don’t take it out on Tim.
We are a long way from defining the final tools editing and animating objects in the game. 3DS Max (the tool I use to animate) costs over $1000 and obviously we don’t expect you to buy that! As I tried to explain in the livestream, I was showing you guys my current development process using the tools I’m most familiar with. That doesn’t mean that you will need all the same tools when the game is released."
[1]: http://www.minddesk.com/vanilla/index.php?p=/discussion/392#Item_2
I can only interpret this as meaning that we will only need .qb to animate at a later date, but i would still much rather be able to start animating now than late 2014, especially as 3DS max is also my tool of choice. But it seems i will simply have to wait to start developing mods until release.
Why not just start with what you can already do? You can add custom models and re-use the animations which are included in the game… ok, this will work only if your models are similar to existing ones, but better than nothing. Once you see or have the features and tools you are looking for, you can build upon what you have. That’s my approach at the moment .
Because to me, there is no point in modeling something like a deer if i cannot bring it to life with custom animations.
I’m not a sculptor, i am an animator. I can build structures and unliving creations, but what really makes it enjoyable to me is to bring my models to life.
I cannot draw enjoyment out of making mods for a game that will only allow me to use premade animations that may or may not fit.
And so i cannot justify buying the Stonehearth edition until i have the ability to animate, and i cannot justify buying the Home edition because i have no use for all the extra bits and i cannot afford to spend $40 on it, especially when i cannot even make money back using it. (noncommercial license and all)
Therefore i have no option but to wait until RadEnt figures out how we will be able to animate without .obj format exporting.
you make perfectly valid points… but i think its only fair to give the developers time to provide the tools they have in mind for the modding community (which they seem uniquely interested in supporting)…
alternatives, while a bit more tedious and/or hacky, can potentially hold us over till then…
You really read selective.
I said I added that and it might be incorrect.
Furthermore, I cannot imagine that in the negotiations between Minddesk and Radiant Entertainment the exporting of *.obj is not discussed. There is no reason I can come up with that they would not have discussed that. But it turns out it cannot be included in a cheap stonehearth edition.
Pretty much this. If you really want to start animating now you can. Just use another free voxel editor that can export to *.obj. Like sproxel for example. The only downside it you still have to make the deer .qb file in qubicle. But making the deer twice is not that much time compared to time animating takes.
But we can always just call @sdee or @Tom to let us know the current status of the animating proces they have in mind for modders without Qubicle Home edition.
I could very well imagine that this is a trade-off… having a competitive priced Stonehearth-Edition which will work for most people vs. a more up-priced Home- and Master-Edition for the “Pros”. Curious about QC2 as I have in mind that the pricing scheme might change there.
@ThiqzMod best might be if you load the .qb-files from Stonehearth in to QC. You will need the body-, head and cloth-files. Depending on what you want to do you have to adjust the right file. Stonehearth is combining them in the game to a final model of your worker, profession, etc.
The bodies and heads you can find here:
“…\Stonehearth\mods\stonehearth\entities\humans”
The cloths here:
“…\Stonehearth\mods\stonehearth\entities\professions” (always in the “outfit”-folder).
@SteveAdamo you can take the unofficial models, but they will not be 100% the same (they do not have to be) and you will need to cut them into pieces, which is quite some work.