How I Imagine the "UGC Editor"

Hi guys,

I had made a mockup for the UGC there a while now, but since then the game has evolved, and was released.
So I wanted to remake a mockup of "How I Imagine the UGC Editor" in the future (Containing the "3D model importer" but not only)

Of course, it's "MY" way of seeing the editor, how I "personally" imagine it.
Do not hesitate to comment, and say what you think would be better.

Quick access from the menu :

m1BL3ZU.jpg


... And a quick access to the content in-game too :

hEGiHGw.png


CUSTOM MUSIC :

An "User-friendly manager" :
Instead to browse the different folders in windows to import what you want, I thought it would be better for the player (especially casual players) to have a "file manager" included directly in the game to manage/import/create custom content

sdsrGqB.png


Example with the "Custom Musics" categories :
In the game, the official music is stored under the name of the theme that each music belongs, here it's the same, but with "custom categories".
Also you can choose the "type" (music or sounds)

H3FXHLO.png


CUSTOM PICTURES :

Add pictures :
To make billboards, various signs, restaurant menu, advertising, logo, graffiti, etc... We need a way to import our pictures (with the possibility to use PNG with alpha background), so we can put the picture in few signs and billboards models, or inside a "single 3D plan" in different sizes (to make our own).

uHadd7k.png


CUSTOM VIDEOS :

The same as custom pictures, but with animated files (GIF/MP4) that you can put in TV screen, animated billboards or, again a "single 3D plan" (To make a projection on a "wall" in a darkride).
And, here, with few checkboxes to "loop" the video, or activate it with a trigger for exemple.

CUSTOM TEXTURED SETS :


Because not everyone is a 3D modellers :
This tool allow everyone to make his own "Textured Sets".
When you click on "Create New Set" you have few steps :
- 1) You select the objects you want in a list of existing objects (walls, roofs, arks, columns, etc...) which are non-textured
- 2) You select the first objet and you can add a texture on it (and ajust the position/size if possible) on every faces (with a checkbox to "apply a texture on every faces" in the case you want to use only one texture on it)
- 3) You repeat the operation for every objects
- 4) You name the set, and you save.

QEHbYKI.png


CUSTOM SCENERY / 3D OBJECT :

But because some ARE 3d modellers :
Well, it's the "3D Model Importer", but with a clear interface, and some "stricts" conditions (to keep quality content to the maximum possible) like, for exemple, the requirement to add a LOD model (to keep good performance, with 30% less polygons), a maximum polycount depending on the category of the object you are importing (to avoid high poly model), a 3D viewer to check if everything is fine (to avoid importing things that do not works), verification of textures, etc ... This kind of "automatic validation steps"

CUSTOMS FONTS :

The same as the music manager, but to add the fonts (TrueType ?) for the custom signs.

CUSTOM VFX :

The concept here is to add "small textures files" (few pixels) that you can use on the "particles emiters".
Then after that you can setle all the sliders (predefined effects, number of particles, speed of emission, power of the emission, subject to gravity or not, etc ...)

CUSTOM MASCOTS :


This works exactly like the avatar creator, but with the ability to add body parts to create a mascot.
Add a different princess outfit, a cowboy hat, a pirate headband, a scifi soldier's helmet, an animal head, big gloves, a custom 3D objets imported, etc ...
All with customization of colors when it's possible (change the color of the dress for exemple)

... AND ALSO :

Why not add tabs to assist the creation of custom flatrides, custom facilities, custom tracks, etc...
It's not really my things (and it's a little bit more complicated for the user than the rest) but it would be great to have the official support and assistance (by an integrated tool) to help those who want to make this kind of things.

I know that CFR for exemple was a big things on RCT3, and is a bigger thing in every theme parks games today (like what the community do in Parkitect for exemple, is just amazing)
But it's something I put gray in my mockup since I think this can wait before to come. (The most important are, in my opinion, the first 5)

PS : I did not do all the screens, but if it interests someone at Frontier, and this can help, I'm ready to do it.
PS : Sorry for the long post, here's a potato !
 
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Looks pretty good. You've obviously given it a lot of thought.

The only thing I'd disagree with is fonts. For standard flat fonts the game should just use whatever you have on your machine rather than having to import them into the game - I hate it when programs don't use what's available to the OS properly.

Where the font tab could be useful is for non-standard font types i.e. 3D font sets for sign building (just in case you want to join Frontier in creating ginormous food and drink logos [rolleyes] ). I think the art shapes should include at least a serif and sans serif 3D font that could be used like all the other shapes. Being able to import 3D font sets would address this.

For anything animated there should be a preview button, but you've included that for music, so I'd assume that's a given.
 
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Looks pretty good. You've obviously given it a lot of thought.
Thanks.

The only thing I'd disagree with is fonts. For standard flat fonts the game should just use whatever you have on your machine rather than having to import them into the game - I hate it when programs don't use what's available to the OS properly.
Yes ... but no.

I mean, for you, for me, it's okay (and even obvious)
We can put the .ttf files inside the windows fonts folder, just like we can put our .mp3/ogg files inside the UserMusic folder.
But this is way to add and manage content (including fonts) "inside" the game, and not using windows for casual gamers.

Also, if everything (UserMusic, UserFonts, UserPictures,UserAnything, etc...) is stored in the same folder (C:\Users\NAME\Documents\Frontier Developments\Planet Coaster), it's more convenient when you want to share the folder to let a friend try your park which use custom content [wink]

Where the font tab could be useful is for non-standard font types i.e. 3D font sets for sign building (just in case you want to join Frontier in creating ginormous food and drink logos [rolleyes]. I think the art shapes should include at least a serif and sans serif 3D font that could be used like all the other shapes. Being able to import 3D font sets would address this.
I agree.
I made this suggestion in 2015 (here : https://forums.planetcoaster.com/showthread.php/259-3D-Signs-Maker )

Even using a "not dynamic" way to do it (like if we need to add each 3D letter, one by one) this could be also great.

For anything animated there should be a preview button, but you've included that for music, so I'd assume that's a given.
I agree, it's always better to have a visualization of what you want to import
 
Wow,great ideas[big grin].Since the alpha phases I have thought a lot about ugc and my position at first was that we don't need it(althought i liked the rct3 ugc).But when i see these pictures i must say,that I may was wrong.This way anyone can make custome scenery very easily or download it.I love you pictures Angelis[heart].
+one million from me[up][up][up][up][up]
 
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Give me a thumbs up as well...
I think it's a GR* idea, but I believe that it might be too late to implement that kind of a change within the game structure, because to change to this type of a setup would be a very drastic change in format from what they are already doing and maybe it is possible, but that's a HUGE IF.!
 
Wow! 10/10

Frontier better take notes!

I love the pack idea and a tab only for custom content. Right now, i find the wall section already overwhelming and instead of letting us filter by material (which is vague unless you see it) putting each type in one icon and extendeding when clicking it would be much better. This is a must for custom build sets as you will get thousands of pieces really rapidly.

I'm rather worried about cfr in this game because of how flat ride work but it's probably possible especially if frontier explain their sequence system. Custom cars should be relatively easy to make so i hope frontier make an importer.

And that ui for custom music is much better then what we have currently.


That said, don't textures have several map on them right now?
 
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We didn't need another one of these threads lol and I can't see why this amount of work was required from you angelis. I highly doubt frontier will have it setup exactly like that. There is already a post from one of the debs explaining what UGC covers. Just let them do there thing. Go enjoy playing the game instead of making images for how the menus look lol
 
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[...] This way anyone can make custome scenery very easily or download it.I love you pictures Angelis[heart].
+one million from me[up][up][up][up][up]
Thanks, and yes, that's the idea behind. To have something that centralizes all types of custom content and that everyone can use regardless of their skills [happy]

Give me a thumbs up as well...
I think it's a GR* idea, but I believe that it might be too late to implement that kind of a change within the game structure, because to change to this type of a setup would be a very drastic change in format from what they are already doing and maybe it is possible, but that's a HUGE IF.!
It's not too late since they confirmed UGC support for AFTER the release. And ... we are after the release, so I think they are going to start to work on it.
About the amount of work, same anwser. They confirmed that they are going to make a tool that, I quote : will be without "corrupted files", with things that we will "be able to share", that is "done properly" and "using the same framework" as blueprints.

I just made this thread to give my vision of the tool, on how i would like it to work, what features i would like it to have., in case that can help the team to understand better my personnal expectation (and apparently the expectation of many other players). [wink]

I hope this can help [yesnod]

Wow! 10/10

Frontier better take notes!
Thank you very much. It's why I made this thread, I'm happy you like it [yesnod]

I love the pack idea and a tab only for custom content. Right now, i find the wall section already overwhelming and instead of letting us filter by material (which is vague unless you see it) putting each type in one icon and extendeding when clicking it would be much better. This is a must for custom build sets as you will get thousands of pieces really rapidly.
That's what I think too yes.

I'm rather worried about cfr in this game because of how flat ride work but it's probably possible especially if frontier explain their sequence system. Custom cars should be relatively easy to make so i hope frontier make an importer.
Yes, this kind of thing is more "complicated" (at least, for the community, for the developpers I don't really know, but it's another debate anyway), this is why the tabs are "grayed out"

And that ui for custom music is much better then what we have currently.

That said, don't textures have several map on them right now?
You mean Difuse/Normal/Specular (and why not Height) ?
If yes, then yes ... I didnt make the "Import New Texture" windows.
 
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Joël

Volunteer Moderator
Thank you for sharing your ideas about how you imagine a UGC (User Generated Content) editor. Those mockups look quite professional.

Such an editor would really benefit of of this idea, where you have different tabs to keep everything organised, and with (partly) automated features to check if UGC works in the game (before actually using it in a park). Having a simple yet powerful UGC manager/editor in-game can be a strong plus to use UGC in the game.
 
Thank you for sharing your ideas about how you imagine a UGC (User Generated Content) editor. Those mockups look quite professional.

Such an editor would really benefit of of this idea, where you have different tabs to keep everything organised, and with (partly) automated features to check if UGC works in the game (before actually using it in a park). Having a simple yet powerful UGC manager/editor in-game can be a strong plus to use UGC in the game.
[yesnod][up] !!!
 

Joël

Volunteer Moderator
We didn't need another one of these threads lol and I can't see why this amount of work was required from you angelis. I highly doubt frontier will have it setup exactly like that. There is already a post from one of the debs explaining what UGC covers. Just let them do there thing. Go enjoy playing the game instead of making images for how the menus look lol

Everyone is free to share their own ideas and suggestions for the game, as long as they are posted in a way with respect to others and ideas/suggestions of others and as long as they do not conflict with the Forum Rules and Guidelines. Please do not decide for everyone else whether a thread is needed or not. The moderation team can judge on whether a thread or post is needed or not and take action if required.

Thank you for understanding.
 
Thank you for sharing your ideas about how you imagine a UGC (User Generated Content) editor. Those mockups look quite professional.

Such an editor would really benefit of of this idea, where you have different tabs to keep everything organised, and with (partly) automated features to check if UGC works in the game (before actually using it in a park). Having a simple yet powerful UGC manager/editor in-game can be a strong plus to use UGC in the game.

Without an Editor, it would be a total mess, even for advanced modelers like myself. The LODs, let alone a proper import pipeline and knowledge of the Cobra Engine, texture-res, mipmapping, shader-setup and slot specifics, texture-compression, and did i mention proper use of the LODs? :D

We eventually won't get around a tool that sets all the flags for the model to go in-game. [yesnod]
PLUS it would be a major time-saver compared to manually test-and-repeat for each model and whatnot. [wacky]
 
....

Yes ... but no.

I mean, for you, for me, it's okay (and even obvious)
We can put the .ttf files inside the windows fonts folder, just like we can put our .mp3/ogg files inside the UserMusic folder.
But this is way to add and manage content (including fonts) "inside" the game, and not using windows for casual gamers.

Also, if everything (UserMusic, UserFonts, UserPictures,UserAnything, etc...) is stored in the same folder (C:\Users\NAME\Documents\Frontier Developments\Planet Coaster), it's more convenient when you want to share the folder to let a friend try your park which use custom content [wink]
....


I like some of the ideas you suggested in the thread, i can't agree with the fonts though. There's two more important things to adress the variety choices more controlled. One would be to have about 6 times the fonts available ingame as currently are available, and there need to be way more "Art Shapes" of variing sizes, especially smaller and deformed variations, font-ish shapes, 3D letters or parts of letters. That could ease the need for custom-fonts.
What i'd hate to see is all the chaos that surrounded the RCT3 UGC. Like half of it bas barely, if at all, useable due to terrible poly-budgeting or other performance-eaters that happen with manual import. So a Tool approach is the best way, however i think it's important that in order to load a custom park everything should load with it, no matter if you downloaded the content or not, and with fonts the legal situation is always a bit tricky. Hence i think adding custom fonts would not benefit a modern modding approach like yours. I know there's awesome fonts out there, but i'd rather see a bunch more in-game without having to go "custom". [blah][happy]



It's too late to add to the game, but for a future successor it would be useful to use a PBR (Photorealistic-based Rendering) shader system AND on top have something like Substance Painter's Smart-materials implemented to adjust to a custom shape that's done ingame. I know it's near impossible to realize, but darn that would be heaven [shocked]
 
Nice job with the mock ups. Even if they don't ultimately look like this - - the concept and structure makes the point of how nice this can look. Does Frontier have any job openings for you?[big grin]
 
I like some of the ideas you suggested in the thread, i can't agree with the fonts though. [...]
I'm not sure to understand why, and, with what you do not agree to be honest ...
But hey, where the fonts are stored is seriously not THAT important after all (I mean, I prefer when everything is centralized in the same place but that's just my opinion [wink])

Nice job with the mock ups. Even if they don't ultimately look like this - - the concept and structure makes the point of how nice this can look. [...]
Thanks, and yes that was the idea [yesnod]

Many people still think "custom content is complicated" by ignorance mostly, but when it's well made, with a complete and designed official tool, this can be easy AND powerful at the same time.

With my example, the wide variety of custom content types, inside a single "editor", allows everyone to 1) find what he wants 2) do what he can do based on his skills.
Which means that each person playing the game in the world would be able to use, at least, two or three tabs of this editor.
It covers almost all the domains, starting with the simple player without any technical skills in 2D or 3D, or who just want to import the font of "HarryPotter font" in just few seconds, up to 3D modeller who want to recreate, import, and share the animatronic of Lord Voldemort by spending weeks on it. (I don't know why I took HP as example)
 
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I'm not sure to understand why, and, with what you do not agree to be honest ...
But hey, where the fonts are stored is seriously not THAT important after all (I mean, I prefer when everything is centralized in the same place but that's just my opinion [wink])

Thanks, and yes that was the idea [yesnod]

Many people still think "custom content is complicated" by ignorance mostly, but when it's well made, with a complete and designed official tool, this can be easy AND powerful at the same time.

With my example, the wide variety of custom content types, inside a single "editor", allows everyone to 1) find what he wants 2) do what he can do based on his skills.
Which means that each person playing the game in the world would be able to use, at least, two or three tabs of this editor.
It covers almost all the domains, starting with the simple player without any technical skills in 2D or 3D, or who just want to import the font of "HarryPotter font" in just few seconds, up to 3D modeller who want to recreate, import, and share the animatronic of Lord Voldemort by spending weeks on it. (I don't know why I took HP as example)
I have always wanted to be able to do this for years in my RCT3 years, but for some reason just couldn't easily grasp the tutorials on it. I would love to be able to do this in this game. I have a whole list written of scenery I would want to make.
 
Great suggestions Angelis!!! I wasn't really sure I wanted these abilities.... But now I really do. Hope Frontier is listening for future implementation.
 
I have always wanted to be able to do this for years in my RCT3 years, but for some reason just couldn't easily grasp the tutorials on it. I would love to be able to do this in this game. I have a whole list written of scenery I would want to make.
Same for me. [happy][up]

Great suggestions Angelis!!! I wasn't really sure I wanted these abilities.... But now I really do. Hope Frontier is listening for future implementation.
I hope too.
 
These are some great ideas Angelis! Thanks for putting so much time and effort into these mockups. They give the users (like me) a great feel for how it could work and that was the main purpose they served I guess. 😉

I'm anxious to see if they will add UGC and mods for that matter. Personally I think that is the only way a game can have a long lifespan. Just look at Cities: Skylines which still has an insanely active community, or RCT3 for that matter which also had a very active community until Planet Coaster launched.
As a simulation game you need to give your users as much freedom as possible, and PC is already doing that very well with it's building tools and Steam Workshop integration, but I think UGC and mods will push this even further and allow Planet Coaster to grow immensely.
 
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