Difference between revisions of "Creating Primitives"

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*'''Color:''' The RGB values of this primitives color.
*'''Color:''' The RGB values of this primitives color.
*'''Select:''' Click this to open the color picker for an easy way to set this primitive's color.
*'''Select:''' Click this to open the color picker for an easy way to set this primitive's color.
=More Information=
How to make [[Complete Example Scripts#A Trigger That Detects When The Player Enters|A Trigger That Detects When The Player Enters]].

Latest revision as of 20:10, 13 August 2012


Overview[edit | edit source]

The Creation Kit features editor-created primitives which can be non-uniformly scaled. These find their primary use in the creation of trigger volumes, collision volumes, multibounds, and occlusion planes.

This is a quick tutorial on the creation of these primitives.

Creating a Primitive[edit | edit source]

Creating a Primitive from Scratch
Creating a Primitive from a Selection

To create a Collision Cube simply click the CollisionCube.jpg button and then click somewhere in the Render Window. Click on the IconTrigger.png button to create a Trigger Volume instead. This will drop a Primitive with the Scale Gizmo enabled. Now just simply drag the Gizmo arrows to scale the Primitive in that direction.


Protip.jpg To toggle the scale gizmo on and off, press the 2 key.


Another way to create a primitive, most useful when making Room Bounds or Triggers, is to have a reference in the Render Window selected when clicking the button of the type of Primitive you want to create. This will create the Primitive at the origin of the selected reference, and at the size of that reference's bounds.

If your primitive isn't visible, you may have marker viewing turned off. Try toggling the "M" key.




Primitive Properties[edit | edit source]

Primitive Properties

Access the Primitive's Properties by double-clicking on the primitive and clicking the "Primitive" tab.

  • Primitive Type: Shows whether the current Primitive is a Box or Sphere.
  • Collision layer: Sets which collision layer this primitive is.
    • For Collision Primitives this declares what type of objects can collide with this primitives.
    • For Trigger Primitives this declares what types of objects send an event when inside the trigger.
  • Player Activation: This only works for Triggers and allows the player to get a prompt when his cursor is over the Trigger, which can then be activated by the player and sends an OnActivate event.
    • The prompt will be the name on the trigger/activator base object
    • There appears to be a bug where the trigger is impossible to activate if its Z rotation is at 0 degrees.
  • Origin X/Y/Z/: Where the origin of this primitive is located
  • Bounds X/Y/Z: The size of this primitive on all axis'.
  • Color: The RGB values of this primitives color.
  • Select: Click this to open the color picker for an easy way to set this primitive's color.










More Information[edit | edit source]

How to make A Trigger That Detects When The Player Enters.