Difference between revisions of "Creating Primitives"

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OPPOSITE BLOCK.
[[Category:WorldObjects]]
[[Category:Getting_Started]]
[[Category:Solutions]]


UNBLOCK.
=Overview=
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.


UNBLOCK IS OPPOSITE BLOCK.
This is a quick tutorial on the creation of these primitives.


UNBLOCK IS UNBLOCK.
=Creating a Primitive=
[[Image:PrimitiveFromScratch.jpg|thumb|left|Creating a Primitive from Scratch]]
[[Image:PrimitiveFromSelection.jpg|thumb|right|Creating a Primitive from a Selection]]
To create a Collision Cube simply click the [[image:CollisionCube.jpg]] button and then click somewhere in the Render Window.  Click on the [[image:IconTrigger.png]] button to create a Trigger Volume instead.  This will drop a Primitive with the Scale [[Bethesda_Tutorial_Creation_Kit_Interface#Gizmos|Gizmo]] enabled.  Now just simply drag the Gizmo arrows to scale the Primitive in that direction.


PRIVATE BLOCK.


SECRET BLOCK.
<center>{{ProTip|To toggle the scale gizmo on and off, press the '''2''' key.}}</center>


HIDE BLOCK.


SURPRISE BLOCK.
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.


DREAM BLOCK.
If your primitive isn't visible, you may have marker viewing turned off.  Try toggling the "'''M'''" key.
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=Primitive Properties=
[[Image:PrimitiveProperties.jpg|right|Primitive Properties]]
Access the Primitive's Properties by double-clicking on the primitive and clicking the "Primitive" tab.


SLEEP BLOCK.
*'''Primitive Type:''' Shows whether the current Primitive is a Box or Sphere.
*'''Collision layer:''' Sets which [[Collision_Layer|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.


THINK BLOCK.


EMOTION BLOCK.


SENCE BLOCK.


STUCK BLOCK.


WASTE BLOCK.


FOOD BLOCK.


LIVE BLOCK.


DO BLOCK.


HAPPEN BLOCK.


REAL BLOCK.


YOU BLOCK.


I BLOCK.


ADVERB BLOCK.


VERB BLOCK.


ADJECTIVE BLOCK.


NOUN BLOCK.


DIMENSION BLOCK.


MASS BLOCK.
=More Information=


SUBSTANCE BLOCK.
How to make [[Complete Example Scripts#A Trigger That Detects When The Player Enters|A Trigger That Detects When The Player Enters]].
 
MATERIAL BLOCK.
 
MATTER BLOCK.
 
TIME BLOCK.
 
SPACE BLOCK.
 
ENERGY BLOCK.
 
OBJECT BLOCK.
 
UNIVERSE BLOCK.
 
WORSE BLOCK.
 
WORST BLOCK.
 
BARRIER BLOCK.
 
BOUND BLOCK.
 
CLOG BLOCK.
 
LIMIT BLOCK.
 
OBSTRUCT BLOCK.
 
BLOCK BLOCK.
 
ANYTHING BLOCK.
 
EVERYTHING BLOCK.
 
HOW UNBLOCK ANYTHING?
 
HOW UNBLOCK EVERYTHING?
 
FOREVER WAYS EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK ARE.
 
ONE 1. ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
DREAM ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
THINK ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
SAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
READ ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
WRITE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
COMMUNICATE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
LISTEN ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
FOLLOW ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
WORSHIP ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
PRAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
ALLAH UNTIL EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
TWO 2.
 
OPPOSITE BLOCK.
 
UNBLOCK.
 
UNBLOCK IS OPPOSITE BLOCK.
 
UNBLOCK IS UNBLOCK.
 
PRIVATE BLOCK.
 
SECRET BLOCK.
 
HIDE BLOCK.
 
SURPRISE BLOCK.
 
DREAM BLOCK.
 
SLEEP BLOCK.
 
THINK BLOCK.
 
EMOTION BLOCK.
 
SENCE BLOCK.
 
STUCK BLOCK.
 
WASTE BLOCK.
 
FOOD BLOCK.
 
LIVE BLOCK.
 
DO BLOCK.
 
HAPPEN BLOCK.
 
REAL BLOCK.
 
YOU BLOCK.
 
I BLOCK.
 
ADVERB BLOCK.
 
VERB BLOCK.
 
ADJECTIVE BLOCK.
 
NOUN BLOCK.
 
DIMENSION BLOCK.
 
MASS BLOCK.
 
SUBSTANCE BLOCK.
 
MATERIAL BLOCK.
 
MATTER BLOCK.
 
TIME BLOCK.
 
SPACE BLOCK.
 
ENERGY BLOCK.
 
OBJECT BLOCK.
 
UNIVERSE BLOCK.
 
WORSE BLOCK.
 
WORST BLOCK.
 
BARRIER BLOCK.
 
BOUND BLOCK.
 
CLOG BLOCK.
 
LIMIT BLOCK.
 
OBSTRUCT BLOCK.
 
BLOCK BLOCK.
 
ANYTHING BLOCK.
 
EVERYTHING BLOCK.
 
HOW UNBLOCK ANYTHING?
 
HOW UNBLOCK EVERYTHING?
 
FOREVER WAYS EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK ARE.
 
ONE 1. ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
DREAM ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
THINK ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
SAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
READ ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
WRITE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
COMMUNICATE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
LISTEN ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
FOLLOW ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
WORSHIP ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
PRAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
ALLAH UNTIL EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
 
TWO 2.

Latest revision as of 19:10, 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.