Difference between revisions of "Creating Primitives"

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=Primitive Properties=
=Primitive Properties=
[[Image:PrimitiveProperties.jpg|right|Primitive Properties]]
[[Image:PrimitiveProperties.jpg|right|Primitive Properties]]
Access the Primtive's Properties by double-clicking on the primitive and clicking the "Primitive" tab.
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.
*'''Primitive Type:''' Shows whether the current Primitive is a Box or Sphere.

Revision as of 12:36, 24 March 2012


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.

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

Creating a Primitive

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. This will drop a Primitive with the Scale Gizmo enabled. Now just simply drag the Gizmo arrows to scale the Primitive in that direction.

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

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 (The prompt will be the name on the trigger/activator base object), which can then be activated by the player and sends an OnActivate event.
  • 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.