Difference between revisions of "Bethesda Tutorial Clutter"

308 bytes added ,  07:09, 8 November 2014
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imported>TomBrightblade
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imported>Lmstearn
 
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# Allow the pot will fall to the ground and roll around until it settles
# Allow the pot will fall to the ground and roll around until it settles
# When satisfied with the positioning of the pot, turn settling back off.  
# When satisfied with the positioning of the pot, turn settling back off.  
{{WarningBox|In order for Havok Sim to work, the selected object must be from the '''moveable static''' item list.  Static items will not react the "Run Havok Sim" button is pressed.}}


{{NewFeature|Unlike previous Bethesda toolsets, physics-enabled objects in the Creation Engine will automatically settle when they are loaded in-game. Objects marked with "'''Don't Havok Settle'''", shown in ''Fig 3.16'', will skip their initial settle, but still simulate when affected by some impulse in-game.  For example, a bucket in mid-air with this box checked will still be floating in that position when you load the game.  Once hit by some other physics entity, however - such as an arrow, spell or the player - it will behave just like any other object.}}
{{NewFeature|Unlike previous Bethesda toolsets, physics-enabled objects in the Creation Engine will automatically settle when they are loaded in-game. Objects marked with "'''Don't Havok Settle'''", shown in ''Fig 3.16'', will skip their initial settle, but still simulate when affected by some impulse in-game.  For example, a bucket in mid-air with this box checked will still be floating in that position when you load the game.  Once hit by some other physics entity, however - such as an arrow, spell or the player - it will behave just like any other object.}}
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Animating objects are a type of moveable static that the player cannot interact with, but provides particles or an animation.  Some examples would be banners, fires or water drips.  Placing fire effects in sconces is a great way to create light sources - although you will have to add the actual light-casting actor separately.  This is covered in a [[Bethesda_Tutorial_Lights_and_FX|later tutorial]].
Animating objects are a type of moveable static that the player cannot interact with, but provides particles or an animation.  Some examples would be banners, fires or water drips.  Placing fire effects in sconces is a great way to create light sources - although you will have to add the actual light-casting actor separately.  This is covered in a [[Bethesda_Tutorial_Lights_and_FX|later tutorial]].


{{NewFeature|Animating objects and FX can generally be previewed with the '''Animate Lights and Effects''' button in the [[Main Toolbar]]: [[image:Jb_MainFX.jpg]].  Unlike previous Bethesda toolsets, it is not neccessary to enable physics simulation just to preview these effects.}}
{{NewFeature|Animating objects and FX can generally be previewed with the '''Animate Lights and Effects''' [[image:IconFX.png]] button in the [[Main Toolbar]].  Unlike previous Bethesda toolsets, it is not neccessary to enable physics simulation just to preview these effects.}}


:'''The defining properties of an Animating Object'''
:'''The defining properties of an Animating Object'''
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Place some containers around the room, such as the examples below.  Note the "''Treas''" prefix.  This is short for "treasure", meaning that these containers are more likely to have items of value.<br>
Place some containers around the room, such as the examples below.  Note the "''Treas''" prefix.  This is short for "treasure", meaning that these containers are more likely to have items of value.<br>
<gallery>
<gallery>
image:ContainerBarrel.jpg|150px|<b>Fig. 3.22</b>: <br>BarrelFood01
image:ContainerBarrel.jpg|<b>Fig. 3.22</b>: <br>BarrelFood01
Image:ContainerMiscSack.jpg|150px|<b>Fig. 3.23</b>: <br>MiscSackLarge
Image:ContainerMiscSack.jpg|<b>Fig. 3.23</b>: <br>MiscSackLarge
Image:ContainerDraugrChest.jpg|<b>Fig. 3.24</b>: <br>TreasDraugrChest
Image:ContainerDraugrChest.jpg|<b>Fig. 3.24</b>: <br>TreasDraugrChest
Image:ContainerRuinsUrn.jpg|<b>Fig. 3.25</b>: <br>TreasRuinsUrnLarge02
Image:ContainerRuinsUrn.jpg|<b>Fig. 3.25</b>: <br>TreasRuinsUrnLarge02
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# Double click on the object you want to preview
# Double click on the object you want to preview
# Click '''Edit Base''' to view the container Base Object (''Fig 3.19'')
# Click '''Edit Base''' to view the container Base Object (''Fig 3.19'')
# Click on '''Preview Calculated Result'''
# Click on '''Preview Calculated Result''' (''Fig 3.19a'')
# This displays a randomly-generated list of loot the container may produce (''Fig 3.20'')
# This displays a randomly-generated list of loot the container may produce (''Fig 3.20'')
# Repeat this as many times as you'd like to see additional possible loot results
# Repeat this as many times as you'd like to see additional possible loot results
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<gallery>
<gallery>
Image:pn_previewCalculatedResult.jpg|<b>Fig. 3.19:</b> Edit Base Button
Image:EditBaseButton.png|<b>Fig. 3.19:</b> Edit Base Button
Image:pn_previewCalculatedResult.jpg|<b>Fig. 3.19a:</b> Preview Calculated Result Button
Image:pn_lootPreviewWindow.jpg|<b>Fig. 3.20:</b> Loot Preview Window
Image:pn_lootPreviewWindow.jpg|<b>Fig. 3.20:</b> Loot Preview Window
Image:pn_lootPreviewWindowL30.jpg|<b>Fig. 3.21:</b> Loot Preview Window at Level 30
Image:pn_lootPreviewWindowL30.jpg|<b>Fig. 3.21:</b> Loot Preview Window at Level 30
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[[Image:pn_dummyLeveledItem.jpg|250px|thumb|<b>Fig. 3.30:</b> Leveled Item Tab]]
[[Image:pn_dummyLeveledItem.jpg|250px|thumb|<b>Fig. 3.30:</b> Leveled Item Tab]]


# Place a '''dummyPotion''' object in the level.  Be sure markers are displayed (''"M" hotkey'')
# Place a '''dummyPotion''' object (under Magic in the object tree window) in the level.  Be sure markers are displayed (''"M" hotkey'')
# Double click on the object and go to the Leveled Item tab (''Fig. 3.30'')
# Double click on the object and go to the Leveled Item tab (''Fig. 3.30'')
# You can use the filter to search for the type of potion you want
# You can use the filter to search for the type of potion you want
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=Doors=
=Doors=


Doors simply open and close when activated by the player. They can optionally be locked at various difficulties, including requiring a [[Key]] to open.
Doors simply open and close when activated by the player. They can optionally be locked at various difficulties, including requiring a [[Keys|Key]] to open.


Doors can also be set to start open; to accomplish this, check the '''Open By Default''' box on the reference properties.  This is also a useful trick to see which way the door opens.  Generally speaking, it's best to have doors swing away from the player when possible.  
Doors can also be set to start open; to accomplish this, check the '''Open By Default''' box on the reference properties.  This is also a useful trick to see which way the door opens.  Generally speaking, it's best to have doors swing away from the player when possible.  
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