Difference between revisions of "Bethesda Tutorial Dungeon Wrapup"

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* What is a '''Location Reference Type'''?
* What is a '''Location Reference Type'''?
* How can '''Radiant Story''' use our dungeon?
* How can '''[[Radiant_Story|Radiant Story]]''' use our dungeon?
* How to create and assign a '''Location''' to a Cell
* How to create and assign a '''Location''' to a Cell
* Creating and configuring a '''Encounter Zone'''
* Creating and configuring a '''Encounter Zone'''
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[[image:LocRefTypes.jpg|right|400px|thumb|LocRefTypes in the ObjectWindow.]]
[[image:LocRefTypes.jpg|right|400px|thumb|LocRefTypes in the ObjectWindow.]]


A Location Reference Type or '''LocRefType''', as we more commonly refer to it, is a special type of flag that you can place on a Reference in your level that Radiant Story (our proceedural quest generation system) uses to find the right objects. Essentially it lets you define for the quest system which actor is the "Boss" or which would be a good "Container" to place a quest item in, for example.
A Location Reference Type or '''LocRefType''', as we more commonly refer to it, is a special type of flag that you can place on a Reference in your level that [[Radiant_Story|Radiant Story (our procedural quest generation system)]] uses to find the right objects. Essentially it lets you define for the quest system which actor is the "Boss" or which would be a good "Container" to place a quest item in, for example.


We can find the whole list of LocRefTypes under '''"WorldData > Location Ref Type"''' in the Editor Window. Beyond the most advanced modding, you probably won't need to ever add new LocRefTypes.
We can find the whole list of LocRefTypes under '''"WorldData > Location Ref Type"''' in the Editor Window. Beyond the most advanced modding, you probably won't need to ever add new LocRefTypes.
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Lets start by setting the Boss, which is one of the most commonly used LocRefTypes. Lets go back to the boss we placed in the Tutorial on '''Ambushes''' and open up the Object Info by double clicking on the LvlDraugrAmbushBossMale. Go to the second to last tab, "Location Ref Type", and set the drop down to say "Boss" then hit okay.
Let's start by setting the Boss, which is one of the most commonly used LocRefTypes. Go back to the boss we placed in the Tutorial on '''Ambushes''' and open up the Object Info by double clicking on the LvlDraugrAmbushBossMale. Go to the second to last tab, "Location Ref Type", and set the drop down to say "Boss" then hit okay.


It's as simple as that. Notice that a small rectangular box has now appeared hovering above our Actor Marker. This our indicator that this object is flagged as a LocRefType and is very helpful for remembering which objects not to delete. Due to the large amount of unique LocRefTypes, there is not a simple color scheme, but you'll get a feel for ones you place in your dungeons frequently.
It's as simple as that. Notice that a small rectangular box has now appeared hovering above our Actor Marker. This our indicator that this object is flagged as a LocRefType and is very helpful for remembering which objects not to delete. Due to the large amount of unique LocRefTypes, there is not a simple color scheme, but you'll get a feel for ones you place in your dungeons frequently.


Next, lets set the '''BossChest''' on that platform to the '''BossContainer''' LocRefType in the same way. If a Radiant Quest wants to place a special treasure in the Boss's Chest, this is where it will go. Next to that chest lets place an Xmarker on the ground (filter *All for XMarker); this we will set to BossTreasureMarker. If a Radiant Quest wants to place an object near the Boss, but not in a container, this is where it will be placed.
Next, let's set the '''BossChest''' on that platform to the '''BossContainer''' LocRefType in the same way. If a Radiant Quest wants to place a special treasure in the Boss's Chest, this is where it will go. Let's place an Xmarker on the ground next to that chest (filter *All for XMarker); this we will set to BossTreasureMarker. If a Radiant Quest wants to place an object near the Boss, but not in a container, this is where it will be placed.


XMarkers are invisible and have no collision in game. They are used for positional data only. Next we will place an XMarkerHeading in this room. An XMarkerHeading is different from a regular XMarker in that it also stores rotational data. We want to make sure this positioned that we have generated Navmesh and we will set this to the '''LocationCenter''' LocRefType.
XMarkers are invisible and have no collision in game. They are used for positional data only. Next we will place an XMarkerHeading in this room. An XMarkerHeading is different from a regular XMarker in that it also stores rotational data. We want to make sure this positioned that we have generated Navmesh and we will set this to the '''LocationCenter''' LocRefType.
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</gallery>
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Now that you've placed those lets move to the exterior. The quickest way to do this is to double click on the '''Yellow Door Marker''' that we placed in the tutorial on '''hooking up the dungeon to the outside world'''. This will bring up a dialogue box asking if we wish to move the the connected door.
Now that you've placed those let's move to the exterior. The quickest way to do this is to double click on the '''Yellow Door Marker''' that we placed in the tutorial on '''hooking up the dungeon to the outside world'''. This will bring up a dialogue box asking if we wish to move the the connected door.


Now that we are in the exterior, make sure the Render Window is selected and press '''B''' to make sure that [[Cell Borders]] are displayed. We should be in the cell we renamed "LokirsTombExterior" in the previous tutorial.
Now that we are in the exterior, make sure the Render Window is selected and press '''B''' to make sure that [[Cell Borders]] are displayed. We should be in the cell we renamed "LokirsTombExterior" in the previous tutorial.
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=It's all about Location=
=It's all about Location=


A Location is the main way that Radiant Story uses to get everything it needs to create a quest. Locations can be found under '''WorldData>Location''' Lets have a look at the BleakFallsBarrowLocation. On the left side of the panel we find several pieces of data.
A Location is the main way that Radiant Story uses to get everything it needs to create a quest. Locations can be found under '''WorldData>Location'''. Let's have a look at the BleakFallsBarrowLocation. On the left side of the panel we find several pieces of data.


*'''ID''' - This is the ID used by the editor, this is never seen in game
*'''ID''' - This is the ID used by the editor, this is never seen in game
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We have all our Location RefTypes and are currently in the exterior cell, so lets go ahead and create a Location for Lokir's Tomb. With Location Selected in the Object Window Double-Click in the list of locations to create a New Location.
We have all our Location RefTypes and are currently in the exterior cell, so let's go ahead and create a Location for Lokir's Tomb. With Location Selected in the Object Window Double-Click in the list of locations to create a New Location.


# Set the ID to "LokirsTombLocation"
# Set the ID to "LokirsTombLocation"
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=Encounter Zones & Level scaling=
=Encounter Zones & Level scaling=


An Encounter Zone, or EncZone as it is often written, is used to set the level scaling for an area. They can be found under '''WorldData>Encounter Zone''' in the object window. Lets have a look at the EncZone for Bleak Falls Barrow.
An Encounter Zone, or EncZone as it is often written, is used to set the level scaling for an area. They can be found under '''WorldData>Encounter Zone''' in the object window. Let's have a look at the EncZone for Bleak Falls Barrow.


[[image:BFBZone.jpg|left|thumb|A view of the BleakFallsBarrowZone.]]
[[image:BFBZone.jpg|left|thumb|A view of the BleakFallsBarrowZone.]]
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=Setting up Music and Audio Space=
=Setting up Music and Audio Space=
When you've run through the dungeon in game, you've probably noticed that it sounds very quiet. Lets go ahead and fix that while we are looking at the Cell Properties.
When you've run through the dungeon in game, you've probably noticed that it sounds very quiet. Let's go ahead and fix that while we are looking at the Cell Properties.


On the ''Common Data'' tab, set ''DefaultAcousticSpace'' to '''IntDungeonCatacombsAcousticSpace'''; this determines amount of echo in the space. Next set ''Music Type'' to '''MUSDungeon'''; this will set the music to use the right queues for a dungeon. The Cell properties for LokirsTomb should now look like the image below.
On the ''Common Data'' tab, set ''DefaultAcousticSpace'' to '''IntDungeonCatacombsAcousticSpace'''; this determines amount of echo in the space. Next set ''Music Type'' to '''MUSDungeon'''; this will set the music to use the right queues for a dungeon. The Cell properties for LokirsTomb should now look like the image below.
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