Difference between revisions of "Bethesda Tutorial Dungeon Wrapup"

xmarkerheading LocationCenter clarity and grammar
imported>JohnnyWing
m (linked in "radiant story", typos(lets->let's))
imported>Syneris
(xmarkerheading LocationCenter clarity and grammar)
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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, 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.
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.
 
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.


<gallery>
<gallery>
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image:LocRefTypeBoss3.jpg|BossChest and BossTreasureMarker LocRefTypes.
image:LocRefTypeBoss3.jpg|BossChest and BossTreasureMarker LocRefTypes.
</gallery>
</gallery>
Next we will place an XMarkerHeading for the '''LocationCenter''' between the entrance and the boss. A good spot for this in Lokir's Tomb would be the second room. Make sure it is positioned on the generated Navmesh and set the LocRefType as '''LocationCenter'''. An XMarkerHeading is different from a regular XMarker in that it also stores rotational data.


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