Difference between revisions of "Bethesda Tutorial Layout Part 1"

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You can use the '''[[Preview Window]]''' to preview objects. Right clicking an object in the object window and select "preview". A window will pop up showing the object. You can use the same camera controls here as in the [[Render Window]], and automatically updates to show whatever object you select in the [[Object Window]]. This can make the [[Preview Window]] handy to keep up for browsing the art.
You can use the '''[[Preview Window]]''' to preview objects. Right clicking an object in the object window and select "preview". A window will pop up showing the object. You can use the same camera controls here as in the [[Render Window]], and automatically updates to show whatever object you select in the [[Object Window]]. This can make the [[Preview Window]] handy to keep up for browsing the art.
{{Template:ProTip|Kits are very robust, and the large number of pieces at your disposal can be overwhelming at first. Stick with it! Just knowing your way around the kit is a huge part of being able to effectively work with it, and this will take some time and experimentation on your part.  Give yourself a generous amount of time for this before moving on. Try not to get frustrated at slow progress right now!}}
{{ProTip|Kits are very robust, and the large number of pieces at your disposal can be overwhelming at first. Stick with it! Just knowing your way around the kit is a huge part of being able to effectively work with it, and this will take some time and experimentation on your part.  Give yourself a generous amount of time for this before moving on. Try not to get frustrated at slow progress right now!}}


==Kit Naming Conventions==
==Kit Naming Conventions==
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You are able to search for the pieces you need by typing any of these parts into the Object Window filter. For example, if you want to view all of the Nordic Small Room pieces, type ''"NorRmSm"'' into the filter. The search will turn up results based on the category selected on the left side of the object window.  
You are able to search for the pieces you need by typing any of these parts into the Object Window filter. For example, if you want to view all of the Nordic Small Room pieces, type ''"NorRmSm"'' into the filter. The search will turn up results based on the category selected on the left side of the object window.  


{{Template:InDepth|Once you've learned the naming convention, you can use the asterisk "(*)" to serve as a wildcard when searching for pieces in the Object Window. For example, if you are searching for all possible exits from a Nordic Small Room, just enter '''"NorRmSm*Ex"''' into the Object Window Filter. Each possible exit piece for the Nordic Small Room kit will appear. [http://en.wikipedia.org/wiki/Wildcard_character More about wildcards at Wikipedia]}}
{{InDepth|Once you've learned the naming convention, you can use the asterisk "(*)" to serve as a wildcard when searching for pieces in the Object Window. For example, if you are searching for all possible exits from a Nordic Small Room, just enter '''"NorRmSm*Ex"''' into the Object Window Filter. Each possible exit piece for the Nordic Small Room kit will appear. [http://en.wikipedia.org/wiki/Wildcard_character More about wildcards at Wikipedia]}}


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Right click on the LokirsTomb Cell and pick "View" to assign it to the render window.
Right click on the LokirsTomb Cell and pick "View" to assign it to the render window.


{{Template:WarningBox|It's important to be 100% sure of what cell you have loaded before doing any editing. There are two places to check this: the title bar of the [[Render Window]], and the area above the filter box in the [[Cell View]] window both show the name of the currently-loaded cell}}
{{WarningBox|It's important to be 100% sure of what cell you have loaded before doing any editing. There are two places to check this: the title bar of the [[Render Window]], and the area above the filter box in the [[Cell View]] window both show the name of the currently-loaded cell}}


==Step 2: Placing Your First Piece==
==Step 2: Placing Your First Piece==
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==Step 3: Fitting the Pieces Together==
==Step 3: Fitting the Pieces Together==
Select your ''NorRmSmWallSide01'' piece we placed before.  Use '''"ctrl+D"''' to create a duplicate piece.  This will place a new ''NorRmSmWallSide01'' reference directly on top of the pre-existing one.  Note that the duplicated object is automatically selected for you.
Select your ''NorRmSmWallSide01'' piece we placed before.  Use '''"ctrl+D"''' to create a duplicate piece.  This will place a new ''NorRmSmWallSide01'' reference directly on top of the pre-existing one.  Note that the duplicated object is automatically selected for you.
{{Template:WarningBox|Remember that you have to "click in" to the render window before performing operations like duplicate. Also, if objects inside the render window are not being selected, type CTRL+P or click the [[File:Jbrowne_IconPortalMode.jpeg]] '''Enter Portal Mode''' button in the [[Main_Toolbar|main toolbar]].}}
{{WarningBox|Remember that you have to "click in" to the render window before performing operations like duplicate. Also, if objects inside the render window are not being selected, type CTRL+P or click the [[File:Jbrowne_IconPortalMode.jpeg]] '''Enter Portal Mode''' button in the [[Main_Toolbar|main toolbar]].}}
Click and drag inside the Render Window to move the newly-created wall piece.  With grid-snapping turned on, it will lock into place relatively easily.
Click and drag inside the Render Window to move the newly-created wall piece.  With grid-snapping turned on, it will lock into place relatively easily.


Two walls is hardly a room; we need corners! Return you attention to the [[Object Window]] and search for "'''NorRmSmCorIn01'''", then drag it into the render window.  [[Creation_Kit_Interface_Cheat_Sheet|Rotate the piece]] into the correct orientation to line up with one of your walls and drag it into place.  [[:File:FittingPieces01.jpg|See Fig. 5.]] Remember to have your angle-snapping turned on and locked at 45 degrees.  
Two walls is hardly a room; we need corners! Return you attention to the [[Object Window]] and search for "'''NorRmSmCorIn01'''", then drag it into the render window.  [[Creation_Kit_Interface_Cheat_Sheet|Rotate the piece]] into the correct orientation to line up with one of your walls and drag it into place.  [[:File:FittingPieces01.jpg|See Fig. 5.]] Remember to have your angle-snapping turned on and locked at 45 degrees.  


{{Template:NewFeature|When dragging new references to the Render Window, they will be placed with their pivot point wherever your cursor is when you release the left mouse button. This makes it easy to quickly create new pieces at the correct floor height.  If you release over the void, the object will be placed at the camera.}}
{{NewFeature|When dragging new references to the Render Window, they will be placed with their pivot point wherever your cursor is when you release the left mouse button. This makes it easy to quickly create new pieces at the correct floor height.  If you release over the void, the object will be placed at the camera.}}
Some kits have a "flow", which means that pieces have to be configured in a specific way for aesthetic reasons. For example, in this kit, walls are either '''"side"''' or '''"front"''' types. The two walls you've placed are ''side'' walls, as denoted in the name of the piece. Any perpendicular walls must therefore be of the ''front'' type. In this case, it's because of ceiling details that flow the length of the room, and using the pieces incorrectly can create large gaps in the ceiling.
Some kits have a "flow", which means that pieces have to be configured in a specific way for aesthetic reasons. For example, in this kit, walls are either '''"side"''' or '''"front"''' types. The two walls you've placed are ''side'' walls, as denoted in the name of the piece. Any perpendicular walls must therefore be of the ''front'' type. In this case, it's because of ceiling details that flow the length of the room, and using the pieces incorrectly can create large gaps in the ceiling.


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To check the ceiling flow, [[Creation_Kit_Interface_Cheat_Sheet|rotate the camera]] so you're looking at the ceiling. Notice the linear pattern in the pieces. Rotate the mid pieces individually where necessary to connect the pattern to the walls. See Figure 7 for the correct configuration.
To check the ceiling flow, [[Creation_Kit_Interface_Cheat_Sheet|rotate the camera]] so you're looking at the ceiling. Notice the linear pattern in the pieces. Rotate the mid pieces individually where necessary to connect the pattern to the walls. See Figure 7 for the correct configuration.


{{Template:WarningBox|Rotating the camera to look up can be disorienting, especially if you are new to the Creation Kit or working in 3D.  Be patient and use Shift+F to re-focus the camera and start over if you end up looking into the void.}}
{{WarningBox|Rotating the camera to look up can be disorienting, especially if you are new to the Creation Kit or working in 3D.  Be patient and use Shift+F to re-focus the camera and start over if you end up looking into the void.}}


<gallery>
<gallery>
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We've completed a room with walls, a ceiling, and a floor - but no way out. Time to add a door. Delete one of the '''NorRmSmWallFront01''' pieces by selecting it in the render window and pressing "delete". In the [[Object Window]], search for '''NorRmSmWallFrontExSm01''' and drag it into the render window. Remember to preserve front/side consistency. Since this exit is on a "front" wall, use a "front" exit piece.  
We've completed a room with walls, a ceiling, and a floor - but no way out. Time to add a door. Delete one of the '''NorRmSmWallFront01''' pieces by selecting it in the render window and pressing "delete". In the [[Object Window]], search for '''NorRmSmWallFrontExSm01''' and drag it into the render window. Remember to preserve front/side consistency. Since this exit is on a "front" wall, use a "front" exit piece.  


{{Template:ProTip|Not sure what object you have selected? The [[Main Toolbar]] displays this in its lower-left corner.  If you have multiple objects selected, it displays the most recently selected object name and "+X more" to give you an idea how large your total selection is.  Your current selection is also highlighted in the [[Cell View Window]]}}
{{ProTip|Not sure what object you have selected? The [[Main Toolbar]] displays this in its lower-left corner.  If you have multiple objects selected, it displays the most recently selected object name and "+X more" to give you an idea how large your total selection is.  Your current selection is also highlighted in the [[Cell View Window]]}}


Try creating a hallway connected to the new doorway. In the object window search for '''NorHallSm1WayEndExSm01'''.  Make sure your [[Object Window]] is opened to '''WorldObjects>Static>Dungeons>Nordic>SmHalls'''.  Note the ''ExSm'' suffix, shorthand for "Exit Small".  This lets us know it will snap with any other ''ExSm'' piece in the Nordic kit. Be sure grid-snapping is still on and snap the pieces together.
Try creating a hallway connected to the new doorway. In the object window search for '''NorHallSm1WayEndExSm01'''.  Make sure your [[Object Window]] is opened to '''WorldObjects>Static>Dungeons>Nordic>SmHalls'''.  Note the ''ExSm'' suffix, shorthand for "Exit Small".  This lets us know it will snap with any other ''ExSm'' piece in the Nordic kit. Be sure grid-snapping is still on and snap the pieces together.
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</gallery>
</gallery>


{{Template:WarningBox|When loading example plugins, remember '''not''' to load your plugin to avoid conflicts caused by having two cells with the same name.}}
{{WarningBox|When loading example plugins, remember '''not''' to load your plugin to avoid conflicts caused by having two cells with the same name.}}


==Step 5: Checking It Out In the Game==
==Step 5: Checking It Out In the Game==
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{{Template:ProTip|When testing, it's helpful to use the '''[[COCMarkerHeading]]'''.  These markers are only used for testing - when using the COC [[Console_Commands|console command]], this is where you will appear.  Only one of these markers should be placed per cell. If a cell has a pre-existing coc Marker, simply move it before saving the plugin. Like all markers, if it's hidden, press '''"M"''' to show it. If you are having trouble finding it in the Object Window, simply type "COC" into the filter box and select the '''*ALL''' category.
{{ProTip|When testing, it's helpful to use the '''[[COCMarkerHeading]]'''.  These markers are only used for testing - when using the COC [[Console_Commands|console command]], this is where you will appear.  Only one of these markers should be placed per cell. If a cell has a pre-existing coc Marker, simply move it before saving the plugin. Like all markers, if it's hidden, press '''"M"''' to show it. If you are having trouble finding it in the Object Window, simply type "COC" into the filter box and select the '''*ALL''' category.
|style="border-style: solid; border-width: 0"|[[image:cocMarkerIcon.png|30px]]}}
|style="border-style: solid; border-width: 0"|[[image:cocMarkerIcon.png|30px]]}}


{{Template:Tutorial_Bottom_Bar
{{Tutorial_Bottom_Bar
|Prev=Bethesda_Tutorial_Creation_Kit_Interface
|Prev=Bethesda_Tutorial_Creation_Kit_Interface
|Next=Bethesda_Tutorial_Layout_Part_2
|Next=Bethesda_Tutorial_Layout_Part_2
}}
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