Difference between revisions of "Bethesda Tutorial Layout Part 1"

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==Step 1: Creating A Cell==
==Step 1: Creating A Cell==
Before we can do anything else, we need to create a space to work in. This is most commonly done by duplicating an existing cell.  The cell you choose will bring over some data you may need to modify, but we'll deal with that later.  For now, go to the '''Cell View''' window, locate and right-click on the interior cell '''aaaMarkers''' and choose '''Duplicate Cell'''. You should see a new cell appear in the Cell List just below it. Rename this new cell by selecting it and pressing F2. We'll call this dungeon '''LokirsTomb'''.
Before we can do anything else, we need to create a space to work in. You do this by clicking on '''World > Cells''', then in the '''Cell Info window''' you right click any cell and select '''New''' and type in the Cell EditorID you want for your cell. We'll call this dungeon '''LokirsTomb'''. Click '''Ok''' to close the '''Cell Info Window'''. Now we need to find '''LokirsTomb''' in the '''Cell View window'''. You can either scroll down till you find it, or you can check the box '''Show only active (*) cells''' (you'll then only see edited cells) or check the box '''Loaded at top''' (edited cells are at the top in the '''Cell View window''').


Now that you have your own interior cell to work with, be sure to select the LokirsTomb cell (and ''not'' aaaMarkers) and delete the LokirsTomb objects listed in the object window (right side of the Cell View pane), as we'll want to start fresh. Don't worry about deleting the navmesh for now. We'll get to that later.
Now that you have your own interior cell to work with, be sure to select the LokirsTomb cell.


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.


{{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}}
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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.


You now know everything you need complete the first layout pass for this dungeon. Try using the image below to do so now.  If you get stuck, try downloading the [[media:LDLayoutPart1TutorialComplete.esp|example plugin]] to see the layout completed.
You now know everything you need complete the first layout pass for this dungeon. Try using the image below to do so now.  If you get stuck, try downloading the [[Media:LDLayoutPart1TutorialComplete.esp|example plugin]] to see the layout completed.


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