Difference between revisions of "Bethesda Tutorial Creation Kit Interface"
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Bethesda Tutorial Creation Kit Interface (edit)
Revision as of 06:05, 21 February 2012
, 06:05, 21 February 2012→Manipulating Objects: added a couple of sections that I personally was cursing and wishing had been added in the basics tut when I learned this stuff.
imported>Catwheezle m (More svelte template usage: no "Template:" needed.) |
imported>Catwheezle (→Manipulating Objects: added a couple of sections that I personally was cursing and wishing had been added in the basics tut when I learned this stuff.) |
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It's very important to become comfortable using these controls, so spend some time loading up various cells and looking around them. You'll probably be clumsy at first, but before long it will become second nature. | It's very important to become comfortable using these controls, so spend some time loading up various cells and looking around them. You'll probably be clumsy at first, but before long it will become second nature. | ||
==Concealing Objects== | |||
If you zoom out so that you can see the whole area of AnisesCabin01 (a single room in this case), and click on the yellow marker you originally selected... you may find that you are unable to select it. Instead, you select a large pink box that surrounds the room, which in the Cell View window, appears to be called "<code>defaultSetStageTRIG</code>". | |||
Stuff getting in the way is a common and basic problem, but one that has an easy and powerful solution. With <code>defaultSetStageTRIG</code>, press the number '''1''', twice. The <code>defaultSetStageTRIG</code> will disappear. Press '''1''' again, and it will reappear. | |||
What is happening here is that the first time you press "1", the selected object (or objects) are made so they ignore the mouse, and you can click through them. If they aren't already transparent, they are also made transparent (doesn't make a noticeable difference to <code>defaultSetStageTRIG</code>, which is already transparent), and the name of the item in the Cell View is changed from black to light blue, to show that it has been hidden (probably also not visible to you, since the item's selected, so it's not black!) | |||
The second time you press 1, the item is hidden completely, rather than just "ghosted". | |||
The third time, it is returned to normal: fully visible, clickable, and with a black name in the Cell View once again. | |||
So, press "1" again until <code>defaultSetStageTRIG</code> disappears, then try selecting, hiding and ghosting other items, such as walls and furniture, until you are happy with the process. | |||
If you have unselected an item while it is ghosted or invisible, you can no longer select it in the Render Window. Instead, select it in the Cell View (it will be one of the blue-named objects), click the titlebar of the Render window, and press 1 until your object cycles back to full visibility. | |||
{{ProTip|For many Render Window keys, the window must be active (its title bar is not greyed out). If another window, like Cell View, is selected instead, then the key will do nothing. So if you select an item in the cell view, you then have to click on the titlebar of the Render Window - clicking within the Render Window would change your selection! Then, your keypress should work.}} | |||
If you feel you have completely messed up which items are ghosted and which are not, and you cannot be bothered to fix it, simply saving, quitting, and reloading will resolve the problem: the Creation Kit does not remember which items were ghosted in your mod. | |||
==Manipulating Objects== | ==Manipulating Objects== | ||
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Also note that you're only moving the object on the horizontal plane, or the "X/Y axis" of the world. You can move the object up/down by holding '''"Z"''' while dragging it. Likewise, you can hold '''"X"''' or '''"Y"''' to constrain movement to those axes, too. | Also note that you're only moving the object on the horizontal plane, or the "X/Y axis" of the world. You can move the object up/down by holding '''"Z"''' while dragging it. Likewise, you can hold '''"X"''' or '''"Y"''' to constrain movement to those axes, too. | ||
Rotation is accomplished by simply selecting an object and holding the '''right mouse button''' while moving the mouse. Rotation is also affected by grid snapping, and also can be axis constrained by holding X,Y or Z while rotating. You should also note that objects rotate around their '''pivot point''', indicated by a small, yellow '''"+"'''. Being aware of pivot points will become important for users who expect to be working with the Render Window frequently. | Rotation is accomplished by simply selecting an object and holding the '''right mouse button''' while moving the mouse. Rotation is also affected by grid snapping, and also can be axis constrained by holding X, Y or Z while rotating. You should also note that objects rotate around their '''pivot point''', indicated by a small, yellow '''"+"'''. Being aware of pivot points will become important for users who expect to be working with the Render Window frequently. | ||
Objects can be scaled as well. Scale by holding '''"S"''' while dragging with the left mouse button. Heavily scaled art will look out of place, however, so it's best to avoid using this tool unless it's absolutely required. | |||
== Undoing your changes == | |||
If you do something bad by accident, never fear! Just about any action you perform in the render window can be undone by clicking the "Undo" button on the Main Toolbar, or hitting '''"Ctrl-Z"'''. Holding down Ctrl-Z will rapidly undo many actions. You can test it, by undoing everything you have done up to this point. | |||
If you undo too many steps, the Redo button is your friend, at least until you perform another action in the render window: at that point, any undone actions that you have not redone are lost. | |||
==Gizmos== | ==Gizmos== |