Talk:Bethsoft Tutorial Layout
About the Original Author
Daryl Brigner is a level designer at Bethesda Game Studios. Daryl designed several of the levels in Fallout 3 including Super-Duper Mart, Springvale Elementary, and The Capitol Building.
COC Vault 74?
I have been trying to get any of the mods load (I do not get errors when I specify which files to load) so that I could walk through and check for problems etc, I cannot seem to get the game to run any modules using the COC MODNAME command, I get a syntax error on line one, script not compiled and run error. Am I missing something here?
Create New Object?
I've been digging around for an object I can use to widen the gallery and can't seem to find one. Are there any ceiling only room objects anywhere? Also, will there eventually be a tutorial to cover creating new room objects? [I know, yes and I'll keep looking if there already is one].
Piece Question
On the other side of the galley area on the top floor, is there supposed to be a piece that matches up with the round window at the end of the galley so you can see out into the galley from that room? I can't seem to find one that will fit. I have VRmWallR02 there at the moment, but it seems I need a similar piece but with a small round window.
- No, it's a flat window. Only the large "overseer office" pieces that are 9x9 fits the round window, I noticed. /Mirar 09:03, 14 December 2008 (UTC)
- --Wjousts 04:29, 14 December 2008 (UTC)
COC Marker Problem
You can only place one COC Marker per cell. If you try to place a second one it won't work. Use the "Filter" text box above the object list and type "COC" and it should show you if you already have a COC Marker in your cell or not.
-Dbrigner
Further explanation needed on how to place a Coc Marker I've tried and I've tried, can't get it to place...
-KangarooSoap
I can't place one either. Actually, I can't even find any COCMarker. I can find a COCMarkerHeader, which probably is the right thing to use, but I can't place those anyway. :p
-Mirar 17:03, 13 December 2008 (UTC)
- Solved it by copy-pasting a COCMarkerHeader from another location. Mirar 20:11, 13 December 2008 (UTC)
The back wall piece should be VGalleyEndWinR01, and the window piece in the office should be VRmWallWindowR01 that will make both window pieces the same shape, and have the proper fit.
Additional Images and Image notation update
ASONOFASHADOW: Hello,
In the final images that show the layout. A few object are not named or listed such as the middle cell after the door from the tutorial hallway. Please list the names of all the cells if possible on the images.
Also, the image upload does not seem to be working at least for me. So I was not able to correctly embed the file just link to a reference image for gridsnap settings. There was also no information stating how to do so (I figured it out). It also was not stated to set your snap settings immediately via the rendering settings window so
I have updated it as such to eliminate possible confusion.
Mislabeled Pieces
Jimbob L. Greaves:
Hi.
I have added a note to the final layout blueprint.
I had difficulties working out which pieces to use for the galley area until I realised that the galley covered only the central two squares and the rest were room pieces.
I have been informed by Bethesda that the end of this tutorial is to get readers to figure out which tiles to use and so giving away the names defeats the objective. While I do agree that the mislabelled tile should be pointed out, and perhaps a few helpful hints given, stating which pieces are used goes against what the original author was trying to achieve.
Possible Grid Problem?
I am on the stairway step, but my editor seems to position the stairs in a different place to the images provided. Here is what mine looks like:
Is this a problem tutorial-side, or is just me being dumb in some way?
-Nextil - (talk) 22:10, 13 December 2008 (UTC)
I solved this by changing the grid resolution to 128, but this is still a problem, unless I'm missing something.
-Nextil - (talk) 22:14, 13 December 2008 (UTC)
Rotating: Cells does not align properly
When I right click on a cell, it can be rotated. However, when I rotate a cell, sometimes it does not align to the other cell properly and thus making spaces and overlays. See this picture. How can I solve cell not being aligned properly problems?
Click for Image
--FuzzMaster 00:09, 14 December 2008 (UTC)
- Use Snap to Angle (Ctrl-Q):
- --Qazaaq 00:22, 14 December 2008 (UTC)
- I tried the Snap to Angle icon...I did not help...Some cells simply cannot align together. I made a video to demonstrate my problem in action. It is not only problem with junctioning 4 way hall with 1 way hall. This problem occurred in other combinations as well.
- Suggestions, anyone?
- --FuzzMaster 11:55, 14 December 2008 (UTC)
- Please indent once more than the comment you're replying to and sign with ~~~~ (this will be replaced with your name, and the time/date you posted the comment).
- As for the problem. Pieces you placed already and are rotated without anglesnap still won't fit. You'll have to either duplicate a piece that's rotated correctly or drag and drop a new piece from the Object Window. The latter will only work if the pieces you're trying to align to are not rotated without anglesnap.
- --Qazaaq 12:24, 14 December 2008 (UTC)
- I too think that the pieces you're using has been rotated (freely) before, and then it makes it really hard to fit them again. Drag a new piece from the object list and make sure you always have snap to angle on when working with pieces.
- --Mirar 09:42, 15 December 2008 (UTC)
- You can reset a references orientation quickly by double clicking the reference then clicking the "Reset" button on the top right (In the "3D Data" window). Once this is done if you turn on Angle Snap you shouldn't have any problem rotating and snapping pieces together.
- --Dbrigner 20:49, 15 December 2008 (UTC)
COCMarkerHeader
- Man oh man did I have problems with this one.First of all it didn`t put in the editor,afterwards I found out that I could put a FRESHLY NEW COCMarkerHeader only after I saved and reloaded the editor.If someone knows some other way to make it faster (because exiting a reloading takes alot of time until the editor loads up all tha objects) I would really apreciate it. Thanx in advance;)...P.S. Fallout 3 rullzzzz...but never forget the origin engine that if from Oblivion ;) l8r.
- --Freelancer2000 5:08, 16 December 2008 (CET)