Editing Bethsoft Tutorial Layout
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<blockquote>If you want to get a better idea of what your cell looks like, you can drop in a few temp lights to give the scene some depth. You can find temp lights in the Object Window under World Objects>Light>TempLight01. We'll cover lighting in more depth in the [[Bethsoft_Tutorial_Lighting|Lighting Tutorial]] later in this tutorial series.</blockquote> | <blockquote>If you want to get a better idea of what your cell looks like, you can drop in a few temp lights to give the scene some depth. You can find temp lights in the Object Window under World Objects>Light>TempLight01. We'll cover lighting in more depth in the [[Bethsoft_Tutorial_Lighting|Lighting Tutorial]] later in this tutorial series.</blockquote> | ||
[[Image:Overall_Layout01.jpg|thumb|650px|center|The Cave Entrance and Utility portions of Vault 74.]] | [[Image:Overall_Layout01.jpg|thumb|650px|center|The Cave Entrance and Utility portions of Vault 74. (Note: The cave piece that connects to the Vault door is mislabeled, it is a "CaveHallVaultTrans01", not a "VURmGearExitR01". Also, as these images are taken from the 3D render window some of the red lines are actually further away from the camera than others as the selection boxes are also 3D.]] | ||
<blockquote> If you don't want to do the guess work the unmarked door node is VURmWallExSmR01, VURmBoothWallWindowR01 works well for the booth wall, stairs are VURmSunkenStairsR01. Also, To get the Vault door to line up set the grid snap to 64. For the Cave door use 32.</blockquote> | <blockquote> If you don't want to do the guess work the unmarked door node is VURmWallExSmR01, VURmBoothWallWindowR01 works well for the booth wall, stairs are VURmSunkenStairsR01. Also, To get the Vault door to line up set the grid snap to 64. For the Cave door use 32.</blockquote> |