Editing Bethsoft Tutorial Layout

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Several videos are available at [http://www.youtube.com/user/BethesdaGameStudios The Bethesda Game Studios YouTube page].  Everything you need to know will be taught without them, and you may remain on this site.  However, you may find them useful, particularly if you're struggling with any concepts that are better illustrated visually.   
Several videos are available at [http://www.youtube.com/user/BethesdaGameStudios The Bethesda Game Studios YouTube page].  Everything you need to know will be taught without them, and you may remain on this site.  However, you may find them useful, particularly if you're struggling with any concepts that are better illustrated visually.   


<span class="pops">[http://www.youtube.com/watch?v=Y2xskfNS8HE Layout Video Tutorial (part 1) at YouTube]</span>
<span class="pops">[http://geck.bethsoft.com/youtube_age_redirect.php?fil=Y2xskfNS8HE&fmt=22 Layout Video Tutorial (part 1) at YouTube]</span>


==Duplicating and Re-Naming an Existing Cell==
==Duplicating and Re-Naming an Existing Cell==
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Before we drop in some pieces, let's learn about one of the most important buttons in the editor.
Before we drop in some pieces, let's learn about one of the most important buttons in the editor.


This is the '''"Snap to Grid"''' button:[[Image:Snap_To_Grid.jpg]] This button toggles grid snapping on and off.  This makes sure that when you move an object around the cell, it snaps at unit intervals of 256, 128, 64, or whatever else you specify.  We will leave Grid Snapping on for the remainder of this tutorial. You will need to change your snap settings from time to time, depending on what pieces you are using.  The hotkey for this button is "'''Q'''".  (The "Render Window" must be selected for this hotkey to work.)Take a moment now to ensure the button is depressed and snapping is active.
This is the '''"Snap to Grid"''' button:[[Image:Snap_To_Grid.jpg]] This button toggles grid snapping on and off.  This makes sure that when you move an object around the cell, it snaps at unit intervals of 256, 128, 64, or whatever else you specify.  We will leave Grid Snapping on for the remainder of this tutorial. You will need to change your snap settings from time to time, depending on what pieces you are using.  The hotkey for this button is "'''Q'''".  Take a moment now to ensure the button is depressed and snapping is active.


We will now set the grid settings. Right-click on the render window to bring up the options, then click Render Window Properties. The next step is to click the Movement tab. For most of this tutorial, a 128 grid snap should be fine.  There may be times when you need to drop the grid snap down to make certain pieces fit.   
We will now set the grid settings. Right-click on the render window to bring up the options, then click Render Window Properties. The next step is to click the Movement tab. For most of this tutorial, a 256 grid snap should be fine.  There may be times when you need to drop the grid snap down to make certain pieces fit.   


<blockquote>The GECK uses a proprietary units system which is neither metric or U.S.  This units system snaps cleanly at units of eight.  When dealing with snapping, a good rule of thumb is to work at the largest snap setting available.  Most Fallout 3 kits work well with a snap setting of 128 units.</blockquote>
<blockquote>The GECK uses a proprietary units system which is neither metric or U.S.  This units system snaps cleanly at units of eight.  When dealing with snapping, a good rule of thumb is to work at the largest snap setting available.  Most Fallout 3 kits work well with a snap setting of 128 units.</blockquote>
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<blockquote>A good thing to remember while you're getting used to units - the player is 128 units tall, or about six feet.</blockquote>
<blockquote>A good thing to remember while you're getting used to units - the player is 128 units tall, or about six feet.</blockquote>


Another critical tool is the '''"Snap to Angle"''' [[Image:Snap_To_Angle.jpg]] button.  This button toggles rotational snapping. This makes sure that when you rotate an object it snaps to degrees of 15, 45, or whatever you set it to. Again, make sure this is on for the rest of this tutorial.  You can leave this setting at 45 now and for the remainder of the tutorial series.  The hotkey for this button is "Ctrl-Q".  (The "Render Window" must be selected.)
Another critical tool is the '''"Snap to Angle"''' [[Image:Snap_To_Angle.jpg]] button.  This button toggles rotational snapping. This makes sure that when you rotate an object it snaps to degrees of 15, 45, or whatever you set it to. Again, make sure this is on for the rest of this tutorial.  You can leave this setting at 45 now and for the remainder of the tutorial series.  The hotkey for this button is "Ctrl-Q".  The "Render Window" must be selected.


<blockquote>The GECK measures rotation in degrees between 0-360.  While you can enter any valid rotational snap setting, it is not recommended that you use a snap setting below 90 when placing kit pieces, to avoid gaps in level geometry.</blockquote>
<blockquote>The GECK measures rotation in degrees between 0-360.  While you can enter any valid rotational snap setting, it is not recommended that you use a snap setting below 90 when placing kit pieces, to avoid gaps in level geometry.</blockquote>


The importance of good snapping etiquette cannot be overstated.  Sloppy placement, especially at these early stages, can result in a myriad of problems, such as overlapping polygon surfaces and gaps in level geometry.  These problems can be especially frustrating to debug and fix, so focus on a clean layout now and save yourself the headache later.
The importance of good snapping etiquette cannot be overstated.  Sloppy placement, especially at these early stages, can result in myriad problems, such as overlapping polygon surfaces and gaps in level geometry.  These problems can be especially frustrating to debug and fix, so focus on a clean layout now and save yourself the headache later.


<blockquote>To use almost any hotkey in the G.E.C.K., you must first make sure the "Render Window" is selected.  Do this by either clicking the top of the "Render Window" or clicking inside of it once with your mouse.  This includes the "Ctrl-S" Save hotkey.</blockquote>
<blockquote>To use almost any hotey in the G.E.C.K., you must first make sure the "Render Window" is selected.  Do this by either clicking the top of the "Render Window" or clicking inside of it once with your mouse.  This includes the "Ctrl-S" Save hotkey.</blockquote>


       Hotkey Quick Reference:
       Hotkey Quick Reference:
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<blockquote>You can also access the [[Preferences]] window by clicking "File/Preferences" or clicking the [[Image:Preferences_Button.jpg]] Button, or by navigating to ''File>Preferences'' from the main toolbar.</blockquote>
<blockquote>You can also access the [[Preferences]] window by clicking "File/Preferences" or clicking the [[Image:Preferences_Button.jpg]] Button, or by navigating to ''File>Preferences'' from the main toolbar.</blockquote>
      Hotkey Quick Reference:
[[Image:Toggle_Lights.jpg]] "Turn lights On/Off" "A"
'''Zoom''' "V"
'''Rotate''' "Shift"
'''Pan''' "Space"
'''Toggle fly-cam''' "~"


==Making a Hallway==
==Making a Hallway==
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<blockquote>A small, convenient change from the [http://cs.elderscrolls.com| Elder Scrolls CS] when duplicating objects: by default the '''new''' object will be selected, not the original object.  This becomes an important detail when duplicating '''persistent references''' that may be used in scripts or quests.</blockquote>
<blockquote>A small, convenient change from the [http://cs.elderscrolls.com| Elder Scrolls CS] when duplicating objects: by default the '''new''' object will be selected, not the original object.  This becomes an important detail when duplicating '''persistent references''' that may be used in scripts or quests.</blockquote>


Let's add a corner, just to the left of the new piece we added.  Do this just like before.  Select the piece, hit "Ctrl-D" to drag the new object until it's snapped onto the end of the previous piece.  This will give you three hallway pieces in a row, as pictured below.
Let's add a corner just to the left of the new piece we added.  Do this just like before.  Select the piece, hit "Ctrl-D" the drag the new object to the until it's snapped onto the end of the previous piece.  This will give you three hallway pieces in a row, as pictured below.


<gallery>
<gallery>
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</gallery>
</gallery>


Now select the left most piece and hit "Ctrl-F", this will bring up the "Search & Replace" window.  In the "Replace with" drop-down box select "VHallSm2WayExLR" or "VHallSm2WayR01" and hit enter.  This will replace the selected hallway piece with a corner piece.
Now select the left most piece and hit "Ctrl-F", this will bring up the "Search & Replace" window.  In the "Replace with" drop-down box select "VHallSm2WayR01" and hit enter.  This will replace the selected hallway piece with a corner piece.


Now rotate the corner piece so it faces up.  Remember, use Right Click and drag to rotate an object.  Also, make sure "Snap to Angle" [[Image:Snap_To_Angle.jpg]] is on.  Your Cell should now look like this.
Now rotate the corner piece so it faces up.  Remember, use Right Click and drag to rotate an object.  Also, make sure "Snap to Angle" [[Image:Snap_To_Angle.jpg]] is on.  Your Cell should now look like this.
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The rest of this tutorial will mostly be pictures showing the layouts of the pieces.  There will be some places I explain how things work, but mostly you will be building based off of the pictures.  You can make some of your own layout changes if you like, but keep in mind that the rest of the tutorials after this point are based off of the layout of this one.
The rest of this tutorial will mostly be pictures showing the layouts of the pieces.  There will be some places I explain how things work, but mostly you will be building based off of the pictures.  You can make some of your own layout changes if you like, but keep in mind that the rest of the tutorials after this point are based off of the layout of this one.
      Hotkey Quick Reference:
[[Image:Toggle_Lights.jpg]] "Turn lights On/Off" "A"
'''Top View''' "T"
'''Duplicate''' "Ctrl-D"
'''Search & Replace''' "Ctrl-F"
'''Move Object in X/Y/Z Axis only''' "X/Y/Z"
'''Toggle perspective views''' "C"
'''Toggle orthographic view''' "0" (zero)


=Laying out the Rest of the Cell=
=Laying out the Rest of the Cell=
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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.  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.]]  


<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 RmWallExSmR01, 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>


[[Image:Overall_Layout02.jpg|650px|thumb|center|The Galley and Room portions of Vault 74.]]
[[Image:Overall_Layout02.jpg|650px|thumb|center|The Galley and Room portions of Vault 74.]]
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<blockquote>
<blockquote>
The GECK includes a special object called a '''"COCMarkerHeading"'''.  Place this object where you want to appear when using the COC command.  Only one of these special markers may be placed per cell.
The GECK includes a special object called a '''"COCmarker"'''.  Place this object where you want to appear when using the COC command.  Only one of these special markers may be placed per cell.
</blockquote>
</blockquote>


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