Difference between revisions of "Bethsoft Tutorial Layout"

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[[Category:Getting_Started]]
[[Category:Getting_Started]]
[[Category:Solutions]]
[[Category:Tutorials]]
[[Category:Building_and_Editing]]
[[Category:Building_and_Editing]]
[[Bethsoft_Tutorial_GECK_Setup|<<<BACK]]'''|---|[[Bethsoft_Tutorial_Clutter|NEXT>>>]]
[[Bethsoft_Tutorial_GECK_Setup|<<<BACK]]'''|---|[[Bethsoft_Tutorial_Clutter|NEXT>>>]]
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=Creating a New Cell=
=Creating a New Cell=
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://geck.bethsoft.com/youtube_age_redirect.php?fil=Y2xskfNS8HE&fmt=22 Layout Video Tutorial (part 1) at YouTube]</span>
<span class="pops">[http://www.youtube.com/watch?v=Y2xskfNS8HE Layout Video Tutorial (part 1) at YouTube]</span>


==Duplicating and Re-Naming an Existing Cell==
==Duplicating and Re-Naming an Existing Cell==
The first thing we need to do is create a new [[Interior_Cells|interior cell]].  The best way to make a new cell is to duplicate an existing one.  To do this make sure the "[[Cell_View_Window]]" has "Interiors" selected in it's "[[:Category:World_Spaces|World Space]]" drop down box.  Now find "Vault108a" in the list of cells.
The first thing we need to do is create a new [[Interior_Cells|interior cell]].  The best way to make a new cell is to duplicate an existing one.  To do this, make sure the "[[Cell_View_Window]]" has "Interiors" selected in its "[[:Category:World_Spaces|World Space]]" drop-down box.  Now find "Vault108a" in the list of cells.


To duplicate this cell right click on it and select "Duplicate Cell"
To duplicate this cell, right click on it and select "Duplicate Cell."


<gallery>
<gallery>
Image:Duplicating_A_Cell01.jpg|Locating interior cell Vault108a to duplicate
Image:Duplicating_A_Cell01.jpg|Locating interior cell Vault108a to duplicate
Image:Duplicating_A_Cell02.jpg|Duplicating Vault108a w/right-click menu
Image:Duplicating_A_Cell02.jpg|Duplicating Vault108a with right-click menu
</gallery>
</gallery>


<blockquote>When duplicating a cell it is best to pick one that has the same theme and kit as the cell you'd like to make.  This is helpful because when you duplicate a cell it's Ambient Light, Fog, and [[ImageSpace]] settings all get duplicated too.</blockquote>
<blockquote>When duplicating a cell, it is best to pick one that has the same theme and kit as the cell you'd like to make.  This is helpful because when you duplicate a cell, its Ambient Light, Fog, and [[ImageSpace]] settings all get duplicated too.</blockquote>


Notice that the newly duplicated cell has been made below the original, and has an EditorID of '''"Vault108aCOPY0000"'''  Now lets change the EditorID.
Notice that the newly duplicated cell has been made below the original, and has an EditorID of '''"Vault108aCOPY0000"'''  Now let's change the EditorID.


To change the EditorID either select the Cell and hit "F2", or click the ''already highlighted'' Cell one more time. This will allow you to rename the EditorID.  Change it to Vault74a.
To change the EditorID, either select the Cell and hit "F2", or click the ''already highlighted'' Cell one more time. This will allow you to rename the EditorID.  Change it to Vault74a.


<gallery>
<gallery>
Image:Renaming_A_Cell.jpg|Preparing to rename
Image:Renaming_A_Cell.jpg|Preparing to rename
Image:New_Name.jpg|Cell w/Correct naming
Image:New_Name.jpg|Cell with correct naming
</gallery>
</gallery>


Now that we've established our cell and changed it's EditorID, lets change the name as it will appear in-game.
Now that we've established our cell and changed its EditorID, let's change the name as it will appear in-game.


<blockquote>"Cell Name" is the name that the player will see while viewing the Local Map or a door leading to this cell. The cell name also appears on saved games in the load menu.</blockquote>
<blockquote>"Cell Name" is the name that the player will see while viewing the Local Map or a door leading to this cell. The cell name also appears on saved games in the load menu.</blockquote>


In order to do this we will need to right click on the Vault74a cell, and select "Edit".  This dialog can also be found from the main toolbar via ''World>Cells''.
In order to do this we will need to right click on the Vault74a cell and select "Edit".  This dialog can also be found from the main toolbar via ''World>Cells''.


After you select "Edit" the "Cell" Properties window will come up.  Click on the "Interior Data" tab then change the "Vault 108 - Entrance" to "Vault 74".  Hit "OK".
After you select "Edit," the "Cell" Properties window will come up.  Click on the "Interior Data" tab, then change the "Vault 108 - Entrance" to "Vault 74".  Hit "OK".
<gallery>
<gallery>
Image:Edit_a_Cell.jpg|Accessing Cell Properties with the right-click menu
Image:Edit_a_Cell.jpg|Accessing Cell Properties with the right-click menu
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==Deleting a Cell's Contents==
==Deleting a Cell's Contents==


Before we can begin using our new cell, we need to remove the unwanted contents of the cell we've duplicated it from.  With your new "'''Vault74a"''' cell loaded, click on the top-most column in the Object List, then press "Shift+End", or scroll down and "shift-click" on the bottom object. This will select all of the Objects in the list.  Press "Del" to delete all of the objects, or right click on one of the highlighted objects and click "Delete".  A message box will pop up; confirm your deletion by press "Yes".
Before we can begin using our new cell, we need to remove the unwanted contents of the cell we've duplicated it from.  With your new "'''Vault74a"''' cell loaded, click on the top-most column in the Object List, then press "Shift+End", or scroll down and "shift-click" on the bottom object. This will select all of the Objects in the list.  Press "Del" to delete all of the objects, or right click on one of the highlighted objects and click "Delete".  A message box will pop up; confirm your deletion by pressing "Yes".


<blockquote>It's possible to have a cell highlighted in the Cell View window while another cell is loaded in the Render window.  To make certain you don't accidentally delete objects from the wrong cell unintentionally, verify that "'''Vault74a'''" appears in the text bar at the top of the Render Window</blockquote>
<blockquote>It's possible to have a cell highlighted in the Cell View window while another cell is loaded in the Render window.  To make certain you don't accidentally delete objects from the wrong cell, verify that "'''Vault74a'''" appears in the text bar at the top of the Render Window.</blockquote>


You will notice that everything was deleted except for the [[:Category:NavMesh|navmesh]].  There is a special way to get rid of the [[:Category:NavMesh|navmesh]] in a cell.  With Vault 74 loaded navigate to ''Navmesh>Remove Cell Navmeshes'' from the main toolbar.  You should notice the [[:Category:NavMesh|navmesh]] object in the Objects List no longer appears, leaving the list completely empty.
You will notice that everything was deleted except for the [[:Category:NavMesh|navmesh]].  There is a special way to get rid of the [[:Category:NavMesh|navmesh]] in a cell.  With Vault 74 loaded, navigate to ''Navmesh>Remove Cell Navmeshes'' from the main toolbar.  You should notice the [[:Category:NavMesh|navmesh]] object in the Objects List no longer appears, leaving the list completely empty.
<blockquote>
<blockquote>
Your cell contents and [[:Category:NavMesh|navmesh]] may not appear to have been deleted until you load another cell and return to this one.
Your cell contents and [[:Category:NavMesh|navmesh]] may not appear to have been deleted until you load another cell and return to this one.
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=Using Kit Pieces and Navigating the Render Window=
=Using Kit Pieces and Navigating the Render Window=


The first thing we want to do in our newly created cell is to drop in some Kit pieces.  We will be using the Ruined Vault kit pieces for this tutorial.  Lets drop in a couple of kit pieces and learn how to work with them.  The kit pieces we will be using for this are the Vault Ruined Hall Small pieces.  To find these pieces just navigate the "Object Window" tree to ''"World Objects>Static>Dungeons>VaultRuined>HallSmall"'' Or just follow the picture.
The first thing we want to do in our newly created cell is to drop in some Kit pieces.  We will be using the Ruined Vault kit pieces for this tutorial.  Let's drop in a couple of kit pieces and learn how to work with them.   
 
The kit pieces we will be using for this are the Vault Ruined Hall Small pieces.  To find these pieces, navigate the "Object Window" tree to ''"World Objects>Static>Dungeons>VaultRuined>HallSmall"'', or just follow the picture.


<gallery>
<gallery>
Image:Object_Window.jpg|The Object Window w/Ruined Vault Small Hallways
Image:Object_Window.jpg|The Object Window with Ruined Vault Small Hallways
</gallery>
</gallery>


==Grid and Angle Snapping==


Before we drop in some pieces, let's learn about one of the most important buttons in the editor.


==Grid and Angle Snapping==
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.


Before we drop in some pieces lets learn about one of the most important buttons in the editor.
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.   
 
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.


<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 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.
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.


<blockquote>To use almost any Hot Key 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 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>


       Hotkey Quick Reference:
       Hotkey Quick Reference:
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<br>To '''Pan''' the Camera up, down, left, or right, hold either the "Space Bar" or click & hold the "Middle Mouse Button", moving your mouse to pan.
<br>To '''Pan''' the Camera up, down, left, or right, hold either the "Space Bar" or click & hold the "Middle Mouse Button", moving your mouse to pan.


<blockquote>There is an experimental fly-cam feature in the GECK.  To activate fly-cam, press '''"~"'''.  The '''WASD''' keys can be used for movement, and your mouse motions will now control your camera point of view from a first-person perspective.  This view can be disorienting.  Simply press '''"~"''' to return to normal camera controls at any time.</blockquote>


If camera controls feels too rapid or sluggish, you can customize these speeds. "Right Click" within the Render Window while your cursor is ''not'' above any selectable objects, and select "Properties".
If camera controls feels too rapid or sluggish, you can customize these speeds. "Right Click" within the Render Window while your cursor is ''not'' above any selectable objects, and select "Properties".


Choose the "Movement" tab and set your properties to your liking.  You may want to go back and forth and get a get a feel for each setting.  Remember where to find these settings, as you may wish to customize them in the future based on your current task.
Choose the "Movement" tab and set your properties to your liking.  You may want to go back and forth and get a get a feel for each setting.  Remember where to find these settings, as you may wish to customize them in the future based on your current task.
<blockquote>There is an experimental fly-cam feature in the GECK.  To activate fly-cam, press '''"~"'''.  The '''WASD''' keys can be used for movement, and your mouse motions will now control your camera point of view from a first-person perspective.  This view can be disorienting.  Simply press '''"~"''' to return to normal camera controls at any time.</blockquote>


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


<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" 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.
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.


<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 "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 "VHallSm2WayExLR" or "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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Lets dig into the rest of this layout.  Using the following pictures as reference you'll be able to build out the highlighted areas.  Keep in mind that not all of the pieces are labeled.  Using what you have learned you should be able to find those pieces based on the names of the labeled ones.
Lets dig into the rest of this layout.  Using the following pictures as reference you'll be able to build out the highlighted areas.  Keep in mind that not all of the pieces are labeled.  Using what you have learned you should be able to find those pieces based on the names of the labeled ones.
<blockquote>
As you construct larger areas you will find it useful to select several kit pieces at once, duplicate, and rotate them.  You can select multiple pieces by holding the Ctrl key down while clicking or dragging to select additional segments.
</blockquote>


Remember that most kit pieces use helpful naming conventions.  Here are some more examples of naming components found in the Vault kits:
Remember that most kit pieces use helpful naming conventions.  Here are some more examples of naming components found in the Vault kits:
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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.  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.]]  
[[Image:Overall_Layout02.jpg|650px|thumb|center|The Galley and Room portions of Vault 74]]


<br><br><br><br>
<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>
 
[[Image:Overall_Layout02.jpg|650px|thumb|center|The Galley and Room portions of Vault 74.]]
 
<blockquote>
The galley pieces consist of the tiles running down the center of the galley.  The outside pieces, both first and second floor, consist of the same room pieces you used to create the vault rooms.
</blockquote>
<br>
Sometimes two different rooms that you want to connect are on a different grid.  In this cell we were working on a 256 grid, up until we connected to the last room (the Overseers Office).  This room is on a 128 grid so that the window can look out over the galley.  Using a regular hall piece here wouldn't work.  So, we need to use a "Plug Piece".  In this case, we need to use "VHallSm1WayPlugR01".
Sometimes two different rooms that you want to connect are on a different grid.  In this cell we were working on a 256 grid, up until we connected to the last room (the Overseers Office).  This room is on a 128 grid so that the window can look out over the galley.  Using a regular hall piece here wouldn't work.  So, we need to use a "Plug Piece".  In this case, we need to use "VHallSm1WayPlugR01".


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<blockquote>
<blockquote>
The GECK includes a special object called a '''"COCmarker"'''.  Place this object where you want to appear when using the COC command.
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.
</blockquote>
</blockquote>


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