Difference between revisions of "Bethsoft Tutorial Layout"

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[[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>>>]]
=Przegląd=
=Overview=
W dosłownym fundacji na każdym poziomie jest układ. Układ jest najbardziej podstawowym sposobem stworzymy przepływu w przestrzeni gry. Fallout 3 to układy są zbudowane głównie z apteczki, zestaw sobą dzieł sztuki, które można snapped razem budować bezszwowe środowiska. Ten tutorial wprowadzi do układu z Vault zestawu. Podczas każdego zestawu jest wyjątkowa, wszystkie one mają te same podstawowe konwencje nazewnictwa i funkcjonalność, która w tym samouczku pomogą Ci nauczyć.
The literal foundation of any level is layout. Layout is the most fundamental way we create flow within a gameplay space. Fallout 3's layouts are primarily built with ''kits'', a set of interlocking pieces of art that can be snapped together to build a seamless environment. This tutorial will introduce you to layout with the Vault kit. While every kit is unique, they all share the same basic naming conventions and functionality, which this tutorial will help you learn.


= Tworzenie nowej komórki =  
=Creating a New Cell=
Niektóre filmy są dostępne na [http://www.youtube.com/user/BethesdaGameStudios The Bethesda Game Studios YouTube strona]. Wszystko, co musisz wiedzieć będzie nauczał bez nich, i może pozostać na tej stronie. Jednakże, można je uznać za przydatne, zwłaszcza jeśli walczących z wszelkimi pojęciami, które są lepiej ilustruje wizualnie.   
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>


== Duplikowanie i Re-Naming istniejącej sieci ==  
==Duplicating and Re-Naming an Existing Cell==
Pierwszą rzeczą jaką musimy zrobić, to utworzyć nową [[Interior_Cells | wnętrza komórki]]. Najlepszym sposobem, aby nowe komórki powielać już istniejące. Aby to zrobić, upewnij się, że "[[Cell_View_Window]]" ma "Wnętrza" wybranych w "[[: Kategoria: World_Spaces | Świat Space]]" listy rozwijanej. Teraz znaleźć "Vault108a" w wykazie komórek.  
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.


Aby zduplikować tę komórkę, kliknij prawym przyciskiem myszy na niego i wybierz "Zduplikuj Cell".
To duplicate this cell, right click on it and select "Duplicate Cell."


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<blockquote> Gdy duplikując komórki, to najlepiej jest wybrać ten, który ma ten sam temat i zestawu jak komórki, które chcesz wprowadzić. Jest to pomocne, ponieważ po dwóch egzemplarzach komórki, jego oświetlenia, mgła, i
<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>
[[ImageSpace]] settings all get duplicated  
too.</blockquote>


Zauważ, że nowo duplikowany komórek dokonano poniżej pierwotnej, i ma na EditorID'' ' "Vault108aCOPY0000"''' teraz zmienić 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.


Aby zmienić EditorID, albo wybierz komórkę i naciśnij klawisz "F2", lub kliknąć''już''Cell jeszcze raz. Pozwoli to, aby zmienić nazwę EditorID. Zmień go 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.


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Teraz, gdy mamy siedzibę naszych komórek i zmienił jej EditorID popadajmy zmienić nazwę, ponieważ pojawią się w grze.
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" jest nazwą, że gracz będzie zobaczyć podczas oglądania Lokalny Plan lub drzwi prowadzące do tej komórki. Komórka nazwisko pojawia się także na zapisanych gier w menu obciążenia.</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>


W tym celu musimy kliknąć prawym przyciskiem myszy na Vault74a komórkę i wybierz opcję "Edycja". Okno to można również znaleźć w głównym pasku narzędzi poprzez''Świat> Komórki''.
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''.


Po wybraniu opcji "Edit", w "Cell" Właściwości okna wejdzie w górę. Kliknij na "Interior Dane kartę, a następnie zmienić" Vault 108 - wejście "do" 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".
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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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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'''".  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'''".  (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.


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.   
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.   


<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 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>
<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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<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.


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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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[[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 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>
<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.]]
[[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 '''"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.
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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