Difference between revisions of "Bethsoft Tutorial Layout"

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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.
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.


=Creazione di una nuova Cellula=
=Creating a New Cell=
Diversi video sono disponibili sulla [http://www.youtube.com/user/BethesdaGameStudios Pagina YouTube della Bethesda Game Studios].   Tutto ciò che devi sapere verrà spiegato senza di loro, e si puoi rimanere su questo sitoAd ogni modo, puoi trovarli utili, in particolar modo se hai problemi con un concetto che ti può essere più utile se illustrato visualmente[Trad. Ventraix]
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 siteHowever, 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 (parte 1) su 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==
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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 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 128 grid snap should be fine.  There may be times when you need to drop the grid snap down to make certain pieces fit.   
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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.


<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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<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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