Difference between revisions of "Bethsoft Tutorial Layout"

4 bytes removed ,  21:46, 23 March 2013
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imported>Eain
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imported>Aliumonions
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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://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==
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<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 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 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>
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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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  '''Duplicate''' "Ctrl-D"
  '''Duplicate''' "Ctrl-D"
  '''Search & Replace''' "Ctrl-F"
  '''Search & Replace''' "Ctrl-F"
  '''Move Object in X/Y/Z Axis only''' "Z/X/Y"
  '''Move Object in X/Y/Z Axis only''' "X/Y/Z"
  '''Toggle perspective views''' "C"
  '''Toggle perspective views''' "C"
  '''Toggle orhtographic view''' "0" (zero)
  '''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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