Difference between revisions of "Bethsoft Tutorial Layout"

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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://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==
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 its 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>


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<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==
==Grid and Angle Snapping==


Before we drop in some pieces lets 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'''".  Take a moment now to ensure the button is depressed and snapping is active.


We will set the grid settings now. Click Mouse 2 or (RMB) on the render window which will bring up 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.  You can also change your Snap to Angle setting now, if it is not already set to 45.
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.   


Snap Settings: http://sabercow.com/core/images/gridsnap
Snap Settings: http://sabercow.com/core/images/gridsnap
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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 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 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 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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