Difference between revisions of "Bethsoft Tutorial Layout"

77 bytes added ,  18:17, 12 December 2008
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imported>Smurfy
imported>Dbrigner
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<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 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>


[[Image:Overall_Layout02.jpg|650px|thumb|center|The Galley and Room portions of Vault 74. Placing two tiles on top of each other will give the effect of two storeys (Note: The Galley runs down the centre two squares of the larger room)]]
[[Image:Overall_Layout02.jpg|650px|thumb|center|The Galley and Room portions of Vault 74.]]


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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.
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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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