Difference between revisions of "Talk:Bethsoft Tutorial Layout"

57 bytes removed ,  11:42, 16 December 2008
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== COC Vault 74? ==
== COC Vault 74? ==
I have been trying to get any of the mods load (I do not get errors when I specify which files to load) so that I could walk through and check for problems etc, I cannot seem to get the game to run any modules using the COC MODNAME command, I get a syntax error on line one, script not compiled and run error. Am I missing something here?
I have been trying to get any of the mods load (I do not get errors when I specify which files to load) so that I could walk through and check for problems etc, I cannot seem to get the game to run any modules using the COC MODNAME command, I get a syntax error on line one, script not compiled and run error. Am I missing something here?
:'''You should not COC to your plugin name.  You should COC to your cell name.  If you followed this tutorial it would be "COC Vault74a".'''
:--[[User:Dbrigner|Dbrigner]] 15:42, 16 December 2008 (UTC)


== Create New Object? ==
== Create New Object? ==


I've been digging around for an object I can use to widen the gallery and can't seem to find one.  Are there any ceiling only room objects anywhere?  Also, will there eventually be a tutorial to cover creating new room objects? [I know, yes and I'll keep looking if there already is one].
I've been digging around for an object I can use to widen the gallery and can't seem to find one.  Are there any ceiling only room objects anywhere?  Also, will there eventually be a tutorial to cover creating new room objects? [I know, yes and I'll keep looking if there already is one].
:'''There are no pieces to widen the two story pieces of the vault galley.  It was designed to only be two tiles wide in the middle part.''' 
:'''Making new pieces is a whole different skill set.  This is not something that's done in the GECK.  This is done with 3D creation tools like 3DS Max, or Maya.'''
:--[[User:Dbrigner|Dbrigner]] 15:42, 16 December 2008 (UTC)




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::Solved it by copy-pasting a ''COCMarkerHeader'' from another location.  
::Solved it by copy-pasting a ''COCMarkerHeader'' from another location.  
::--[[User:Mirar|Mirar]] 20:11, 13 December 2008 (UTC)
::--[[User:Mirar|Mirar]] 20:11, 13 December 2008 (UTC)
----
:::'''Yes, you ''could'' copy and paste one from a different cell.  You are only supposed to have one ''COCMarkerHeading'' per cell.  When you are having trouble putting one in your cell double check the cell (by using the Filter text box above the Objects list) to make sure you don't already have one.'''
The back wall piece should be VGalleyEndWinR01, and the window piece in the office should be VRmWallWindowR01 that will make both window pieces the same shape, and have the proper fit.
:::--[[User:Dbrigner|Dbrigner]] 15:42, 16 December 2008 (UTC)


== Additional Images and Image notation update ==
== Additional Images and Image notation update ==
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I have updated it as such to eliminate possible confusion.
I have updated it as such to eliminate possible confusion.
== Mislabeled Pieces ==
'''Jimbob L. Greaves:'''
Hi.
I have added a note to the final layout blueprint.
I had difficulties working out which pieces to use for the galley area until I realised that the galley covered only the central two squares and the rest were room pieces.
I have been informed by Bethesda that the end of this tutorial is to get readers to figure out which tiles to use and so giving away the names defeats the objective. While I do agree that the mislabelled tile should be pointed out, and perhaps a few helpful hints given, stating which pieces are used goes against what the original author was trying to achieve.


== Possible Grid Problem? ==
== Possible Grid Problem? ==
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[http://img177.imageshack.us/img177/8108/stairproblemoj4.jpg Click for Image]
[http://img177.imageshack.us/img177/8108/stairproblemoj4.jpg Click for Image]


Is this a problem tutorial-side, or is just me being dumb in some way?
:Is this a problem tutorial-side, or is just me being dumb in some way?
 
:-[[User:Nextil|'''<u>Nextil</u>''']] - [[User_talk:Nextil|(talk)]] 22:10, 13 December 2008 (UTC)
 
:I solved this by changing the grid resolution to 128, but this is still a problem, unless I'm missing something.


-[[User:Nextil|'''<u>Nextil</u>''']] - [[User_talk:Nextil|(talk)]] 22:10, 13 December 2008 (UTC)
:-[[User:Nextil|'''<u>Nextil</u>''']] - [[User_talk:Nextil|(talk)]] 22:14, 13 December 2008 (UTC)


I solved this by changing the grid resolution to 128, but this is still a problem, unless I'm missing something.
::'''I've changed this in the tutorial.  There may be times that you need to drop the grid snap down to fit certain objects in.  You can even work on a 128 or 64 grid snap for the whole tutorial if you want.  The basic thing that we want to get across is that you should work on some sort of snap almost all the time while doing your basic layout.


-[[User:Nextil|'''<u>Nextil</u>''']] - [[User_talk:Nextil|(talk)]] 22:14, 13 December 2008 (UTC)
::[[User:Dbrigner|Dbrigner]] 15:42, 16 December 2008 (UTC)


== Rotating: Cells does not align properly ==
== Rotating: Cells does not align properly ==
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:::--[[User:Mirar|Mirar]] 09:42, 15 December 2008 (UTC)
:::--[[User:Mirar|Mirar]] 09:42, 15 December 2008 (UTC)


:::You can reset a references orientation quickly by double clicking the reference then clicking the "Reset" button on the top right (In the "3D Data" window).  Once this is done if you turn on Angle Snap you shouldn't have any problem rotating and snapping pieces together.
:::'''You can reset a references orientation quickly by double clicking the reference then clicking the "Reset" button on the top right (In the "3D Data" window).  Once this is done if you turn on Angle Snap you shouldn't have any problem rotating and snapping pieces together.'''
:::--[[User:Dbrigner|Dbrigner]] 20:49, 15 December 2008 (UTC)
:::--[[User:Dbrigner|Dbrigner]] 20:49, 15 December 2008 (UTC)
== COCMarkerHeader ==
:::Man oh man did I have problems with this one.First of all it didn`t put in the editor,afterwards I found out that I could put a FRESHLY NEW COCMarkerHeader only after I saved and reloaded the editor.If someone knows some other way to make it faster (because exiting a reloading takes alot of time until the editor loads up all tha objects) I would really apreciate it. Thanx in advance;)...P.S. Fallout 3 rullzzzz...but never forget the origin engine that if from Oblivion ;) l8r.
:::--[[User:Freelancer2000|Freelancer2000]] 5:08, 16 December 2008 (CET)
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