Difference between revisions of "Bethsoft Tutorial Layout"

12 bytes removed ,  10:55, 13 December 2008
m
There were more un-bolded "Ctrl-?" than bolded, so un-bolding all of them
imported>Kombinat
m (Moved the block down 2 paragraphs; the camera speed note goes better above it, imo)
imported>Haama
m (There were more un-bolded "Ctrl-?" than bolded, so un-bolding all of them)
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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>
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<blockquote>By default, the top of your screen is north when using '''T''' to center/zoom your view over the current selection.  It is possible to override this with a special '''''NorthMarker''''' object found under the statics heading.</blockquote>
<blockquote>By default, the top of your screen is north when using '''T''' to center/zoom your view over the current selection.  It is possible to override this with a special '''''NorthMarker''''' object found under the statics heading.</blockquote>


With the new Hall section selected, press '''"Ctrl-D"''' to duplicate it.  This makes an exact clone of the selected object(s).  You may not realize at first that you've created a new object(s) because of overlap.  However; if you look in the Object List, you will notice ''two'' "VHallSm1WayR01" hallway pieces.  Select and Drag the newly made hallway piece just to the left of the current piece. Make sure you have "Snap to Grid" [[Image:Snap_To_Grid.jpg]] on, which will ensure a precise tile.  Check against the second image below to see how the snapped pieces should look.
With the new Hall section selected, press "Ctrl-D" to duplicate it.  This makes an exact clone of the selected object(s).  You may not realize at first that you've created a new object(s) because of overlap.  However; if you look in the Object List, you will notice ''two'' "VHallSm1WayR01" hallway pieces.  Select and Drag the newly made hallway piece just to the left of the current piece. Make sure you have "Snap to Grid" [[Image:Snap_To_Grid.jpg]] on, which will ensure a precise tile.  Check against the second image below to see how the snapped pieces should look.


<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>
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