Difference between revisions of "Talk:Using Kits and Navigating the Render Window"

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imported>JBurgess
(response to user post)
imported>BrandtOtter
(Just trying to help....)
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[[User:Quasimotocar|Quasimotocar]]
[[User:Quasimotocar|Quasimotocar]]
<br>[[Image:Tut_Img_4.jpg]]<br>Note the icons highlighted in this image from the tutorial - with how often you need to toggle snapping, it's much faster to use than going into the Properties tab every time you need to do so.  I had actually forgotten you could even toggle it elsewhere.[[User:JBurgess|JBurgess]]
<br>[[Image:Tut_Img_4.jpg]]<br>Note the icons highlighted in this image from the tutorial - with how often you need to toggle snapping, it's much faster to use than going into the Properties tab every time you need to do so.  I had actually forgotten you could even toggle it elsewhere.[[User:JBurgess|JBurgess]]
== Just trying to help.... ==
I've uploaded an image http://cs.elderscrolls.com/constwiki/index.php/Image:Dungeon_topview.jpg
I think it would be good if this were linked from this page as that would make it easier for a complete beginner to see which bits went where.
As I've noted with the image page, It might be nice if someone annotated the page with the correct object names.

Revision as of 00:33, 5 April 2006

Here's the basic sequence I use to get pieces to line up. First, when I place the first piece, I note the Z axis value. Second, I switch to top-down view. Now when I place additional pieces (assuming I'm on the same 'level' of the interior) I left-click and hold on the new piece, press the Z key, and drag it down until the Z axis is the same as the original piece. No second guessing required, I'm guarenteed that the floors will match up, and top down (at least in my opinion) is great for making sure the edges line up.
Hope this helps someone, [MD]Languard 17:59, 24 March 2006 (EST)

Thanks! That trick works wonders!--Zonr 0 23:26, 1 April 2006 (EST)

Rotating the Cells.

It appears that the cells meantioned in the article ARE able to be rotated around the Y axis as meantioned, (and holding Z and X, the z and X axis. however the article appears to also meantion this is impossible. It might be wise to address this in the article, (whether it works in the real world, or if it's just a representation.) Overall though this article is very well written though.
(My First Wiki entry ever, mother would be so proud)Kinglink 18:52, 26 March 2006 (EST)


Z Axis.

Alot of people are having problems with the Z axis being off when you drag objects into the Render Window you can set the X-Y-Z coords by hand by double clicking any object and changind the value of X-Y-Z to what ever you need! Cheers, Tyrrin

Clarification

Hope this tutorial's been helpful to you guys. Just a clarification - the cave set can be rotated, but it should not. It's just a caveat to the way this set was designed by the original artist - rotating one piece ninety degrees means that you'll have to do the same with every other cave piece it connects to, otherwise the textures won't line up. None of the other kits - that I can think of right now - have this feature. - JBurgess

Hard Work

I'm very curious as to how long this is supposed to take to build since the first room took at least an hour for me to build and how are you supposed to know if the pieces match when you pull them out of the list (when not following an instruction). Am I doing something wrong? Please mail me at molindern@hotmail.com

The only answer to this is, of course, trial and error, and good ol' Canadian knowhow. I guess American knowhow could work too. ;-) --JT 14:49, 31 March 2006 (EST)

Z Axis is Evil

Is there any way we can get a preference for a default Z axis? Would be really useful in constructing my clandestine thief town.

Snap To Grid

The tutorial has a screenshot of the Render Window's "Movement" tab that does not show the "SnapToGrid" setting flagged. I started out placing peices this way and had a terrible time aligning edges. Then I erased everything and started over with the "Snap" on - this helped (me) immeasurably. I can see the usefulnes of unsnapped placement for objects like crates and critters, but for tile peices like this I'd recommend first-timer's use the Snap behavior. Quasimotocar
Tut Img 4.jpg
Note the icons highlighted in this image from the tutorial - with how often you need to toggle snapping, it's much faster to use than going into the Properties tab every time you need to do so. I had actually forgotten you could even toggle it elsewhere.JBurgess

Just trying to help....

I've uploaded an image http://cs.elderscrolls.com/constwiki/index.php/Image:Dungeon_topview.jpg

I think it would be good if this were linked from this page as that would make it easier for a complete beginner to see which bits went where. As I've noted with the image page, It might be nice if someone annotated the page with the correct object names.