Talk:Develop Your Dungeon and Clutter

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This is very frustrating

To the creator of the tutorial, it is a great guide but pleas make a list of the pieces needed. ive been working for almost 2 weeks to find one piece. If scanned the list hundreds of times. Please either upload a list or give us a hint of where on the list it is. Something to help. I understand this is meant to help us learn, but keeping on one thing for a fornight? I cant wait to make a mod house for myself. Please, something. PS> Im up to the second room, ive done the hall from the first room, but i cant find that piece. If i could have the name of that one piece, then that would help alot.

~azated~*azated@iprimus.com.au*

Did you mean to put the comment here? This tutorial is about dungeons specifically, but you can use the same logic found in the last part of the tutorial - all of the house pieces are statics under Architecture.--Haama 12:01, 3 June 2008 (EDT)

So i dont need to complete the dungeon to learn how to make a house? And yeah, i hoped that learning this would make it easier to make a house :)

Azated 04:09, 8 June 2008 (EDT)

Cant select or move objects

Hi, a great tutorial but I have an problem. Suddenly I just could not choose any of those pieces in the render window. I restarted CS, but the problem is there. I cant do anything!

scaling

Found first right piece(CNCorner01A -> CNRampLong01A) its not fitting? how much i should scale it in order it to fit to place.. just found out that its not needet scale it. It just have to be in right z, then it will fit.

How do I adjust the fade rate?

When I zoom out, the parts of the cave dissapear. I would like to zoom out further, but can't see the cave. Is it possible to adjust this so I can zoom further. Considering the picture shows the whole cave, I assume so. Dylnuge 22:14, 5 October 2006 (EDT)

Go to File->Preferences (or click the button next to the Save button on the toolbar). Under the Render Window tab, move the slider bar for Clipping Distance farther to the right. Scruggs 22:59, 5 October 2006 (EDT)
I've had this problem for a while and have finally just figured out what you actually need to do, go to File->Preferences and on the tab labeled 'LOD' slide the Fade bars all the way to the right, voila! jay2jay99 13:35, 22 Febuary 2007 (EDT)

Thanks. What is the final piece supposed to be (on the very far right)? Is it one of the cave in pieces? I can't see it well and don't know if it is an end or just unfinished or what. Looking at ti closer, it looks to just be a corner. What happens when the player gets there? Do they fall off?

A gallery of pieces would be great

If anyone knows of any gallery of objects from the TES Construction Set - and I don't mean the cave set only - please post the url :). UDUN 19:16, 3 January 2007 (EST)


Questions - Please if anyone knows the answers post here

Can fade be disabled completely (cf above) ?

SOLVED cf JAY2JAY99's reply in section "How do I adjust the fade rate?" above. Thanks ! UDUN 11:02, 23 May 2007 (EDT)


Can I lock the X,Y,Z coordinates of a group of pieces at once ? Is it possible at all to lock a piece in place ?
Can I filter out some pieces from the Object Window ?
- Please if anyone knows the answers post here !
UDUN 19:16, 3 January 2007 (EST)

more pieces

This might not be the right place to ask but i will ask anyway are there more CAVE pieces or how I to make my own pieces?

You'll need a 3d modelling program or an exterior modder's resource if you want additional pieces. The Imperial Dragon 15:25, 22 August 2006 (EDT)

Help

Please could you add a list of the dungeon part names so we can build our dungeon, I couldn't find the parts for tut image 7


~Azated~ Yeah this one has been peeving me of for about 2 weeks now, ive scrolled through the list hundres of times and i can never find the god dang piece. This is a great tutorial but... yeah.

A list of the pieces used would be an AMAZING HELP!

I agree

While this is my first crack at elder scrolls modding, I've modded extensively with the NWN toolset and wow I was like "OK got that first room done" and seeing the next step was like "Aw crap, oh well I'll just play the original campaign for awhile."

Playing the guessing game of deciphering which block to drop into the world is going to be a headache without some kind of preview pane or a key as to which pieces fit into which other pieces well.

(Also--Yes, had to figure out to either manually set the Z-value for the piece at 0.0 or just copy+paste the same value into every tile before attempting to line up or you'll be pulling your hair out)

I feel the power of the toolset and all its possibilities but definately need a stronger crutch to get started. Thanx

Don't Give Up!

The slowest and most frustrating part of working with any kit is learning it. While I agree that having to manually get everything on the same Z-plane is annoying (manual entry is a fine way to do this), it sounds like the main obstacle here is not understanding the cryptic names on the pieces. Stick with it, pull pieces out and play with them, and look at existing dungeons and tear them apart to see how we built them. Whenever I start working with a new kit I spend a few hours just doing this sort of experimentation to get inside the head of the artist who built them.

Once you get comfortable with the kit, you'll fly through laying out dungeons from scratch and get to focus on the fun stuff. JBurgess

Key:

Seeing that some people appear to be getting confused (I know I was), I've looked over the entire cave set, and fiddled with it a bit, to come up with this key:

C = Cave, N = Narrow, Rm = Room, S = Small, W = Wide, Trans = Transition Piece

So, for example CSRm = Cave Small Room, CWHall = Cave Wide Hall Etc...

Hope this helps some people. I've also managed to recreate the entire dungeon, and will come up with an edited picture at some point to name all the pieces. - Ephialtes

Perhaps that should be added on the article itself? I know I figured it out, but it would have been nice to have had that earlier. --Zonr 0 20:04, 3 April 2006 (EDT)

Any chance the picture with the cave set pieces listed is available? I have looked over all the pieces in the set and can't for the life of me fine the right ones for the section after the first bit of hallway. It is a good idea to expect people to spend some time getting familiar with the pieces in the set, but some hints and suggestions would keep this from becoming an exasperating experience. What about just listing the prefixes - such as CRmWall - as a hint, and then we can work out which pieces to put together from that subset. I am ready to give up on the whole thing, which isn't making for a very good learning process for me. --Guilded Lily 15:25, 23 April 2006 (EDT)

This has been added to the article - please delete ! Thanks EPHIALTES :)UDUN 19:16, 3 January 2007 (EST)
First off, I moved your comment so that it was properly formatted and at the bottom. Second off, it does not matter-these discussions should not be deleted even if the key is now in the article, as they are valid for archival purposes, just as discussions are not deleted if a problem is solved. Third, thanks for the key. Dylnuge 20:11, 4 April 2007 (EDT)

Need to crawl before you can walk

Thanks to the key posted, and some ripping apart other dungeons I was able to reconstruct something similar to what the map looks like (I think it matches up perfectly but not 100% sure). However it took my for ever! I had fun doing it (because I am a nerd with way to much time on his hands), but I can see how a lot of people will be turned off by this.

Give us the name of every single object used here, like in the room explanation. We can figure out the rest at a later time. When doing a tutorial, I for one want to know EXACTLY what I am doing, so if I screw up I know where and how. Exploration can be done at a later time. And thanks for the tutorial all and all very helpful.


UPDATE: I think I got the tutorial map exactly the way it should be. It is actually very easy. Just a little overwhelming at first. Just think how you would name every object if you were an artist and it becomes very easy. A detailed listed of every object is not needed, so discard my first request.

Just look at it like this, you have the prefix which represents the room. ex CS would be 'cave small' CRm would be 'cave room' ect. Then the tile name 'hall, floor, corner, ect'. Then a number representing the variations of art for that tile. Then A-D each letter rotates the tile 90 degrees.

So if you had CWHall01A it would mean it was a 'cave wide' (room), Hall, 01 (which is the first art variation of the hall), then A which is its direction. CWHall02B would be cave wide, hall, 02 (second art variation), B (rotated 90 degrees.

It actually very EASY so don't give up! --Fathead 02:17, 8 April 2006 (EDT)

Not Too Bad

I actually just jumped right into it without going through the tutorial very much. I learned enough to know that the pieces can't be rotated and they're classified so that they work together.

I see a lot of talk about manually setting the Z value, but I never had to do that. I just turn on grid snapping and go to town. But I definitely have to do a lot of adjusting to get pieces where I want, so perhaps I'm just doing it the long way...

--Tadrith

This is too time consuming..

This is to whoever did this tutorial. Everything is good about it up to this part. You expect us to sit down for hours and work out the puzzle? I cant even work out how to start of with the next CN piece. All's I know its a corner. Could you not list them all since you bothered making the entire cave? Tutorials shouldnt make someone work this hard. The entire point is to help you figure things out. THis is making us figure things out. Fill up the gap! The only way you can learn now is to look at other caves premade in the game.. Not too happy.--Xervish 06:41, 14 April 2006 (EDT)


Sorry you're having trouble. I added a note to the tutorial explaining myself, but I want to make a note of it here, too. In short, I do expect you to sit down for hours and work it out, otherwise I may as well upload the finished plugin and let folks download it without doing it themselves. The intention of this tutorial is to equip you with the basics to create a dungeon from start to finish in the CS; it's not a tutorial on how to use the cave kit. It's hard work, it takes patience, and there's not a way around that. Use the naming key that another user was kind enough to post, and yeah, certainly look at how other dungeons in the game were constructed; that's a great way to learn. Most of all - Stick with it. JBurgess 10:23, 14 April 2006 (EDT)

(Moved continued discussion to Xervish Talk Page) JBurgess 06:12, 17 April 2006 (EDT)

It works for me

I think this method to teach the editor works really well. At first it was really slow, but I was moving along at a fast clip by the end. I don't think it would help the learning process

And about having to manually edit every z coordinate... Are you crazy? Just turn on snapping, and hold down the z key to move the item along the z axis. The tutorial explained those steps. Maneuvering pieces isn't the hard part, finding the right one is.

It only took me about an hour to get the cave finished to look like the screenshot, and I think it's perfect, except for one piece. At the top right, with the CW pieces, there was one that I couldn't find. There's the passageway up that's needed, but I only have an "A" version of the piece, where a "C" was needed. Are the other 3 rotations of it accidentally left out, or is it possible to rotate this piece?

Anyways, thanks for the great tutorial JBurgess. Now off to make an Ayleid maze ruin.

--Raucanum

Needing help

I made the first room, and im thinking that the next part is too hard for me to make by myself. I dont know what pieces to put in. Perhaps the tutorial should include mose of the dungeon too. Because making one room is easy with help, but its just about impossible to make most of a dungeon without any help

-- USER:Doobmeister

Read previous comments on this same page; this issue has been addressed JBurgess 01:34, 3 May 2006 (EDT)

previewing pieces

Is there any way to preview pieces before placing them to render window?... this picture in the page IS BIG Puzzle(i like puzzles)..

Why? If you don't like how the piece looks, you can simply undo the move. Furthermore, there is usually an abbrieveation to tell you how the piece will look (N means narrow, R means room, etc...) The Imperial Dragon 14:20, 22 August 2006 (EDT)

I made it

Finaly its done took 20 hours (figure how to it) and lots of milk (yes i drink milk). Now i can move to next part placing those *EVIL* traps + (some other not so evil thinks).

Good job sticking with it, and good luck with the traps and future endeavors. May wayward adventurers fear you nefarious machinations. JBurgess 00:03, 5 October 2006 (EDT)

The first part of this page needs a total rework. Making a single room is nothing to a full cavern. Especially when you now need "CN" which makes little sense to new modders. (CN is for the hall) Then you get to the second room.

A listing of good things to use for the cave wouldn't hurt here. You can also meantion the fact that while for room everything needs to be at Z position of 0, however when the CNhall is place, you have to raise the position of the hall pieces to around 64 for it to even look good. Kinglink 20:05, 26 March 2006 (EST)

Caution on direct editing z-values.

Whilst it may be obvious, several peices in this tileset do not match exactly with each other on the same z-values. For example, wide hall to narrow transitions, such as are suggested in the image for the top left corridor, match with the narrow peice at z=1024, say, and the transition peice at z=1088. Holding the z-key and dragging negates this problem.

Just upload the file please!

Im sorry but I have absolutly no patence to make this dungion. It would be nice if you give us a bigger clue or upload the file. I can not figure out any of the peices that I am suposed to use. PLEASE UPLOAD THE FILE! Biguglyguy 20:20, 07 March 2007 (PST)

Please read the other comments-you will see that this is necessary. The tutorial is designed to help you learn to mod. If you start modding on your own, no one is going to have a file or list of pieces for you. Don't just give up, and remember-it does not need to be perfect. Also, you will start to learn more and more. Some hints:
  1. Divide the cave into sections (the sections should be parts that look similar-the entrance, the first hall, the end room, etc.). Each section has most of its pieces with the same prefix.
  2. Nothing needs to be perfect. If the Z-Values are a little off, don't worry (note that entering the same value for every piece won't work, since the pieces are not flat and the cave will get lower and higher at points).
  3. Be flexible. If you want to make the cave your own, go ahead. All the cave really needs is an entrance, two middle rooms, and an end room-beyond that, go wild. If you want to make longer/shorter hallways, it won't throw off the balance of the whole thing.
  4. Think of this as training wheels. If you want to stop and start messing around with stuff that seems more interesting to you-like making NPCs or dialog or quests, go ahead. Remember that many mods don't even add anything to the map-they just add quests and NPCs and make item changes. Some don't even add anything to the game, and just change the way the game works or the prices or something like that. So experiment and run wild.
Hope this helps. Dylnuge 20:21, 4 April 2007 (EDT)


Some Help Needed and Given

I notice how everyone is complaining on the way the tutorial is. I have a solution. Make your own dungeon after the first room, then finish the tutorial. The layout of dungeon doesn't have to be exactly how he did it. This way you feel more accomplished. Sorry if this undermines your purpose JBurgess.

Hopes this helps you guys.

And if anyone knows how to add custome enchantments to custom armor, I could use your help, thank you. --General Bays 01:55, 28 May 2007 (EDT)

A small point about clutter objects

This is for people less quick on the uptake: My brethren, if you can't find the clutter objects it's because most of them are not, in fact, under caves. FireLogPile01, for example, is under farms. It may also be useful to note that ctrl D duplicates items, so you don't need to search for them again after the fact. Amthysteyes2 13:38, 1 October 2007 (EDT)

Can't figure out 2 of the blocks

I have seached for 4 hours stright . Will someone please tell me the first 2 parts after it stops giving you help I cant figure it out . its a ladder corner so what in the world do i do i search for an answer on google but no luck . I just want those 2 pars then i can finish. The parts connect to "CRmCornerInLadderExit01B"

If someone would rather tell me over aim or e-mail

my aim is Canadaman012 e-mail is mr.pandapye@hotmail.com

Thank you

sidenote: iv actually finished the whole dungeon but those 2 parts.

Last piece at the bottom right

This is the only piece of mine that does not match. In the picture it seems to fade out, possibly some sort of exit. I have ended mine in a corner which matches it well, but not exactly. Have I finised it correctly, or is there a piece that is missing?

Thanks. --TESFanatic 12:32, 30 May 2010 (EDT)