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'''TES IV: Oblivion Modding for Beginners''' | |||
'''A. BUILDINGS AND STRUCTURES''' | |||
'''Lesson One: The Construction Set Primer''' | |||
This is the first in a proposed series of Tutorial Lessons aimed at teaching how to mod ''TES IV: Oblivion'' aimed at beginners. It will build up into a Complete Modding Course. Don't worry there | This is the first in a proposed series of Tutorial Lessons aimed at teaching how to mod ''TES IV: Oblivion'' aimed at beginners. It will build up into a Complete Modding Course. Don't worry there | ||
are no exams, though there is some homework. It is not intended to aid the transfer of modders | are no exams, though there is some homework. It is not intended to aid the transfer of modders | ||
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'''You will need to [[The Elder Scrolls Construction Set|download a copy]] of this before we can start.''' | '''You will need to [[The Elder Scrolls Construction Set|download a copy]] of this before we can start.''' | ||
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Finally it will need information about any objects you add to the world. These are image files called [[Glossary#N| | Finally it will need information about any objects you add to the world. These are image files | ||
called [[Glossary#N|Nif|.nif's]], or NetImmerse File format. The game already knows about thousands of these objects, and we can use this library of image files to populate our world with stuff. For a beginning modder, the '''.nif''' files that are already contained in the CS will provide plenty of material to work with. For now, you should simply be aware of their existence. Later in the series we can look at changing and adding our own .nif files. | |||
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=== The Object Window === | === The Object Window === | ||
The [[Object Window|object window]] contains a list of all the [[Glossary#B|base objects]] in the game. These are sorted into | The [[Object Window|object window]] contains a list of all the [[Glossary#B|base objects]] in the game. These are sorted into | ||
categories, depending on the object's function. ''' | categories, depending on the object's function. '''World Objects/Static/Armor''', for example, contains objects | ||
that provide combat protection in the game. We will cover each group when and as we use them. The objects can be edited and customized but we will stick to the standard objects for now. | that provide combat protection in the game. We will cover each group when and as we use them. The objects can be edited and customized but we will stick to the standard objects for now. | ||
=== The Cell View Window === | === The Cell View Window === | ||
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The [[Render Window|render window]] is your view into the world you are creating or changing. When you | The [[Render Window|render window]] is your view into the world you are creating or changing. When you click again on the Wawnetinn Tavern cell the picture should appear in the '''render window'''. It is likely to be a small block in the lower left of the window. | ||
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Now select the Wawnet object | Now select the Wawnet object. A multi-coloured box will appear around the little block. The box | ||
defines the area of the object in its three dimensions. It is used in '''collision detection''' and | defines the area of the object in its three dimensions. It is used in '''collision detection''' and | ||
'''Havok''' physics. | '''Havok''' physics. | ||
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Altering the size of an object, called '''scaling''', is a good way to add a bit of variety to your mods. Note, however, the general rule that most objects do not look as good when scaled to less than half or more than double their original size. | Altering the size of an object, called '''scaling''', is a good way to add a bit of variety to your mods. Note, however, the general rule that most objects do not look as good when scaled to less than half or more than double their original size. | ||
== Making Some Practical Changes == | == Making Some Practical Changes == | ||
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To rotate in the y axis use y + RMB. | To rotate in the y axis use y + RMB. | ||
You can also use the rotation boxes in the object's pop up dialog box. This is best if you want precise angles like 90, 180 and 270 etc. | You can also use the rotation boxes in the object's pop up dialog box. This is best if you want precise angles like 90, 180 and 270 etc. | ||
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'''Camera''' | '''Camera''' | ||
Centre Wheel | Centre Wheel Scroll – Zoom | ||
Centre Wheel Hold – Move | |||
Shift + | Shift + LMB - Rotate | ||
C – Centre On selected | C – Centre On selected | ||
T – Top View selected | T – Top View selected | ||
'''Object''' | '''Object''' | ||
D – De-select | D – De-select | ||
LMB – move: x, y | |||
Z + LMB move: z only | |||
X + LMB move: x only | |||
Y + LMB move: y only | |||
F – Fall | F – Fall | ||
CTRL x – cut | CTRL x – cut | ||
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CTRL v – paste | CTRL v – paste | ||
CTRL d – copy and paste in present position (duplicate) | CTRL d – copy and paste in present position (duplicate) | ||
LMB (with nothing selected) | LMB (with nothing selected) select multi-objects | ||
S - "Scale": drag mouse to edit size | |||
RMB – rotate about z | |||
RMB + y rotate about y | |||
RMB + x rotate about x | |||
'''Misc''' | '''Misc''' | ||
A - | A - Toggle Bright Light | ||
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[[Category:A beginner's guide]] | [[Category:A beginner's guide]] | ||