Difference between revisions of "A beginner's guide, lesson 1 - The Construction Set Primer"

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As you look around you see a picturesque village with a few houses and an Inn. Behind you the  
As you look around you see a picturesque village with a few houses and an Inn. Behind you the  
Imperial City looms. I’m feeling thirsty, let’s get ourselves a drink. Walk up to the inn door.  
Imperial City looms. I’m feeling thirsty, let’s get ourselves a drink. Walk up to the inn [[Door|door]].  
The door icon appears. You press spacebar and enter the inn… only in reality you don’t. The door doesn’t swing open to reveal the interior.
The door icon appears. You press spacebar and enter the inn… only in reality you don’t. The door doesn’t swing open to reveal the interior.




When you pressed the spacebar the loading screen appeared. This is an in-game visual clue that  
When you pressed the spacebar the loading screen appeared. This is an in-game visual clue that  
you are changing location. The game consists of a huge array of locations, which the CS refers to as '''cells'''. These are independent but linked spaces. The door you used was a portal. Activating it told the game you wished to move from an [[Exterior cells|exterior cell]], which contains the models for all the buildings and landscapes, to an [[Interior cells|interior cell]], which represents the inside of the bar. The exterior inn building you saw outside is a shell.  
you are changing location. The game consists of a huge array of locations, which the CS refers to as '''worlds'''. These are independent but linked spaces. The [[Door|door]] you used was a portal. Activating it told the game you wished to move from an [[Exterior cells|exterior cell]] to an [[Interior cells|interior cell]], which represents the inside of the bar. The exterior inn building you saw outside is a shell.  




Basically it’s four walls a roof and a door. The door is special linking object which when  
Basically it’s four walls a roof and a door. The [[Door|door]] is special linking object which, when  
activated lets the game know which interior location you want to jump or teleport to. The two  
activated, lets the game know which interior location you want to jump or teleport to. The two  
spaces or worlds are not dimensionally linked. You could store an entire Palace worth of rooms in a small shed if you liked. It would just be a bit silly. We will do something like this when  
spaces, or cells, are not dimensionally linked. You could store an entire palace worth of rooms in a small shed if you liked. It would just be a bit silly. We will do something like this when  
testing our mods later in the series.
testing our mods later in the series.




[Design note. Now that you know what to look for, make a note of any locations in the game that  
<pre>Design note. Now that you know what to look for, make a note of any locations in the game that  
you think are cool, you can then look them up later to see how they did that.]
you think are cool. You can then look them up later to see how they did that.</pre>




The exterior world of Cyrodiil is made up of a number of tiles or CELLS. Each cell defines a  
The exterior world of Cyrodiil is made up of a number of tiles or CELLS. Each cell defines a  
particular location. These are joined together to form an exterior world. You know you are  
particular location. These are joined together to form an exterior world. You know you are  
passing from one to another because that "Loading Area" bit appears. In a later lesson we will look at these exterior cells and look at how we can change these.  
passing from one to another because that "Loading Area" bit appears. In a later lesson we will look at these [[Exterior cells|exterior cells]] and how we can change them.  




In the first few lessons we will concentrate only on interior cells.  
In the first few lessons we will concentrate only on [[Interior cells|interior cells]].  




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