Difference between revisions of "A beginner's guide, lesson 2 - Creating a room"

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imported>Cyreath
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The Lighting is controlled by a set of clickable boxes. Again, you can set values how you like. Most underground spaces in the game are set at a value of 30. Make it a bit brighter if you like. For that totally realistic effect, you could leave it at 0 and add light objects in the render window. This however, uses a lot of processor power, and will cripple low spec users. Let’s set it at 50. It's a practical compromise between dark and functional. Press '''A''' to switch off the artificial lights to see the effects.  
The Lighting is controlled by a set of clickable boxes. Again, you can set values how you like. Most underground spaces in the game are set at a value of 30. Make them a bit brighter if you like. For that totally realistic effect, you could leave them at 0 and add light objects in the render window. This however, uses a lot of processor power, and will cripple low spec users. Let’s set them at 50. It's a practical compromise between dark and functional. Press '''A''' to switch off the artificial lights to see the effects.  




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We need to position this so that it lines up neatly with the archways in the game. However, once again the designers have been a bit helpful here. If we uses the 0,0,0 reference trick we have just tried, the piece slots into position automatically. This doesn't work for all objects but it is a nice shortcut when using pieces that are designed to slot together. At the very least it brings the pieces together so they are easier to drag into position.
We need to position this so that it lines up neatly with the archways in the game. However, once again the designers have been a bit helpful here. If we use the 0,0,0 reference trick we have just tried, the piece slots into position automatically. This doesn't work for all objects but it is a nice shortcut when using pieces that are designed to slot together. At the very least it brings the pieces together so they are easier to drag into position.




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In the world objects, select doors, locate the ChorrolDoor and drop it into the window. Use the object placement techniques we learned in Lesson 1 to put the door in position at the top of the stairs. it's not a perfect fit, but if we put it in front of the rectangular door space it will do the job fine.
In the world objects, select doors, locate the ChorrolDoorMiddleAnim03 and drop it into the window. Use the object placement techniques we learned in Lesson 1 to put the door in position at the top of the stairs. it's not a perfect fit, but if we put it in front of the rectangular door space it will do the job fine.




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Now I have had a real problem adding NorthMakers to the window, but I have found a fix around. Try dragging and dropping first. Sometimes it works - sometimes it doesn't. If it doesn't here’s what to do. From the Static list, drag in a Night Mother Statue Base in to the window. It’s the object just above the Northmarker. Now use search and replace to replace it with the NorthMarker. Position the NorthMarker just outside the door and adjust its angle to 270 so it faces left in the render window view. Now go to top view and shift it about 5 degrees. This ties in with the marker in the original cellar cell. You can move between the two to confirm the set up.  
Now I have had a real problem adding NorthMakers to the window, but I have found a fix around. Try dragging and dropping first. Sometimes it works - sometimes it doesn't. If it doesn't here’s what to do. From the Static list, drag in a Night Mother Statue Base in to the window. It’s the object just above the Northmarker. Now use search and replace to replace it with the NorthMarker. Position the NorthMarker just outside the door and adjust its' Z angle to 270 so it faces left in the render window view. Now go to top view and shift it about 5 degrees. This ties in with the marker in the original cellar cell. You can move between the two to confirm the set up.  




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