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

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The '''Northmarker''' is an aesthetic object. It does not show up in the game, but does play an important role in the immersion into the game.
The '''Northmarker''' is an aesthetic object. It does not show up in the game, but does play an important role in the immersion into the game.


When we '''Fast Traveled''' to ''Chorrol'', we were facing ''north'' with the door behind us. The entrance to the tavern was roughly to the ''northwest''. When we enter the tavern and teleported in with our back to the door, we are still facing ''northwest''.  
When we '''Fast Traveled''' to ''Chorrol'', we arrived facing ''north'' with the door behind us. The entrance to the tavern was roughly to the ''northwest''. When we enter the tavern and teleported in with our back to the door, we are still facing ''northwest''.  


The door to the cellar faces nearly ''west''. The game needs some info to link these three spaces and decide which way we are facing. When you drop objects into the [[Render Window]], the game assumes that ''north'' is towards the top of the screen. Without the '''Northmarker''', this room would be arranged so the cellar door faced ''west'', when we really want it facing ''east''. The '''Northmarker''' saves you having to rotate the room and to keep the same footprint as the room above. None of this is essential. This cellar could theoretically face in any direction, be twice the size of ''Chorrol'', or contain an entire ''Oblivion'' world. The game will not notice or care, but you, and anyone who uses your mod, will.
The door to the cellar faces nearly ''west''. The game needs some info to link these three spaces and decide which way we are facing. When you drop objects into the [[Render Window]], the game assumes that ''north'' is towards the top of the screen. Without the '''Northmarker''', this room would be arranged so the cellar door faced ''west'', when we really want it facing ''east''. The '''Northmarker''' saves you having to rotate the room and to keep the same footprint as the room above. None of this is essential. This cellar could theoretically face in any direction, be twice the size of ''Chorrol'', or contain an entire ''Oblivion'' world. The game will not notice or care, but you, and anyone who uses your mod, will.
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Save it. (In fact, you should save within the CS on a regular basis. Not necessarily after every tiny change, but certainly after you perform major functions like positioning a room, furnishing it, etc. This is not only to avoid dirty mods but because, although the platform is fairly stable, it is not rock solid. So save, save, and save again.)
Save it. (In fact, you should save within the CS on a regular basis. Not necessarily after every tiny change, but certainly after you perform major functions like positioning a room, furnishing it, etc. This is not only to avoid dirty mods but because, although the platform is fairly stable, it is not rock solid. So save, save, and save again.)


====Creating the New Room====
====Creating the New Room====
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