Difference between revisions of "Containers, doors, Havok objects, and Enemy Placement"

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imported>Nyshano
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imported>Megalomaniakaal
 
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<blockquote>The "Dung" prefix loot containers are made especially for dungeons, not just in terms of what they contain, but also how they look. Resist the temptation to use common containers in dungeons, as they are textured darker, for more brightly lit environments. If you really need, you can create your own containers using our existing assets, just be sure you know what you're doing first.</blockquote>
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The "Dung" prefix loot containers are made especially for dungeons, not just in terms of what they contain, but also how they look. Resist the temptation to use common containers in dungeons, as they are textured darker, for more brightly lit environments. If you really need, you can create your own containers using our existing assets, just be sure you know what you're doing first.
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<blockquote>Containers are a great candidate to scale in order to achieve more visual variety.  Just remember a simple rule of thumb -
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Most objects don't look good less than half, or more than double, their original size.</blockquote>
Containers are a great candidate to scale in order to achieve more visual variety.  Just remember a simple rule of thumb -
Most objects don't look good less than half, or more than double, their original size.
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[[Image:tut_img_10.jpg|thumb|right|Lock properties tab]]
[[Image:tut_img_10.jpg|center|Lock properties tab]]
Lock one or two of your chests.  To do this, double-click on the chest you want to lock to bring up the [[Reference|Reference Window]].  Select the "Lock" tab.  In general, you want to set the lock level to "Easy" or "Very Easy", unless there's a key available and/or you want only players focusing on lockpicking to be able to open the chest.  The same rules apply to chests with valuable contents.  Locks get harder with player level, not security skill, so a level 30 warrior with a 5 in security will see the same lock as a level 30 thief with a security skill of 80.
Lock one or two of your chests.  To do this, double-click on the chest you want to lock to bring up the [[Reference|Reference Window]].  Select the "Lock" tab.  In general, you want to set the lock level to "Easy" or "Very Easy", unless there's a key available and/or you want only players focusing on lockpicking to be able to open the chest.  The same rules apply to chests with valuable contents.  Locks get harder with player level, not security skill, so a level 30 warrior with a 5 in security will see the same lock as a level 30 thief with a security skill of 80.
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== Doors ==
== Doors ==
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Now, select all the items and toggle havok simulation on.  This is a button in the toolbar, highlighted in the image below.  This process is called "settling" and makes it very easy to scatter objects around.  Try it in various situations and then hand-tweak items for the best effect.
Now, select all the items and toggle havok simulation on.  This is a button in the toolbar, highlighted in the image below.  This process is called "settling" and makes it very easy to scatter objects around.  Try it in various situations and then hand-tweak items for the best effect.
<br>[[Image:tut_img_11.jpg]]<br>
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[[Image:tut_img_11.jpg]]
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<blockquote>Try this handy trick when adjusting the placement of havok-enabled objects.  Turn havok simulation on, and select an object.
<blockquote>Try this handy trick when adjusting the placement of havok-enabled objects.  Turn havok simulation on, and select an object.
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Let's avoid over-populating the dungeon.  Always plan on every list generating the most difficult enemy it can, to avoid overwhelming the player.  (Then plan on the partial chance lists not generating any enemy!  Always bear in mind the two extremes) One or two lists are plenty per small room, and two or three should do well for the large room.  Don't bother placing enemies in hallways; They aren't fun places to fight.  Remember that enemies may not appear exactly where you placed the list in the CS - the game places them nearby, and the bandits being generated are already to configured to explore their surroundings in a small radius.
Let's avoid over-populating the dungeon.  Always plan on every list generating the most difficult enemy it can, to avoid overwhelming the player.  (Then plan on the partial chance lists not generating any enemy!  Always bear in mind the two extremes) One or two lists are plenty per small room, and two or three should do well for the large room.  Don't bother placing enemies in hallways; They aren't fun places to fight.  Remember that enemies may not appear exactly where you placed the list in the CS - the game places them nearby, and the bandits being generated are already to configured to explore their surroundings in a small radius.
<br>[[Image:tut_img_12.jpg|600px|Creepy Cave populated with Bandit Lists]]<br>
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[[Image:tut_img_12.jpg|center|Creepy Cave populated with Bandit Lists]]
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Refer to this image for a good enemy distribution.
Refer to this image for a good enemy distribution.


Let's move on and place some more items in our cell.  [[Furniture, Traps, and Lighting]]
Let's move on and place some more items in our cell.  [[Furniture, Traps, and Lighting]]