Difference between revisions of "First Steps"

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Once the CS has loaded up, several windows will populate your screen.  The first of these we are concerned with is the "[[Cell View Window|Cell View]]" window.  The major features of this window are World Space, Cell list, and Object List.
Once the CS has loaded up, several windows will populate your screen.  The first of these we are concerned with is the "[[Cell View Window|Cell View]]" window.  The major features of this window are World Space, Cell list, and Object List.
*World Space
 
**This drop down allows you to choose which world space you're working in.  For now, we want to work with interiors, which is the default selection.
; World Space : This drop down allows you to choose which world space you're working in.  For now, we want to work with interiors, which is the default selection.
*Cell List
 
**These are all the cells contained within the world space, listed by Editor ID.
; Cell List : These are all the cells contained within the world space, listed by Editor ID.
*Object List
 
**This is a list of all objects contained within the selected cell.
; Object List : This is a list of all objects contained within the selected cell.


<blockquote>If any windows are not visible when you load, use the "View" menu in the CS toolbar to see if they are hidden or not.</blockquote>
<blockquote>If any windows are not visible when you load, use the "View" menu in the CS toolbar to see if they are hidden or not.</blockquote>
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Before we start on the layout, we have a little more prep work to do. ''' Right-click''' on ''CreepyCave01'' in the Cell List and select "edit".
Before we start on the layout, we have a little more prep work to do. ''' Right-click''' on ''CreepyCave01'' in the Cell List and select "edit".
This view lets us quickly view some basic properties of the cells in our current worldspace, and has three tabs.
This view lets us quickly view some basic properties of the cells in our current worldspace, and has three tabs.
* Common Data
 
** In this tab, we want to restrict fast travel, and set the music type to "Dungeon".  You can also toggle water on/off here and set the Z-height of it, as well as choose the water type.  The "Hand Changed" check box is useful for exterior cells that have been edited and should not be affected by procedural generation.
; Common Data : In this tab, we want to restrict fast travel, and set the music type to "Dungeon".  You can also toggle water on/off here and set the Z-height of it, as well as choose the water type.  The "Hand Changed" check box is useful for exterior cells that have been edited and should not be affected by procedural generation.
 
[[Image:Tut_img_2.jpg|thumb|left|The Cell Properties Window]]
[[Image:Tut_img_2.jpg|thumb|left|The Cell Properties Window]]
* Lighting
; Lighting : You may note Ambient and Fog values are greyed-out (disabled).  If this is the case, be sure the "Behave Like Exterior" checkbox is *not* checked (clear).  Now we want to set the ambient light and fog levels.  For dungeons, good RGB values for light are between 20 and 25, and fog between 25 and 30.  Also, under fog; set "Far" and "Clip Dist" to 3,000 (three thousand).  When in doubt, try looking at the settings in other dungeons and copying those.  Remember that dungeons should be generally darker than public areas, but still visible without a torch(but if you want them to be realistic they should only be visible with torch or light spell).  Also remember that your dungeon will be brighter and darker on other monitors besides your own.
** You may note Ambient and Fog values are greyed-out (disabled).  If this is the case, be sure the "Behave Like Exterior" checkbox is *not* checked (clear).  Now we want to set the ambient light and fog levels.  For dungeons, good RGB values for light are between 20 and 25, and fog between 25 and 30.  Also, under fog; set "Far" and "Clip Dist" to 3,000 (three thousand).  When in doubt, try looking at the settings in other dungeons and copying those.  Remember that dungeons should be generally darker than public areas, but still visible without a torch(but if you want them to be realistic they should only be visible with torch or light spell).  Also remember that your dungeon will be brighter and darker on other monitors besides your own.
 
* Interior Data
; Interior Data : Here we set the name as it will appear in-game.  Change it to "Creepy Cave" for now.  For our dungeon, leave all other boxes in this tab blank or unchecked.
** Here we set the name as it will appear in-game.  Change it to "Creepy Cave" for now.  For our dungeon, leave all other boxes in this tab blank or unchecked.


<blockquote>Note that when you duplicate a cell, the lighting information is cleared, and you will have to set it manually.</blockquote>
<blockquote>Note that when you duplicate a cell, the lighting information is cleared, and you will have to set it manually.</blockquote>
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