Difference between revisions of "First Steps"

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'''Cell View'''
'''Cell View'''
[[Image:Tut_img_1.jpg|thumb|left|Duplicating an Existing Cell]]
[[Image:Tut_img_1.jpg|center|Duplicating an Existing Cell]]
The easiest way to create a new cell is to duplicate an existing one.  In this example, I'm using FortStrand01, but you can use anything.  To do this, right-click on any cell, and choose "Duplicate Cell".  Go ahead and rename your new cell by clicking on the Editor ID and pressing F2.  Let's call this cell ''CreepyCave01'' for now.
The easiest way to create a new cell is to duplicate an existing one.  In this example, I'm using FortStrand01, but you can use anything.  To do this, right-click on any cell, and choose "Duplicate Cell".  Go ahead and rename your new cell by clicking on the Editor ID and pressing F2.  Let's call this cell ''CreepyCave01'' for now.
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[[Image:UseF2.JPG]]
[[Image:UseF2.JPG]]


Double-click your new cell to load it.  Once you're <i>sure</i> you've got the <i>new</i> cell loaded, we'll delete all the old objects so we can start from scratch.  In your Cell View under Objects, select the first item, and press the '''shift''' and '''end'''keys on your keyboard to quickly select all objects in the cell.  A quick stroke of the '''delete''' key, and you've got a clean canvas to work with.
Double-click your new cell to load it.  Once you're <i>sure</i> you've got the <i>new</i> cell loaded (it's not FortStrand02 - it's got the word COPY in it), we'll delete all the old objects so we can start from scratch.  In your Cell View under Objects, select the first item, and press the '''shift''' and '''end'''keys on your keyboard to quickly select all objects in the cell.  A quick stroke of the '''delete''' key, and you've got a clean canvas to work with.
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[[Image:ShiftClick.JPG]]
[[Image:ShiftClick.JPG]]
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; 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|center|The Cell Properties Window]]
; 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.
; 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 (3000.0000).  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 : 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.
; 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.