Difference between revisions of "Portal:Featured Content"

8 bytes added ,  22:22, 19 March 2008
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imported>DragoonWraith
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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Creation Tutorial</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Creation Tutorial</h1>


[[Image:Tut3_img2.jpg|thumb|right|The NPC properties window]]
[[Image:Tut3_img2.jpg|thumb|right|The NPC properties window]]
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<div id="esstyle" style="width:auto;margin-left:2.5em;margin-bottom:1.5em;padding-bottom:0.5em;">


<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Patrols Tutorial</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Basic NPC Patrols Tutorial</h1>


Patrols can be a tremendous boon when trying to make an area feel more lifelike.  This tutorial will share a technique for quickly creating a very basic two-point ("ping-pong") patrol and getting it in-game.  The user should have a basic understanding of [[Basic_NPC_Creation_Tutorial|NPC]], [[package|package]], and [[Pathing_and_Playtesting|pathgrid]] editing with the CS.
Patrols can be a tremendous boon when trying to make an area feel more lifelike.  This tutorial will share a technique for quickly creating a very basic two-point ("ping-pong") patrol and getting it in-game.  The user should have a basic understanding of [[Basic_NPC_Creation_Tutorial|NPC]], [[package|package]], and [[Pathing_and_Playtesting|pathgrid]] editing with the CS.
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<div id="esstyle" style="width:auto;margin-left:2.5em;margin-bottom:1.5em;padding-bottom:0.5em;">


<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Basic Animation Tutorial</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Basic Animation Tutorial</h1>


[[Image:AnimGuide_Fig_1_Branch_Overview.gif|thumb|left|'''Fig. 1''': Typical view on a simple animation's block tree.]]
[[Image:AnimGuide_Fig_1_Branch_Overview.gif|thumb|left|'''Fig. 1''': Typical view on a simple animation's block tree.]]
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<div id="esstyle" style="width:auto;margin-left:2.5em;margin-bottom:1.5em;padding-bottom:0.5em;">


<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Using Kits and Navigating the Render Window</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Using Kits and Navigating the Render Window</h1>


TESIV dungeons are assembled using modular kits created by artists. A typical kit consists of a variety of walls, halls, and other structural elements that snap together seamlessly. For this dungeon, we're going to use Istvan Pely's Cave kit. We're now ready to begin using the Object Window. This window is the toolbox from which we'll pull all the monsters, architecture, objects, and just about anything else we need while building with the CS. To access the Cave kit, expand the Object Window list as shown in the image.
TESIV dungeons are assembled using modular kits created by artists. A typical kit consists of a variety of walls, halls, and other structural elements that snap together seamlessly. For this dungeon, we're going to use Istvan Pely's Cave kit. We're now ready to begin using the Object Window. This window is the toolbox from which we'll pull all the monsters, architecture, objects, and just about anything else we need while building with the CS. To access the Cave kit, expand the Object Window list as shown in the image.
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<div id="esstyle" style="width:auto;margin-left:2.5em;margin-bottom:1.5em;padding-bottom:0.5em;">


<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Creature Meshes 101</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Creature Meshes 101</h1>


While I still played Oblivion, I always wished for more creatures, more simple animal live for Oblivion, because, you see, the bears and slaughterfish and eight other animals don't seem to be quite enough to fill a world this large.
While I still played Oblivion, I always wished for more creatures, more simple animal live for Oblivion, because, you see, the bears and slaughterfish and eight other animals don't seem to be quite enough to fill a world this large.
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<div id="esstyle" style="width:auto;margin-left:2.5em;margin-bottom:1.5em;padding-bottom:0.5em;">


<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">A beginner's guide, lesson 6 - Quest Dialogue</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">A beginner's guide, lesson 6 - Quest Dialogue</h1>


Well, we come to it at last. It is time for us to begin to create our own quest, to design our own NPC’s, and to write our own scripts. Of course it’s ridiculous to suggest that these tutorials alone will teach you everything you need to know. However, I hope by the time you finish the next few lessons you will be more comfortable with the key skills needed to create your own great works. The exemplar quest that I am using is not intended as an example of ‘Good Practice’. I have designed it. to illustrate techniques, not good quest writing. The actual details of this quest are fairly unimportant. What matters are the techniques we are using?
Well, we come to it at last. It is time for us to begin to create our own quest, to design our own NPC’s, and to write our own scripts. Of course it’s ridiculous to suggest that these tutorials alone will teach you everything you need to know. However, I hope by the time you finish the next few lessons you will be more comfortable with the key skills needed to create your own great works. The exemplar quest that I am using is not intended as an example of ‘Good Practice’. I have designed it. to illustrate techniques, not good quest writing. The actual details of this quest are fairly unimportant. What matters are the techniques we are using?
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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Start Your Mod</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Start Your Mod</h1>


The aim of this tutorial is to teach modders how to make their mods start the next time the player loads a save file with the mod activated. The method described is similar to the way that every official mod in integrated into the game, thus creating a more professional feel to your mod.
The aim of this tutorial is to teach modders how to make their mods start the next time the player loads a save file with the mod activated. The method described is similar to the way that every official mod in integrated into the game, thus creating a more professional feel to your mod.
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<h1 class="header" style="width:100%;font-size:1.2em;text-align:left;text-transform:none;">Creating Detailed Normal Maps</h1>
<h1 class="header" style="width:auto;;font-size:1.2em;text-align:left;text-transform:none;">Creating Detailed Normal Maps</h1>


You need to create a [[Normal_Maps|Normal Map]] first and foremost because if you don't, your [[:Category:Textures|texture]] wouldn't reflect light and therefor appear black ingame. On the other hand, there is an even better reason why you want to do one too. Normal Maps are designed to make an object look much more detailed than it actually is. On basis of the lighting and the stored information of the file a congruous surface is simulated. That means, that you can stay in front of a completely flat stone wall that looks like it has an uneven and rocky surface, just due to the Normal Map.
You need to create a [[Normal_Maps|Normal Map]] first and foremost because if you don't, your [[:Category:Textures|texture]] wouldn't reflect light and therefor appear black ingame. On the other hand, there is an even better reason why you want to do one too. Normal Maps are designed to make an object look much more detailed than it actually is. On basis of the lighting and the stored information of the file a congruous surface is simulated. That means, that you can stay in front of a completely flat stone wall that looks like it has an uneven and rocky surface, just due to the Normal Map.