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

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→‎The Reference Dialog Box: Rewording, reformatting.
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====The Reference Dialog Box====
====The Reference Dialog Box====


'''The top of the box gives some information about the object itself:'''


The top of the box gives some information about the object itself.
*'''Reference Id''' ''(normally blank)'' - This is the database reference for that type of object. We can ignore this for now. It is chiefly used when adding custom objects.


*'''Base Object''' - This gives you information about the file containing the data about objects. Next to it is the ‘Edit base’ button. We will use this later on.


Reference Id (normally blank) - This is the database reference for that type of object. We can ignore this for now. It is chiefly used when adding custom objects.
:These are references to the master file listed in the object window. This is information about ALL similar objects in the ENTIRE game WORLD. If you change this by editing the base you change every single example in the world. TAKE GREAT CARE WITH THIS. I have, to my cost, come across mods which do this. Suddenly every chest I find has 50 gold pieces in it. This is what Klinn meant by a dirty mod.


:Why does this happen? The answer is ‘space’. The plug-in you are creating can very quickly become a very large file. To save space the CS does not actually place all the information about every plate, cup and chest you add. Instead it places a marker, which refers to the master file. So <BarrelClutterMiddle01> is a master file containing all sorts of information, including the NIF file that defines its look, the files that define the sound it makes and its contents. It would be an enormous job to remember every change made. If you customise a lot of objects you will get a very large file.


Base Object - This gives you information about the file containing the data about objects. Next to it is the ‘Edit base’ button. We will use this later on.


<blockquote>
We will look at how you can safely customize objects later. For now, you can safely change all the items below this information.
</blockquote>


These are references to the master file listed in the object window. This is information about ALL similar objects in the ENTIRE game WORLD. If you change this by editing the base you change every single example in the world. TAKE GREAT CARE WITH THIS. I have, to my cost, come across mods which do this. Suddenly every chest I find has 50 gold pieces in it. This is what Klinn meant by a dirty mod.


'''In the centre are a series of tabs. The door has 5 tabs:'''


Why does this happen? The answer is ‘space’. The plug-in you are creating can very quickly become a very large file. To save space the CS does not actually place all the information about every plate, cup and chest you add. Instead it places a marker, which refers to the master file. So <BarrelClutterMiddle01> is a master file containing all sorts of information, including the NIF file that defines its look, the files that define the sound it makes and its contents. It would be an enormous job to remember every change made. If you customise a lot of objects you will get a very large file.
* '''3-D''' - This gives you information about where the object is in the cell. We used it last time to move objects about.
* '''Enable Parent''' - This is chiefly used in traps and can be ignored for now.
* '''Ownership''' - Info about who the door belongs to.
* '''Lock''' - Info about the type of lock on the door.
* '''Teleport''' - This tells you where the door leads.




We will look at how you can safely customize objects later.
'''At the bottom are six check boxes:'''
 
 
You can safely change all the items below this information. Let’s look at these.
 
 
At the bottom are six check boxes, Persistent Reference, Open by default, etc. Again, we will look at these in more advanced lessons. They are mainly used in setting animated traps, and how we see objects when they first appear, e.g. whether a door is open or closed.
 
 
In the centre are a series of tabs. (The amount varies from object to object depending on its function.) The door has 5 tabs
 
* 3-D - This gives you information about where the object is in the cell. We used it last time to move objects about.
 
* Enable Parent - This is chiefly used in traps and can be ignored for now.
 
* Ownership - Info about who the door belongs to.
 
* Lock - Info about the type of lock on the door.
 
* Teleport - This tells you where the door leads.


'''Persistent Reference''', '''Open by Default''', etc.  We will look at these in more advanced lessons. They are mainly used in setting animated traps, and how we see objects when they first appear, e.g. whether a door is initially open or closed.


===Examining the Doors===
===Examining the Doors===
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