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Stryker named new Head of Interiors
(5. May 13 18:34)
Stryker named Assistant Head of Characters (3. Feb 13 13:54) 2012 in Review (31. Dec 12 13:51) Our New Head of Characters is Not! Also Int Reviewing Empty! (13. Dec 12 17:56) Sacred East updated to Version 1.2 (11. Oct 12 10:30) New Core Shuffle! (7. Oct 12 23:20) Sacred East (6. Jun 12 00:36) New Head of Interiors (19. Mar 12 11:12) 2011 in Review (3. Feb 12 12:20) Why is our new Head of Quests, awesome! (30. Jun 11 15:20) |
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House Construction
In this tutorial, you will learn how to create an entire house from scratch. We will cover:
Building the exterior
Firstly, we need a cell to build our new house. I chose Seyda Neen; firstly because you can test
it simply by starting a new game, and secondly because the houses around the village of Seyda Neen
are of Nordic design, and one of the smallest house styles are Nordic also, making it simple
enough to create an interior later on.
Go to the Cell View window (bottom-right), and scroll down to Seyda Neen -2, -9:
Once the cell has fully loaded, move around the town to find somewhere with some space for a small house -
I found a little plot just on the outskirts of town, across the bridge, past the two outermost houses:
Now, change the view so that you are directly over the space that you want
to place your house, and looking straight down.
Do this by holding the space bar and moving the mouse around to pan the view, holding shift
and moving the mouse to change the camera's point of view, and using the mouse-wheel to
zoom in and out.
Next, in the Object Window, click on the Static Tab, and scroll down to find ex_nord_house_01,
which is the smallest house. Drag it off the list and release it into the Render window.
Now, press 'F', which will drop it to the floor/ground. If it ended up sitting half on a rock,
and half floating in the air, hold down the 'Z' key, and left-click and drag the house up and
down until it is embedded in the ground properly. Alternatively, double click and modify the
Z Axis to something lower:
You should have a really boring looking house, with no entrance,
windows, or even a chimney - A little bit like the following:
Just repeat the process with a door, some windows and a chimney -
find them in the Object Window and drag them into the Render Window and position them.
For the door, I chose ex_nord_doorf_01 (the door frame), ex_nord_door_01 (for the actual door,
found under the 'Door' tab in the Object Window), ex_nord_win_01 (the windows), and
ex_nord_chimney_01 (the chimney). All together, we have something a little like this:
Hopefully, it now looks a little more like a house, and less like a brick with a roof. That just
about does it for the exterior, although we will be coming back here later on when we do the teleport script.
Building the interior
The basics of building an interior are pretty simple - its like constructing a jigsaw; all the pieces are there
for you, but you decide which order you like them in to make your house unique.
Luckily, the exterior we used has a pre-made interior that matches the size exactly, so you don't have to
worry too much about snapping the pieces together (that can be left for the Dungeon Construction tutorial).
Go to the toolbar, select the World menu, and click on 'Interior Cell...'
Click on the new button, and name your interior something that you will remember - I have called mine 'First House',
for obvious reasons. Don't worry about the rest of the settings - you don't want water in your home, neither do
you want to get arrested by the guards for sleeping there, so leave the 'Has Water' and 'Illegal To Sleep Here'
options alone. Now click on the OK button.
In the Cell View window, scroll down to find your new interior cell:
Double click on your cell's name in the list to load it up - should be really quick to load, as its empty.
Now, Under the static tab, look for in_nord_house_01
Left click and drag it into the Render Window. The best thing about interiors is that
you don't have to worry about the placement of the 'shell' if there's only one piece to place ;-)
OK, now you have a basic shell of your house, you will be needing a bed, at the very least. In the
Object Window, Click on the Activator tab. Scroll down until you see something like the following:
Now, click and drag that into the Render Window. Move it around in the window until its actually
inside the building. Then press the 'F' key to drop it to the floor, much the same as you did
with the house exterior. Just move it around until you have it in a place that you like -
if you need to rotate it, right-click and drag to rotate the object left or right.
You'll need a door to get the teleport script to work, so go to the Door tab
and select the same door that we did for the exterior.
Next, put in a frame - Under the static tab, select in_nord_doorf_01. Align it
up to the door, and you will have something a little like this:
Add any kind of furniture that you want, like a wardrobe, a chest etc. Now you
have the interior completed, all you have to do is link the two parts together :-)
Linking the parts together
Double click on the door, and check the 'Teleport' button, and in the Load Cell list,
find the cell where you placed your house's exterior:
Once you have selected the cell, click on the Select Marker option, which will teleport you
out to the selected cell (after it loads in the editor), and create a new DoorMarker object.
DoorMarker objects tell the game where to place the player once they use the door - so if you leave it in midair,
that is where the player will emerge once they leave the building. The best thing to do is move it around until
its placed right outside the door to your new house (remember to make use of the 'F' key to drop it to the floor
if necessary). If you placed your house in the same cell as I did (Seyda Neen -2,-9), then your DoorMarker will
appear in the prison ship. This is because it automatically places the new marker in the center of the cell.
Click and drag the door marker so that it is aligned with the door to your house.
Now repeat the process for the exterior door, but rather than selecting the exterior cell
to teleport to, select the interior cell name of your house.
Now align your DoorMarker to just inside the door, as before.
That's it! You now have your very own home
Little extras
If you want to sleep in this house, you might want to double click the bed, and enable the
Extra Data option, and in the Owner field, scroll down until you find 'player'. This will
mean that the player will own the bed, and be able to sleep in it without getting a message
that it isn't their bed. This should also be applied to all of the cabinets, or else, when
they take items, it will be considered a crime.
Questions/Comments on this tutorial? Talk about it in our
forums.
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