Fallout new vegas geck

Fallout new vegas geck

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  1. Keira:

    Before we drop in some pieces, let’s learn about one of the most important buttons in the editor.
    This is the “Snap to Grid” button:Snap To Grid.jpg This button toggles grid snapping on and off. This makes sure that when you move an object around the cell, it snaps at unit intervals of 256, 128, 64, or whatever else you specify. We will leave Grid Snapping on for the remainder of this tutorial. You will need to change your snap settings from time to time, depending on what pieces you are using. The hotkey for this button is “Q“. (The “Render Window” must be selected for this hotkey to work.)Take a moment now to ensure the button is depressed and snapping is active.
    We will now set the grid settings. Right-click on the render window to bring up the options, then click Render Window Properties. The next step is to click the Movement tab. For most of this tutorial, a 128 grid snap should be fine. There may be times when you need to drop the grid snap down to make certain pieces fit.
    The GECK uses a proprietary units system which is neither metric or U.S. This units system snaps cleanly at units of eight. When dealing with snapping, a good rule of thumb is to work at the largest snap setting available. Most Fallout 3 kits work well with a snap setting of 128 units.
    A good thing to remember while you’re getting used to units – the player is 128 units tall, or about six feet.
    Another critical tool is the “Snap to Angle” Snap To Angle.jpg button. This button toggles rotational snapping. This makes sure that when you rotate an object it snaps to degrees of 15, 45, or whatever you set it to. Again, make sure this is on for the rest of this tutorial. You can leave this setting at 45 now and for the remainder of the tutorial series. The hotkey for this button is “Ctrl-Q”. (The “Render Window” must be selected.)
    The GECK measures rotation in degrees between 0-360. While you can enter any valid rotational snap setting, it is not recommended that you use a snap setting below 90 when placing kit pieces, to avoid gaps in level geometry.
    The importance of good snapping etiquette cannot be overstated. Sloppy placement, especially at these early stages, can result in a myriad of problems, such as overlapping polygon surfaces and gaps in level geometry. These problems can be especially frustrating to debug and fix, so focus on a clean layout now and save yourself the headache later.
    To use almost any hotkey in the G.E.C.K., you must first make sure the “Render Window” is selected. Do this by either clicking the top of the “Render Window” or clicking inside of it once with your mouse. This includes the “Ctrl-S” Save hotkey.
    Hotkey Quick Reference:
    Snap To Grid.jpg “Snap to Grid” “Q”
    Snap To Angle.jpg “Snap to Angle” “Ctrl-Q”

    Using the 3D Camera

    Make sure “Snap to Grid” and “Snap to Angle” are on and drag a “VHallSm1WayR01” piece into the render window from the Object List. Now that we have an object in the render window we can learn to move it around, along with the camera. Also, make sure the lights are turned on by pressing Toggle Lights.jpg, or using the hotkey “A”.
    A brief note on data in the GECK: You’ve just created a “Reference” of the Base Object VHallSm1WayR01. The difference between a Base Object and a Reference to it is an important distinction you’ll come to understand. When we modify a Base Object, every Reference of that object in the game will be affected. Base Objects are listed in the Object_Window, while the Reference objects currently loaded are viewable in the Cell_View_Window.
    To Zoom, either use the “Scroll Wheel” on your mouse or hold “V” and move your mouse forward or backwards. “V” is a smooth zoom, useful for precise motions, while scrolling is practical for regular use.
    To Rotate the Camera, hold down “Shift” and move your mouse. This will rotate your view around the currently selected object. If nothing is selected it will turn the camera in place.
    To Pan the Camera up, down, left, or right, hold either the “Space Bar” or click & hold the “Middle Mouse Button”, moving your mouse to pan.
    If camera controls feels too rapid or sluggish, you can customize these speeds. “Right Click” within the Render Window while your cursor is not above any selectable objects, and select “Properties”.
    Choose the “Movement” tab and set your properties to your liking. You may want to go back and forth and get a get a feel for each setting. Remember where to find these settings, as you may wish to customize them in the future based on your current task.
    There is an experimental fly-cam feature in the GECK. To activate fly-cam, press “~”. The WASD keys can be used for movement, and your mouse motions will now control your camera point of view from a first-person perspective. This view can be disorienting. Simply press “~” to return to normal camera controls at any time.

  2. Reynolds:

    Version 0.9
    Removed specific call to old bhkrigidbody cinfo warning as it’s useless because all meshes have the same cinfo property
    log scroll/spell check setting now saved to ini
    fixed EditorWarnings.log
    improved plugin loading speed
    added splash and about dialog custom bitmap
    bIgnoreNAMFiles ini setting to ignore .NAM files
    bFastExit ini setting
    fixed issue with GECKCustom.ini being saved the first time when bFastExit is enabled (credit to jazzisparis)
    fixed crash with one of the message verbosity additions
    general code cleanup and optimization
    Version 0.8
    Increased frame rate in the render and preview windows (thanks to shademe)
    Windows 8.1/10 collapsed conditions fix (thanks to nukem)
    512×512 landscape LOD diffuse and normal generation, can be enabled via ini
    ini file to control some settings (thanks to carxt)
    ESM enabled as active file (credit to hlp)
    ESP files as masters (credit to hlp)
    script editor font change now optional in ini
    re-enables 1220 Warning, Error, and General messages
    message/warning/error log window with formid double clicking to jump to (thanks to nukem)
    many messages are now more verbose
    script editor warnings re-enabled
    menu to open log, clear log, set log scrolling (thanks to nukem)
    ini setting to disable some features in version control mode
    fixed crashing with Rock-It Launcher in TTW 3 (thanks to jazzisparis)
    fixed crashing with a few messages
    menu option to enable/disable spell checker
    GECK Power UP is obsoleted by this release, do not use in conjunction with GECK Extender
    Version 0.7
    internal testing version
    Version 0.6
    Memory leak (user handles) really really fixed after update using Thread Local Storage (credit to nukem)
    Re-enabled choosing the Big Guns skill in Weapon dialog
    Version 0.5
    Fixes crashing issues in Windows 10 (thanks ousnius and luthien)
    Version 0.4
    Fixes dialogue stuck open bug that user handle memory leak fix introduced in previous version
    Version 0.3
    Fixes user handle memory leak (many thanks to nukem and jazzisparis for this crucial fix)
    Fast Exit added
    Script size limit doubled (many thanks to jazzisparis for this enhancement)
    Version 0.2
    Made script window use consolas font by default (overrides F11/F12 behavior of NVSE for now)
    Removed user handle memory leak patch until it can be made more robust
    Version 0.1
    Initial release
    Enables level 2 LOD generation for large worldspaces
    Fixes bUseMultibounds = 0 crashes in cells with multibounds, no need to ever change this setting again
    Fixes user handle memory leak: This cleans up opened windows better when closing them so you can edit for long periods without fear that you won’t be able to save your plugin because the GECK can’t open any new dialog windows without using the opened windows list to close them.
    Increases scriptlet window sizes
    Help links point to new community wiki

  3. Видео по Fallout:

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