Cave Parts

Post » Tue Jun 19, 2012 12:30 am

Hello , I'm having some trouble with the Cave parts , like halls and just Mid pieces. Cave stairs are the worst they make so much gaps, am I doing something wrong ? Also Cave Mid pieces aren't flat is there any way how I can design my own living cave, and make it look somewhat pretty?
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Sunny Under
 
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Post » Mon Jun 18, 2012 5:44 pm

http://www.creationkit.com/Bethesda_Tutorial_Layout_Part_1 - nordic ruins
http://www.creationkit.com/Bethesda_Tutorial_Layout_Part_2 - caves

That's what I followed. You need to rotate them until they fit nicely. Sometimes it won't fit, you need to rotate the piece for 180 and it'll fit then. Also always work with grid snapping on, 128 or 64 is the best for moving around (128 is probably faster) and 45 for rotation (or 90 for fast building of square rooms).
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Chantelle Walker
 
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Post » Mon Jun 18, 2012 9:39 pm

I found that the cave pieces need to be used in the orientation they are dropped into the editor.
Ff you drop all four wall pieces in you will see they are each orientated for a particular side. the same goes for the 4 corners and floor.

Dont rotate any of them or it all goes haywire.
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Sammi Jones
 
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Post » Mon Jun 18, 2012 2:21 pm

http://www.creationkit.com/Bethesda_Tutorial_Layout_Part_1 - nordic ruins
http://www.creationkit.com/Bethesda_Tutorial_Layout_Part_2 - caves

That's what I followed. You need to rotate them until they fit nicely. Sometimes it won't fit, you need to rotate the piece for 180 and it'll fit then. Also always work with grid snapping on, 128 or 64 is the best for moving around (128 is probably faster) and 45 for rotation (or 90 for fast building of square rooms).
Thanks! How can I change that snapping grid to 128, 65 or 90???
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Sebrina Johnstone
 
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Post » Mon Jun 18, 2012 9:59 pm

Right click in render window, click render window properties, click on the movement tab (I think it's that one) and there should be something along the lines of 'snap to grid' with a value next to it. Edit that and click apply. Sorry I can't name exact tabs, I'm away from my PC.
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Baylea Isaacs
 
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Post » Mon Jun 18, 2012 6:19 pm

Up on the toolbar there is an icon of a hand taking some files out, or you can click files and choose preferences. You'll see those settings on the very 1st tab- snap to grid, and snap to angle.
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Sheila Esmailka
 
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Post » Mon Jun 18, 2012 11:20 am

Also, my advice when dealing with caves is not to worry about them aligning. It looks better and is meant to work with overlaps, as it looks more natural. With floors, just set them all up then get cave dirt mounds and cover up the gaps. Again, looks unique and natural, no repeating floor pattern. Also, try turning snap to grid off? I always turn it off when dealing with caves, mines and when I forget to properly set up the snap to grid ref when I start a mod.
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Lindsay Dunn
 
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Post » Mon Jun 18, 2012 8:33 am

Also, my advice when dealing with caves is not to worry about them aligning. It looks better and is meant to work with overlaps, as it looks more natural. With floors, just set them all up then get cave dirt mounds and cover up the gaps. Again, looks unique and natural, no repeating floor pattern. Also, try turning snap to grid off? I always turn it off when dealing with caves, mines and when I forget to properly set up the snap to grid ref when I start a mod.

Also to add to this, if you wanna make rooms that are not in angle with rooms before you can place one object as you wish (ideally some entrance tile). Now you can place another tileset in the world, highlight it and press shift + Q-this will spawn a small crosshair and clickinc on the entrance tile you'll lock the grid to these angles being able to use the grid that's off the "real" grid.
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Trevi
 
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Post » Mon Jun 18, 2012 4:43 pm

Also to add to this, if you wanna make rooms that are not in angle with rooms before you can place one object as you wish (ideally some entrance tile). Now you can place another tileset in the world, highlight it and press shift + Q-this will spawn a small crosshair and clickinc on the entrance tile you'll lock the grid to these angles being able to use the grid that's off the "real" grid.
woah I don't get this part hehe still thanks for all the help!
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Brittany Abner
 
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Post » Mon Jun 18, 2012 9:57 pm

Right click in render window, click render window properties, click on the movement tab (I think it's that one) and there should be something along the lines of 'snap to grid' with a value next to it. Edit that and click apply. Sorry I can't name exact tabs, I'm away from my PC.
Thanks I don't have time to resume with the Creation Kit because of school but thanks I'll try it out later!
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Enny Labinjo
 
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