Some pieces do not align with other pieces..

Post » Sun Nov 18, 2012 6:21 pm

Hi, I started making a mod that adds dungeons,and I noticed a recurring problem coming up: Some of the modular dungeon pieces doesn't align with any other pieces of the specific set.

For example I've placed the piece NorExSmFree_01 in my dungeon,a Nordic Dungeon piece with a door on a straight 90 degrees wall,and none of the other walls in the Nordic set is straight,so I can't align this piece with any other Wall piece,as if I place other kinds of walls, there will be large cracks from which the player will be able to look at the void.
Some times I realize that a specific part doesn't have other parts that align well with it,much later,when I have already built a large portion of my level based on that piece,meaning I'll have to scrap hours of work and delete many pieces and start designing all over again. :(


I'm not expecting a solution to this other than prepare myself with more patience,but it hit me so much emotionally that I had to scrap so much time of work,that I wanted to share this.
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Jeff Turner
 
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Post » Sun Nov 18, 2012 4:54 pm

Hi, I started making a mod that adds dungeons,and I noticed a recurring problem coming up: Some of the modular dungeon pieces doesn't align with any other pieces of the specific set.

For example I've placed the piece NorExSmFree_01 in my dungeon,a Nordic Dungeon piece with a door on a straight 90 degrees wall,and none of the other walls in the Nordic set is straight,so I can't align this piece with any other Wall piece,as if I place other kinds of walls, there will be large cracks from which the player will be able to look at the void.
Some times I realize that a specific part doesn't have other parts that align well with it,much later,when I have already built a large portion of my level based on that piece,meaning I'll have to scrap hours of work and delete many pieces and start designing all over again. :(
guess the "free"-part in the name means it just _doesn't_ allign, but is meant to be freely put whereevery you might need it (pieces don't necessarily _need_ to allign, any non-havocable stuff can be intersected whatever way. just stick it far enough into any other wall so you don't see any more gaps, or if it's to flat an angle to do so, just put a column or whatever over it )
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Agnieszka Bak
 
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Post » Sun Nov 18, 2012 7:11 am

or rocks, or balcony pieces, or floor chunks... Take a look at how they made Ebershard Mine, and Bleak Falls Barrow in the CK. You'd be amazed at the creative juxtapositions!!
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Juan Cerda
 
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Post » Sun Nov 18, 2012 4:15 pm

'Shift Q' will align a piece to the grid of the next piece that you click (cursor will display as a crosshair target).
You may already know this but then... you may not.
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Manuel rivera
 
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Post » Sun Nov 18, 2012 10:05 am

'Shift Q' will align a piece to the grid of the next piece that you click (cursor will display as a crosshair target).
You may already know this but then... you may not.
did not. cool thing, thx :-)
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Fiori Pra
 
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Post » Sun Nov 18, 2012 7:11 pm

Ya, your going to have to get used to working off the grid and plugging gaps creatively especially if you want to use pieces from different tile sets in the same dungeon.
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..xX Vin Xx..
 
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Post » Sun Nov 18, 2012 6:50 pm

'Shift Q' will align a piece to the grid of the next piece that you click (cursor will display as a crosshair target).
You may already know this but then... you may not.

And then targeting the cursor out into the void after hitting shift-q realigns you with 0,0,0.
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R.I.P
 
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Post » Sun Nov 18, 2012 6:30 pm

When you right click on the render window, one of the items in the menu that pops up is Render WIndow Properties. There is a Movement tab on that that lets you set the size and angle of the snap to grid. I keep that open over in the corner as I work and change the grid size as needed to fit the statics I am working with. Some things work with 64 and some require 4. It just depends. 16 seems to work a lot.

When you double click on an object it opens the edit menu for that item and the first tab on that is the 3d Data, which shows the x,y,z coordinates and angles of the object along with the individual snap to setting for each direction and angle. When I am trying to adjust the position of an object I often open that up to the 3d Data. You can set that snap to setting for any direction to 1 and click in the location box for that direction and use your mouse wheel to adjust the position by just rolling it back and forth. That makes a great way to make minute and accurate adjustments to the positions of items that won't just "snap" together the way you want them to. It works for the angles too so you can adjust the orientation of things to each other. That helps alot when aligning clutter.
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Del Arte
 
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Post » Sun Nov 18, 2012 5:30 am

I can't remember, but there might be a NorExSmFree_02, 03, etc., or other kinds of walls to fit it. But yeah, there are some "free"-pieces that just don't fit with anything. It feels just wrong to fill the gaps with overlapping objects at first, but it's how the game works and you must do it. In your case, it could be a good idea to use pillars or something.
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Kathryn Medows
 
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Post » Sun Nov 18, 2012 5:40 pm

Also - with Imperial Tower sets - set the x/y/z values of all walls, floors, interior walls to the same value and then rotate (z + right click) into place. Flawless seams.
Try and match them up manually? A soft padded cell awaits you; follow the nice men in white jackets.
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Genevieve
 
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Post » Sun Nov 18, 2012 8:15 am

Good tip, thanks
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Stephy Beck
 
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