Need tips on how to place posterspaintingwall hangings

Post » Mon May 07, 2012 11:17 am

Hiya. I want to do a small mod to add decorations to some cells I use as safehouses. I'd mainly like to add lots of posters. I was wondering if someone would be kind enough to help me with that.

The two problems I'm having are firstly... I can't find them. I assume I need to look in World Objects, Static, but I've been right through it and all I could find was a portrait of President Kimble.

The other problem is how do I place the poster on the wall so it lines up perfectly? When I drop President Kimble's portrait in the render window it's parallel to the floor. If I manually manipulate and position it I can't get it so its flush with the wall... if you get my meaning. I've tried using snap to grid but it doesn't seem to do anything. Is there some clever way to do it?

Many thanks.
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Jesus Duran
 
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Post » Mon May 07, 2012 7:05 am

To find the posters got to the object window and, make sure that all is selected at the bottom of the list, then at the top of the window type "poster" into the filter box. You'll then get all items that have the word "Poster" in the name, this will find most posters but, not all.

Next got to the world menu, open Object editing pallet. A window will pop up, if you haven't used this feature before the box will be empty. Select all the posters in the "Items window" and, drag them over to the new "object editing pallet" window. You will now have a list of all posters that you can scroll through and see which ones you want to use.

Save your new object editing pallet by, clicking the save box in the Object editing pallet window! This feature of the GECK will become your best friend.

Placing your new posters:

In the Object editing pallet, select the poster you want to use. In the window you'll see all kinds of placement data referenced by x,y,z boxes, don't worry about this until you get more familiarized with how to use the pallets.

For now all you need to look at is the "Conform to Slope" Check box and, the "Sink" box.

First, check "Conform to slope",
next set the "Sink" to -1,
Finally Under the window, click the "Apply settings to preview" button.

Now your ready, with your pallet set up you can now Control, option, Click and the object will be placed in the render window. You'll have to rotate some of the posters as they will come in at 90 degree angels. Use the 45 degree button and, turn them against the wall.

Remember, they don't need to be completely flush with the wall, if they are floating a few point away from the wall you'll never notice it in the game. Just make sure they aren't too fare far away or, too close.

For more info on using the Object editing pallets look here, http://geck.gamesas.com/index.php/Object_palette


Hope this helps,

cev
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Michelle davies
 
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Post » Mon May 07, 2012 3:06 pm

To find the posters got to the object window and, make sure that all is selected at the bottom of the list, then at the top of the window type "poster" into the filter box. You'll then get all items that have the word "Poster" in the name, this will find most posters but, not all. Next got to the world menu, open Object editing pallet. A window will pop up, if you haven't used this feature before the box will be empty. Select all the posters in the "Items window" and, drag them over to the new "object editing pallet" window. You will now have a list of all posters that you can scroll through and see which ones you want to use. Save your new object editing pallet by, clicking the save box in the Object editing pallet window! This feature of the GECK will become your best friend. Placing your new posters: In the Object editing pallet, select the poster you want to use. In the window you'll see all kinds of placement data referenced by x,y,z boxes, don't worry about this until you get more familiarized with how to use the pallets. For now all you need to look at is the "Conform to Slope" Check box and, the "Sink" box. First, check "Conform to slope", next set the "Sink" to -1, Finally Under the window, click the "Apply settings to preview" button. Now your ready, with your pallet set up you can now Control, option, Click and the object will be placed in the render window. You'll have to rotate some of the posters as they will come in at 90 degree angels. Use the 45 degree button and, turn them against the wall. Remember, they don't need to be completely flush with the wall, if they are floating a few point away from the wall you'll never notice it in the game. Just make sure they aren't too fare far away or, too close. For more info on using the Object editing pallets look here, http://geck.gamesas.com/index.php/Object_palette Hope this helps, cev

That's a huge help, thank you. I'm just a bit confused on how to actually get an object from the Object Pallet to the render window. What do you mean by Control, option, click? Could you elaborate a bit please?

Thanks again.
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Beast Attire
 
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Post » Mon May 07, 2012 7:07 am

Sorry, I'm a Mac guy, In windows I should have said, Control, Alt (i think, the button next to the control key), (Mouse) Click.

this will place the new item in the render window where ever you click.

cev
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Charlotte Lloyd-Jones
 
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Post » Mon May 07, 2012 3:18 pm

Sorry, I'm a Mac guy, In windows I should have said, Control, Alt (i think, the button next to the control key), (Mouse) Click.

this will place the new item in the render window where ever you click.

cev

Thanks again, that's it. I'm experimenting with the angles on the pallet so the poster is properly positioned when I click it in place. That will save a bunch of time... when I eventually get it right.
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kyle pinchen
 
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Post » Mon May 07, 2012 7:05 am

I have a quick question about editing containers if you'll endulge me. I know you have to change the ID or you'll alter every container of that type. But do I need to have a different ID for all of MY containers? I want to place some player safe containers of varying types. They'll all be empty (since I'd be giving myself free items otherwise). I've placed a few boxes and given them all individual IDs (playersafecontainer01, playersafecontainer02 ect). My question is will just one ID do? Just playersafecontainer for everything? Or should I keep numbering them individually?

Thanks again.
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Danger Mouse
 
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Post » Mon May 07, 2012 2:31 pm

just so you know, the x,y,z orientation will change from poster to poster, item to item, depending on how the Dev's originally set up the models. Some will be placed half way below the floor others will set to the wall as you would expect.

this will take some time to get familiar with.

cev
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Emerald Dreams
 
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Post » Mon May 07, 2012 6:03 pm

one custom container will do, every time you place an item it gets a new ID. The only reason to set up new containers is if you wont to have specific loot in a specific container. Think about the desks in game, they have loot lists, if you place five of them in the cell they will all be random. If you want to have five storage containers make a footlocker, desk with a mod specific ID, that has no leveled lists, you'll be able to use them multiple times. (they will always be empty) unless you add a list to them.

If your just adding custom storage containers, make sure it's not set to respawn if you want it to be a place to store your loot. Otherwise you may loose your stash!

cev
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patricia kris
 
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Post » Mon May 07, 2012 3:33 am

I've had some success, managed to place a few posters and whatnot. One problem I'm having though is when I place a poster it sometimes goes on the back of the wall so you can't see it. And I try to click it to drag it forward a bit but I can't select it, then I have to go find it in the item list to get rid of it.

I was wondering if you had any tips when that happens? For example if I could use the keyboard to move the selected item forward then I could move it forward a bit where I could click on it. Is it possible to do that?

Thanks again. This is fun.
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Mari martnez Martinez
 
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Post » Mon May 07, 2012 7:26 pm

Experiment, change the x,y,z by 180 degrees! This is what I was saying, you'll need to do some experimentation to figure out how the Dev's oriented the peace.

you'll get it but, i don't have a simple fix! Just play! :banana: You'll figure it out!


cev
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Robyn Howlett
 
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Post » Mon May 07, 2012 7:36 am

A couple of things I find handy and simple when moving objects around in cluttered spaces where they can get lost.

Edit->Render Window Picking Preferences, disable markers. Depends how many marks are around but it sometimes helps. (It works with statics too but you are dealing with statics so that wont help.)

Naturally whenever using any render window keys mentioned here, make sure the render window is active.

I tend to use the 'G' key to raise an object tht gets "lost in the terrain" until I can grab it again and drag it. Using 'G' to raise an object is simple and effective.


However, if you have deselected the lost object 'G' wont help so go to the Cell View window that lists all the cells and objects in each, find your object there, and double click it. Then highlight the render window again -- I usually click on the drag bar at the top of the render window so I can make it active without deselecting my object. Then the 'G' key will work again.


Final Notes:


I am a big fan of the SHIFT key to rotate the camera to a convenient angle before dragging something next to a wall (or into any tight space). SHIFT lets me angle the camera exactly as I want, to look from an angle where I can see what I'm doing. The 'C' key sometimes works but is very limited, where the SHIFT key gives unlimited flexibility on camera angle.

And last of all, for putting things on walls I usually get the object a close distance using Snap to Grid 32 units, then set my 'Snap to Grid' to 2 or 4 units, seems to be easier to line it up with the wall surface. Also setting Snap to Angle 90 is pretty useful unless you have a wall that is at 45 degrees.
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Donald Richards
 
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Post » Mon May 07, 2012 11:49 am

Many thanks.
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laila hassan
 
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