

Finally set up the necessary area transitions. Now add the doorways and doors, so you can get in and out of the inn. By all means create the interior using the tileset they tell you to use. So how are you supposed to test the inn's interior in game? I am going to tell you to deviate from their instructions at this point. First they tell you to create the interior of the inn.

In the extra credit they tell you to do something that's a bit strange. So carry on until you reach Extra Credit. Doing it that way means that you will be able to tell at a glance those doors that have an area transition attached to them.Īpart from that you should now have enough experience to not encounter any difficulties with the rest of this tutorial.

Now adding dt_ to the left of the tag is purely for your convenience, it is not strictly necessary. They tell you to change the tag instead of the name because that is what shows up in the left hand panel. So now you know what they mean when they use that term further in this tutorial. Instruction 4 can be confusing because they talk about a "script tag". Proceed onwards up to and including instruction number 4. The easiest way of selecting it is to use its entry in the doors section of the Fernesk Mine in the left hand panel under areas. What they are actually talking about is the cave/mine entrance/exit. If you are having difficulty in finding this "door" that is because strictly speaking there isn't one. Instruction 2 tells you to "Select the door in the entrance". Moving on to the section on Area Transitions. This may seem like a chore for such a simple module but it really comes into its own when you are building city areas with many doorways some of which may be tucked away in out of the way locations. Keep doing this until there are no missing doors. Fit a door in the hole, save and re-enter the module. If you do come across an empty doorway, make a note of its location and exit the module. Once in the module just walk around looking at all the buildings, checking that indeed you do have doors in them. So place the module start just outside the inn and save the module. If you think you have placed all the doors in the Fern area, we need to double check this in game.

The controls that let you pan up and down, rotate and zoom. You will find it easier to place the doors if you use the camera controls you were told about in the very first lesson in the tutorial document. Looking down on an area, all doorways are indicated by pale blue wireframe arrows. One at the front of the building and one at the back. While you're at it don't forget that the inn has two doorways. Nothing shouts "Newbie Builder" louder than an area with gaping holes where doors should be. Have you got any other buildings in your area? If so you really should go around and place doors in them as well. So far you have probably only painted a single door, the one for the inn. All tileset-specific doors are for specific places like a barn where it is actually a double door. Did you notice that it/they had the same appearance? That was because the inn doesn't use a special door. Now you may have tried one or perhaps two different tileset-specific doors when you were instructed to do so. Then come back here before you progress onto the section about area transitions. The tutorial itself is split into three parts - Doors, Area Transitions and Loadscreens.įor once there is nothing contentious or in need of extra comment on the body of this tutorial section so read what the tutorial tells you and do as it instructs. That is reflected in this part of the series. Tutorial 3 in the module building tutorial document is short compared to the previous two tutorials.
