AuroraToolsetTutorial.pdf

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BioWare Aurora Neverwinter Nights Toolset
Module Construction Tutorial
BioWare Aurora Neverwinter Nights Toolset
Module Construction Tutorial
Plot Summary
A tribe of goblins led by Barash, a bugbear, is massing for war against the people of
Hyatt, a small kingdom ruled by King Percy the Just.
The kingdom's primary source of iron for use in weapons is the Fernesk Mine outside the
rural community of Fern. Every few weeks, a caravan of iron leaves Fern for Hyatt Castle
to the South and returns with the goods necessary to maintain the town. The entire
community depends upon the caravan for its very survival and they often hire
mercenaries to serve as escorts.
Barash's first step is to secure the Fernesk Mine. This move serves two purposes: it cuts
off the Castle Hyatt's supply of iron, and simultaneously increases his own. Barash has
Gnashgab, one of his most trusted shamans, seize the mine, and capture the miners for
use as slaves.
Under the cover of darkness, Gnashgab and her warriors invaded the mine while it was
unoccupied and prepared an ambush for the next day's shift. The shift entered the mine
normally the next day and fell victim to the goblins' trap. Now they work as slaves for the
goblins, unable to escape and warn the rest of the town of the danger close at hand. Days
have gone by since the last shift of workers entered the mine, and the time for the next
caravan is fast approaching. The people of Fern are desperate.
Unknown to the townsfolk, Barash has an ally. Veran, a local merchant and the mine
manager, is secretly working with the bugbear to provide information and supplies.
Under the guise of forming a search party, Veran is really sending fresh slaves to
Gnashgab to replace those that have died or been killed. Unfortunately for Veran, the
people of Fern are too afraid to enter the mine.
Into this mess arrive the PCs, mercenaries hired to escort this latest caravan to Hyatt
Castle. When the PCs enter Fern, they find that the caravan has been delayed indefinitely
until the mystery behind the Fernesk mine is solved.
The mayor of Fern, Falstadd, asks the PCs to join Veran's search party to help find
Falstadd's son, Jacen, who was part of the ill-fated work shift. If the PCs are unwilling to
help, Falstadd offers them a reward.
During this adventure, the PCs discover a goblin-infested mine, the remains of the work
shift slaving away and Jacen - one of the many victims of the attack.
Tutorial 1: Fern, the Frontier Town
Introduction
This tutorial introduces the New Module and New Area wizards and explains how to
paint terrain.
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BioWare Aurora Neverwinter Nights Toolset
Module Construction Tutorial
Goal
Create the frontier town of Fern, the starting point for this module.
Tutorial
New Module Wizard
To create a brand new module, follow these steps:
1. Start the BioWare Aurora Neverwinter Nights Toolset. Select "Create a New
Module" in the Welcome window and press "OK". If the Welcome window
doesn't appear, select the "New" command from the File menu.
2. The New Module wizard will open. Press "Next" to begin.
3. Name the Module "tutorial" and click "Next".
4. Click "Area Wizard". Areas are where the module's action and story takes place.
A module must have at least one area to work, but usually has several.
5. Name the area "Fern" and select the "Rural" tileset, then click "Next". Areas are
constructed from 10-meter by 10-meter tiles. The tiles are grouped according to
themes, which all tiles in the group share, such as City Exterior, Dungeon or
Rural. These themes are called tilesets.
6. Accept the default area size of 8-tiles by 8-tiles. Press "Next" and then "Finish".
The Toolset creates the area and returns to the New Module wizard.
7. Click "Next" and then "Finish" to exit the New Module wizard.
8. Save the module and exit the Toolset.
Take a look at the module in the game by following these steps:
1. Start the Neverwinter Nights game. On the main window, click "New".
2. Then press "Other Modules..."
3. Select the "tutorial" module and press "Load".
4. Pick a character (or create a new one).
5. Finally, press "Play".
After exploring the area for a few minutes, exit the game. Go back to the Toolset and
load the module.
Camera Control
The Module Contents panel on the left side of the main window displays the areas,
conversations and scripts contained within the loaded module. Expand the area list; the
tutorial module only contains the one area, Fern. Double-click on the area's name or
select "View Area" from its context menu to see it in the Area Display panel.
All areas will appear from a top-down perspective when they are first displayed. Notice
the Camera Control Toolbar at the bottom of the area display panel. The first four buttons
pan the camera around, the second four buttons rotate the camera and the next two
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BioWare Aurora Neverwinter Nights Toolset
Module Construction Tutorial
buttons control the zoom. The last two buttons allow you to control the orientation of
game objects that have been painted in the area and will be discussed later.
The camera may also be controlled in these ways:
Mouse
Numeric Keypad
Pan
[Ctrl] + left mouse drag
2 / 8 and 4 / 6
Rotate
1. [Ctrl] + right mouse drag.
2. Middle mouse drag.
1 / 3 and 7 / 9
Zoom
Wheel mouse
+ / -
5
Reorient
Table 1.1 Camera Control
Painting Terrain
The right side of the application window contains the Terrain and Game Object palettes.
The palettes contain the feature, group and terrain tiles, and blueprints for the various
game objects, which can be painted into the current area. There are several palettes, one
for each type of game object. The blueprints for each palette are organized into categories
to make finding a specific blueprint easier.
To paint some terrain:
1. The Terrain palette is on the left side of the top row of Palette buttons. Click the
"Terrain" palette button to open it.
2. Expand the Terrain list. Select the "Raise / Lower Terrain" tool. Left click in the
northeast corner of the area. Notice that a portion of the area has been raised up.
Right click on the same spot and the raised section will be lowered back down.
3. Select the "Inn" from the Groups list. The inn is a tile group, which is a set of tiles
that are painted together to form a larger structure. When the inn is selected, a
ghosted image of it will appear, attached to the mouse. This image indicates the
orientation the group will have when it is painted and can be changed by right
clicking. Each right click changes the orientation of the ghosted tiles by 90
degrees. Paint the inn by left clicking in the area anywhere in the top right section
of the map.
Note: The previous paint actions can be undone using [Ctrl] + Z or the "Undo"
command from the Edit menu repeatedly. The previously undone paint actions
can be reapplied using [Shift] + [Ctrl] + Z or the "Redo" command from the Edit
menu.
4. Select one of the tiles that make up the inn. Notice that both tiles in the group are
now selected. Group tiles cannot be selected independently. Remove the inn from
the area by using the [Delete] key or painting over top one of the tiles with the
Erase tool from the Terrain palette.
5. Repaint the inn, using [Ctrl] + Z, selecting the "Undo" command from the Edit
menu or simply by selecting it from the Terrain palette and painting it again.
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BioWare Aurora Neverwinter Nights Toolset
Module Construction Tutorial
6. Select "Cave" from the Feature list on the Terrain palette. Paint the cave in the
northeast corner of the area, changing its orientation so that it faces in toward the
bottom of the area.
Note: For performance reasons, the Toolset does not continuously recalculate
shadows. This means that while painting, shadow remnants and other lighting
artifacts may be left behind. Press "F5" to recalculate shadows and other lighting
effects.
Start Locations
When a player starts the module, the game will place their character at the module's start
location. A module can have only one start location. By default, the start location is at the
center of the first area created using the New Module wizard, although any area in the
module will serve just as well.
To change this module's start location, follow these steps:
Click the Paint Start Location button on the far right of the top row of palette buttons.
Paint it in a spot appropriate for the area, such as close to the inn.
Note: Start locations are a little different from terrain and game objects. There is
no actual palette from which to select a start location. Once the button has been
pressed, simply click in the area at the point where the characters should start.
1. Change the orientation at which the player's character will appear in the game by
selecting the start location in the area and using the Rotate Object buttons on the
Camera Control Toolbar or by using [Shift] + Right mouse drag.
Extra Credit
Continue to add other terrain features to the area. Perhaps a road runs through the town,
or maybe the town sits on the edge of a lake or ocean. Remember to save the module
regularly.
To view the module in the game at any time, follow the instructions given earlier.
Tip: To copy a set of connected tiles select the desired rectangular region and
press [Ctrl] + C or use the "Copy" command from the Edit menu. To paste the
region into the current area or another area (provided it uses the same tileset)
press [Ctrl] + V or use the "Paste" command from the Edit menu. This will attach
the tiles to the mouse in the same fashion as a tile group; just paint it in the area
with the appropriate.
Proceed to the next tutorial when you have finished.
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