1
00:00:00,000 --> 00:00:14,000
Welcome to the Spacer Tutorial, this tutorial is for NotR, not for gothic 1. I will not explain much, i’ll just show you some basic things.

2
00:00:14,000 --> 00:00:30,000
We choose „open mesh“, we choose here the map „NewWorld_Part_Farm_01. 3ds“.

3
00:00:30,000 --> 00:00:43,000
Now the world is loaded, but not compiled yet, so we have to compile it, it’s an outdoor-map, editor mode is disabled, compile.

4
00:00:43,000 --> 00:01:05,000
With „F3“ you choose the „free-fly“ / the „free-cam“. It’s kinda dark in here, because the light is missing, so we choose „compile light“.

5
00:01:05,000 --> 00:01:21,000
„Settings“ - „General“ to adjust the „fly“-speed. At this Farm we wanna insert some things.

6
00:01:21,000 --> 00:01:34,000
Now we setting the fly speed back to slow so we can coordinate better, for that we must disable the free-fly-mode.

7
00:01:34,000 --> 00:01:49,000
So, ... let’s see, . . what does a farmer need? He needs a bookshelf, let’s search for one in the „vobbilder“ catalog which can be downloaded from World of Gothic.

8
00:01:49,000 --> 00:02:09,000
To speed the work with the „vobbilder“ up we choose in the spacer "settings: view" to make the spacer stop using much resources.

9
00:02:09,000 --> 00:02:23,000
We choose one bookshelf here, and just copy the name of it, go back to the spacer.

10
00:02:23,000 --> 00:02:35,000
There is the objects window, it contains all kind of vobs, we choose the simplest, zCVob.

11
00:02:35,000 --> 00:02:45,000
Rightclick in the window, insert vob, there is „nothing“ because it hasn’t a visual yet.

12
00:02:45,000 --> 00:02:50,000
At „visual“ we paste the name of the bookshelf, hit apply and then it’s right in front of us.

13
00:02:50,000 --> 00:02:55,000
We press „m“ once and then use the arrow-keys to move it around.

14
00:02:55,000 --> 00:03:13,000
To rotate around the white line use „Del“ and „PgDn“, to rotate around the yellow line use „Ins“ and „PgUp“, to rotate around the orange line use „Home“ and „End“.

15
00:03:13,000 --> 00:03:20,000
This is not very accurate, it’s stands now upside down, ... doesn’t matter right now because i’m only showing you the functions of the spacer.

16
00:03:20,000 --> 00:03:40,000
We place it at the wall, you can of course work more accurate in your project.

17
00:03:40,000 --> 00:03:58,000
Next thing we’ll place is a bed. Here is the „Mob-Database“ of QireX, here we have the bed, it’s a oCMobDoor, as this it will be inserted, the visual is BEDHIGH_NW_NORMAL_01. ASC.

18
00:03:58,000 --> 00:04:21,000
We choose oCMobDoor from the Objects menu – insert oCMobDoor – visual: BEDHIGH_NW_NORMAL_01. ASC – Apply.

19
00:04:21,000 --> 00:04:38,000
Our bed has also a focus name which is defined in the scripts, the variable for it is MOBNAME_BED, we paste that at „focus name“.

20
00:04:38,000 --> 00:04:57,000
Now we move our bed to the middle of the room, to move up press „a“, down is „y“.

21
00:04:57,000 --> 00:05:16,000
What i forgot with the bookshelf and what i also do here is the collision-request, i set it to „true“ so that the hero cannot run through those things.

22
00:05:16,000 --> 00:06:11,000
Now we need some light, we choose orc_fireplace_v3. 3DS, insert it as a normal vob.

23
00:06:11,000 --> 00:07:03,000
Next is the fire, we choose „zCPFXControler“, as for the visual we just take fire. pfx, this is a usual fire effect, we place it.

24
00:07:03,000 --> 00:07:17,000
Fire makes light, doesn’t it?... We choose the light-symbol, choose fire, it’s a dynamic light which means it pulsates.

25
00:07:17,000 --> 00:07:39,000
We insert it as a child of the fire. Comment WernerTWC: Don’t insert a light as a „child“, this could lead to problems!

26
00:07:39,000 --> 00:08:07,000
We see the light reflecting at the orc-fireplace, but the range of the light isn’t enough, so we adjust it to 500 so the bed will be hit by the light as well.

27
00:08:07,000 --> 00:08:41,000
To make our farmer move around he needs some waypoints, we choose „waypoints“. Very helpful is it to insert the waypoints via „ctrl + i“, we name it „TEST_HOUSE_1“.

28
00:08:41,000 --> 00:08:59,000
Now copy the name „TEST_HOUSE_1“, „ctrl + i“, paste the name, adjust the number, voilá, next waypoint.

29
00:08:59,000 --> 00:09:47,000
We toggle the waynet-view, so we can see the waynet, the red lines you must can see, the waynet has to be connected, so that the NPC can use it to walk over the waynet.

30
00:09:47,000 --> 00:10:19,000
Now we create a freepoint to let him stand around, we name it „FP_STAND_TEST_HAUS_1“, the _STAND_ in the name is an indicator for some daily-routines, they kinda „search“ for a freepoint with the _STAND_ in it.

31
00:10:19,000 --> 00:10:36,000
The direction of the arrow at the freepoint symbol is the direction the NPC later on will look to.

32
00:10:36,000 --> 00:12:07,000
So far for the basics, ... for the look we place a tree here. If you have problems to understand this tutorial, just watch it again, also search the wiki and the forum at WoG for more infos.

33
00:12:07,000 --> 00:12:41,000
To move it faster we change the movement-grid to 10.

34
00:12:41,000 --> 00:13:03,000
At the end we’d have to place a startpoint for our hero into the world, to do so we choose zCVobStartpoint, the direction of the arrow defines where the hero is looking at the start.

35
00:13:03,000 --> 00:13:30,000
Now just save it. I hope this was a helpful tutorial.

