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		<updated>2026-04-18T11:59:40Z</updated>
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	<entry>
		<id>http://datoolset.net/mw/index.php?title=Building_levels&amp;diff=13186</id>
		<title>Building levels</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Building_levels&amp;diff=13186"/>
				<updated>2010-07-15T07:44:43Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Making levels can be daunting, but there are a number of things that ''must'' be done in levels and not just in areas. Let's go over a few distinguishing features of levels vs. areas.&lt;br /&gt;
* Levels provide a general terrain to explore. Think of it as the difference between the floor plan for your house and the furniture in it.&lt;br /&gt;
* Lighting is done in levels and not in areas. There are advanced exceptions to this rule, but for the most part shadows and lights are created in level editor and not in areas.&lt;br /&gt;
* Objects in levels are non-interactive. A tent placed in the level editor is '''not''' interactive, it is part of the floor plan.&lt;br /&gt;
* Levels are not stored in the database like other resources. Making a level generates an actual file that you must store somewhere on your hard drive.&lt;br /&gt;
* Levels are reusable through multiple areas.&lt;br /&gt;
&lt;br /&gt;
With these things in mind, let's go to the Level Editor by selecting File &amp;gt; New &amp;gt; Level.&lt;br /&gt;
* Editors that have palette icons also have a corresponding palette on the right of your toolset window. Editors that don't generate files instead.&lt;br /&gt;
&lt;br /&gt;
Now the Level Creation Wizard pops up asking which type of level you wish to create.&lt;br /&gt;
* '''Terrains''' are designed for outdoor areas. These areas allow you to use ''terrain deforming'' tools - tools that allow you to shape the ground you walk on, making hills, valleys, and so forth. They also allow ''terrain painting'' - tools that let you paint grass, dirt, and paths.&lt;br /&gt;
* '''Room levels''' are designed for indoor areas. They allow you to make ''rooms'' - sub-sections that your characters can run between seamlessly (without the load screen coming up). They also allow you to make ''area lists'' which let the game load multiple areas at once - then areas transition with the word &amp;quot;loading&amp;quot; on the lower right instead of the symbol in the center of the screen.&lt;br /&gt;
&lt;br /&gt;
For now, let's pick '''terrain'''. We'll just go through the defaults of the rest of the Level Creation Wizard for now, but here are some basics:&lt;br /&gt;
* the '''Create a default water plane''' option makes a water surface. Note that if using this water plane, your level ''must'' be exported from Single Player campaign for it to show up in your area.&lt;br /&gt;
* '''Chunks''' determine how the game engine renders your area. This is especially noticeable in terms of lighting, where lights may show strange behavior when lighting different chunks.&lt;br /&gt;
&lt;br /&gt;
Once you've clicked through the Level Creation Wizard, you'll see the most basic of levels - there's just a ground plane on black. Let's start by learning to move around.&lt;br /&gt;
* hold-click middle mouse button and drag to look around&lt;br /&gt;
* option + hold-click middle mouse button and drag to pan&lt;br /&gt;
* use the scroll wheel for basic zooming&lt;br /&gt;
* shift + hold-click middle mouse button and drag up or down for faster, finer zooming&lt;br /&gt;
&lt;br /&gt;
Take a moment to get accustomed to moving around in your level, and then when you're ready, let's start by changing the sky.&lt;br /&gt;
* click on the purple plus sign to add area properties&lt;br /&gt;
* now the screen won't let you leave unless you enter a layout name. This name will be used by areas that want to use your layout. It can't be longer than 7 characters.&lt;br /&gt;
* there are a number of other properties, but the one we're concerned with is Skydome Model. Change this to sb_day, and voila, you have sky!&lt;br /&gt;
You can play around with other settings, and when you're done click close. You can always get this menu back by clicking on Exportable Area Properties, the icon next to the purple plus.&lt;br /&gt;
&lt;br /&gt;
We have sky, now let's add a light. Make sure Terrain World is selected, and then right click in the preview window (the big window in the middle).&lt;br /&gt;
* Right-click &amp;gt; Insert &amp;gt; New Light&lt;br /&gt;
&lt;br /&gt;
You'll also learn about lighting later, but for now let's set it to a ''static point'' light.&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Building_levels&amp;diff=13185</id>
		<title>Building levels</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Building_levels&amp;diff=13185"/>
				<updated>2010-07-15T07:03:00Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: Created page with 'Making levels can be daunting, but there are a number of things that ''must'' be done in levels and not just in areas. Let's go over a few distinguishing features of levels vs. a...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Making levels can be daunting, but there are a number of things that ''must'' be done in levels and not just in areas. Let's go over a few distinguishing features of levels vs. areas.&lt;br /&gt;
* Levels provide a general terrain to explore. Think of it as the difference between the floor plan for your house and the furniture in it.&lt;br /&gt;
* Lighting is done in levels and not in areas. There are advanced exceptions to this rule, but for the most part shadows and lights are created in level editor and not in areas.&lt;br /&gt;
* Objects in levels are non-interactive. A tent placed in the level editor is '''not''' interactive, it is part of the floor plan.&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13163</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13163"/>
				<updated>2010-07-05T21:02:08Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Installing the Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [[Installing the toolset|Installing the toolset]]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to actual folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
* Use the Manage Modules menu to control many of the basic functions of your module.&lt;br /&gt;
* Under Content Module, select Core Game Resources to use as a base for a standalone module.&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do:&lt;br /&gt;
&lt;br /&gt;
* Go to File &amp;gt; New &amp;gt; Area and go through the motions of making a new area.&lt;br /&gt;
* Once you have it, go to the Area Palette. All the Palettes are on the right side of the screen, and the Area Palette is the first one - it looks like a little bed.&lt;br /&gt;
* Open up your area by double clicking on its little gray icon.&lt;br /&gt;
* The Object Inspector on the lower right shows your open resource's properties. Under your new area's properties, choose an Area Layout to make a map that you can walk around. Any layout will do, try opening them up and looking around.&lt;br /&gt;
* First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one.&lt;br /&gt;
* Edit the name and tag of your Waypoint in its properties.&lt;br /&gt;
&lt;br /&gt;
You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these.&lt;br /&gt;
&lt;br /&gt;
* Once more, enter Manage Modules and choose Properties.&lt;br /&gt;
* Set the Starting Area to the area you just created.&lt;br /&gt;
* Set the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Palettes, in the upper right, let you manage resources for a specific aspect of the game - scripts, NPCs, plots, etc.&lt;br /&gt;
* The Object Inspector, in the lower right, lets you see and edit properties of a specific resource.&lt;br /&gt;
&lt;br /&gt;
=== Navigating the Toolset ===&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
== Exporting Resources ==&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database. Now you need to bring it into the game.&lt;br /&gt;
&lt;br /&gt;
* Go to Tools &amp;gt; Export.&lt;br /&gt;
* Choose &amp;quot;Export without Dependent Resources&amp;quot;. In general, you want to export as few resources as possible.&lt;br /&gt;
* The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not.&lt;br /&gt;
* Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use Tools &amp;gt; Export to make actual files usable by the game for your module.&lt;br /&gt;
* You should export after making changes to any areas, so that changes you make in the toolset are reflected in your game.&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13162</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13162"/>
				<updated>2010-07-05T21:01:24Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Installing the Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing the toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to actual folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
* Use the Manage Modules menu to control many of the basic functions of your module.&lt;br /&gt;
* Under Content Module, select Core Game Resources to use as a base for a standalone module.&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do:&lt;br /&gt;
&lt;br /&gt;
* Go to File &amp;gt; New &amp;gt; Area and go through the motions of making a new area.&lt;br /&gt;
* Once you have it, go to the Area Palette. All the Palettes are on the right side of the screen, and the Area Palette is the first one - it looks like a little bed.&lt;br /&gt;
* Open up your area by double clicking on its little gray icon.&lt;br /&gt;
* The Object Inspector on the lower right shows your open resource's properties. Under your new area's properties, choose an Area Layout to make a map that you can walk around. Any layout will do, try opening them up and looking around.&lt;br /&gt;
* First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one.&lt;br /&gt;
* Edit the name and tag of your Waypoint in its properties.&lt;br /&gt;
&lt;br /&gt;
You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these.&lt;br /&gt;
&lt;br /&gt;
* Once more, enter Manage Modules and choose Properties.&lt;br /&gt;
* Set the Starting Area to the area you just created.&lt;br /&gt;
* Set the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Palettes, in the upper right, let you manage resources for a specific aspect of the game - scripts, NPCs, plots, etc.&lt;br /&gt;
* The Object Inspector, in the lower right, lets you see and edit properties of a specific resource.&lt;br /&gt;
&lt;br /&gt;
=== Navigating the Toolset ===&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
== Exporting Resources ==&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database. Now you need to bring it into the game.&lt;br /&gt;
&lt;br /&gt;
* Go to Tools &amp;gt; Export.&lt;br /&gt;
* Choose &amp;quot;Export without Dependent Resources&amp;quot;. In general, you want to export as few resources as possible.&lt;br /&gt;
* The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not.&lt;br /&gt;
* Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use Tools &amp;gt; Export to make actual files usable by the game for your module.&lt;br /&gt;
* You should export after making changes to any areas, so that changes you make in the toolset are reflected in your game.&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13037</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13037"/>
				<updated>2010-06-12T16:45:54Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* How I learned to stop worrying and love the Dragon Age Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
=== How I learned to stop worrying and love the Dragon Age Toolset ===&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition, it's difficult to find a centralized location to simply find out what to do and where to do it. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]] - What to do when you first open your toolset&lt;br /&gt;
* [[Building levels]] - Maybe I do not want to be in Orzammar&lt;br /&gt;
* [[Character Generation]] - Different ways to make a usable character who may or may not be named Jaden&lt;br /&gt;
* [[Maps and Areas]] - How to go from level to level&lt;br /&gt;
* [[Creatures]] - Making your module a little less lonely&lt;br /&gt;
* [[Cutscenes]] - How to create cinematic events&lt;br /&gt;
* [[Conversations]] - Interacting with NPCs&lt;br /&gt;
* [[Combat]] - Getting into fights&lt;br /&gt;
* [[Packaging]] - How to share your module with your ''actual'' friends (if they have Dragon Age on PC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are a lot of resources on the Toolset, but unfortunately they're scattered around a bit. However, here are some tools that may or may not be helpful to both noobz and proz:&lt;br /&gt;
&lt;br /&gt;
[[Backgrounds_tutorial|More than just a background tutorial, an introduction to character generation]]&lt;br /&gt;
&lt;br /&gt;
[[Model list|A list of models, for building levels]]&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/forum| The BioWare Forum for Social Users]&lt;br /&gt;
&lt;br /&gt;
[http://dalexicon.net/index.php?title=Main_Page| DA Lexicon, a scripting resource]&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/| DA Nexus, a site dedicated to Dragon Age mods]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13036</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13036"/>
				<updated>2010-06-12T16:44:31Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Exporting Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to actual folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
* Use the Manage Modules menu to control many of the basic functions of your module.&lt;br /&gt;
* Under Content Module, select Core Game Resources to use as a base for a standalone module.&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do:&lt;br /&gt;
&lt;br /&gt;
* Go to File &amp;gt; New &amp;gt; Area and go through the motions of making a new area.&lt;br /&gt;
* Once you have it, go to the Area Palette. All the Palettes are on the right side of the screen, and the Area Palette is the first one - it looks like a little bed.&lt;br /&gt;
* Open up your area by double clicking on its little gray icon.&lt;br /&gt;
* The Object Inspector on the lower right shows your open resource's properties. Under your new area's properties, choose an Area Layout to make a map that you can walk around. Any layout will do, try opening them up and looking around.&lt;br /&gt;
* First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one.&lt;br /&gt;
* Edit the name and tag of your Waypoint in its properties.&lt;br /&gt;
&lt;br /&gt;
You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these.&lt;br /&gt;
&lt;br /&gt;
* Once more, enter Manage Modules and choose Properties.&lt;br /&gt;
* Set the Starting Area to the area you just created.&lt;br /&gt;
* Set the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Palettes, in the upper right, let you manage resources for a specific aspect of the game - scripts, NPCs, plots, etc.&lt;br /&gt;
* The Object Inspector, in the lower right, lets you see and edit properties of a specific resource.&lt;br /&gt;
&lt;br /&gt;
=== Navigating the Toolset ===&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
== Exporting Resources ==&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database. Now you need to bring it into the game.&lt;br /&gt;
&lt;br /&gt;
* Go to Tools &amp;gt; Export.&lt;br /&gt;
* Choose &amp;quot;Export without Dependent Resources&amp;quot;. In general, you want to export as few resources as possible.&lt;br /&gt;
* The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not.&lt;br /&gt;
* Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use Tools &amp;gt; Export to make actual files usable by the game for your module.&lt;br /&gt;
* You should export after making changes to any areas, so that changes you make in the toolset are reflected in your game.&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13035</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13035"/>
				<updated>2010-06-12T16:39:34Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Navigating the Toolset */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to actual folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
* Use the Manage Modules menu to control many of the basic functions of your module.&lt;br /&gt;
* Under Content Module, select Core Game Resources to use as a base for a standalone module.&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do:&lt;br /&gt;
&lt;br /&gt;
* Go to File &amp;gt; New &amp;gt; Area and go through the motions of making a new area.&lt;br /&gt;
* Once you have it, go to the Area Palette. All the Palettes are on the right side of the screen, and the Area Palette is the first one - it looks like a little bed.&lt;br /&gt;
* Open up your area by double clicking on its little gray icon.&lt;br /&gt;
* The Object Inspector on the lower right shows your open resource's properties. Under your new area's properties, choose an Area Layout to make a map that you can walk around. Any layout will do, try opening them up and looking around.&lt;br /&gt;
* First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one.&lt;br /&gt;
* Edit the name and tag of your Waypoint in its properties.&lt;br /&gt;
&lt;br /&gt;
You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these.&lt;br /&gt;
&lt;br /&gt;
* Once more, enter Manage Modules and choose Properties.&lt;br /&gt;
* Set the Starting Area to the area you just created.&lt;br /&gt;
* Set the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Palettes, in the upper right, let you manage resources for a specific aspect of the game - scripts, NPCs, plots, etc.&lt;br /&gt;
* The Object Inspector, in the lower right, lets you see and edit properties of a specific resource.&lt;br /&gt;
&lt;br /&gt;
=== Navigating the Toolset ===&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
== Exporting Resources ==&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13034</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13034"/>
				<updated>2010-06-12T16:38:49Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Creating a Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to actual folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
* Use the Manage Modules menu to control many of the basic functions of your module.&lt;br /&gt;
* Under Content Module, select Core Game Resources to use as a base for a standalone module.&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do:&lt;br /&gt;
&lt;br /&gt;
* Go to File &amp;gt; New &amp;gt; Area and go through the motions of making a new area.&lt;br /&gt;
* Once you have it, go to the Area Palette. All the Palettes are on the right side of the screen, and the Area Palette is the first one - it looks like a little bed.&lt;br /&gt;
* Open up your area by double clicking on its little gray icon.&lt;br /&gt;
* The Object Inspector on the lower right shows your open resource's properties. Under your new area's properties, choose an Area Layout to make a map that you can walk around. Any layout will do, try opening them up and looking around.&lt;br /&gt;
* First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one.&lt;br /&gt;
* Edit the name and tag of your Waypoint in its properties.&lt;br /&gt;
&lt;br /&gt;
You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these.&lt;br /&gt;
&lt;br /&gt;
* Once more, enter Manage Modules and choose Properties.&lt;br /&gt;
* Set the Starting Area to the area you just created.&lt;br /&gt;
* Set the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Palettes, in the upper right, let you manage resources for a specific aspect of the game - scripts, NPCs, plots, etc.&lt;br /&gt;
* The Object Inspector, in the lower right, lets you see and edit properties of a specific resource.&lt;br /&gt;
&lt;br /&gt;
=== Navigating the Toolset ===&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13033</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13033"/>
				<updated>2010-06-12T16:33:39Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Setting up a basic level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
* Use the Manage Modules menu to control many of the basic functions of your module.&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do:&lt;br /&gt;
&lt;br /&gt;
* Go to File &amp;gt; New &amp;gt; Area and go through the motions of making a new area.&lt;br /&gt;
* Once you have it, go to the Area Palette. All the Palettes are on the right side of the screen, and the Area Palette is the first one - it looks like a little bed.&lt;br /&gt;
* Open up your area by double clicking on its little gray icon.&lt;br /&gt;
* The Object Inspector on the lower right shows your open resource's properties. Under your new area's properties, choose an Area Layout to make a map that you can walk around. Any layout will do, try opening them up and looking around.&lt;br /&gt;
* First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one.&lt;br /&gt;
* Edit the name and tag of your Waypoint in its properties.&lt;br /&gt;
&lt;br /&gt;
You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these.&lt;br /&gt;
&lt;br /&gt;
* Once more, enter Manage Modules and choose Properties.&lt;br /&gt;
* Set the Starting Area to the area you just created.&lt;br /&gt;
* Set the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Palettes, in the upper right, let you manage resources for a specific aspect of the game - scripts, NPCs, plots, etc.&lt;br /&gt;
* The Object Inspector, in the lower right, lets you see and edit properties of a specific resource.&lt;br /&gt;
&lt;br /&gt;
=== Navigating the Toolset ===&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13032</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13032"/>
				<updated>2010-06-12T16:24:12Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Setting up a basic level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
* Use the Manage Modules menu to control many of the basic functions of your module.&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do:&lt;br /&gt;
&lt;br /&gt;
* Go to File &amp;gt; New &amp;gt; Area and go through the motions of making a new area.&lt;br /&gt;
* Once you have it, go to the Area Palette. All the Palettes are on the right side of the screen, and the Area Palette is the first one - it looks like a little bed.&lt;br /&gt;
* Open up your area by double clicking on its little gray icon.&lt;br /&gt;
* The Object Inspector on the lower right shows your open resource's properties. Under your new area's properties, choose an Area Layout to make a map that you can walk around. Any layout will do, try opening them up and looking around.&lt;br /&gt;
* First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one.&lt;br /&gt;
* Edit the name and tag of your Waypoint in its properties.&lt;br /&gt;
&lt;br /&gt;
You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these.&lt;br /&gt;
&lt;br /&gt;
* Once more, enter Manage Modules and choose Properties.&lt;br /&gt;
* Set the Starting Area to the area you just created.&lt;br /&gt;
* Set the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Navigating the Toolset ===&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13031</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13031"/>
				<updated>2010-06-12T16:23:55Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Setting up a basic level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
* Use the Manage Modules menu to control many of the basic functions of your module.&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do:&lt;br /&gt;
&lt;br /&gt;
* Go to File &amp;gt; New &amp;gt; Area and go through the motions of making a new area.&lt;br /&gt;
* Once you have it, go to the Area Palette. All the Palettes are on the right side of the screen, and the Area Palette is the first one - it looks like a little bed.&lt;br /&gt;
* Open up your area by double clicking on its little gray icon.&lt;br /&gt;
* The Object Inspector on the lower right shows your open resource's properties. Under your new area's properties, choose an Area Layout to make a map that you can walk around. Any layout will do, try opening them up and looking around.&lt;br /&gt;
* First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one.&lt;br /&gt;
* Edit the name and tag of your Waypoint in its properties.&lt;br /&gt;
&lt;br /&gt;
You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these.&lt;br /&gt;
&lt;br /&gt;
* Once more, enter Manage Modules and choose Properties.&lt;br /&gt;
* Set the Starting Area to the area you just created.&lt;br /&gt;
* Set the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
=== Navigating the Toolset ===&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13030</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13030"/>
				<updated>2010-06-12T16:14:04Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Creating a Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
* Use the Manage Modules menu to control many of the basic functions of your module.&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13029</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13029"/>
				<updated>2010-06-12T16:12:26Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Getting a basic usable character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo.&lt;br /&gt;
&lt;br /&gt;
* You can copy and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own. Just highlight his script and CTRL-C to copy.&lt;br /&gt;
* To set up basic character creation, create a new script by going into the File menu and selecting New &amp;gt; Script. Paste the text you just copied from the demo in, or use this more basic template:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Then open up Manage Modules on your own Module and select Properties.&lt;br /&gt;
* Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module.&lt;br /&gt;
&lt;br /&gt;
Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* Use File &amp;gt; New to create new resources that you will need for your module.&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13028</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13028"/>
				<updated>2010-06-12T16:03:32Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Getting a basic usable character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
* To set up basic character creation, first create a new script.&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
If you'd like a more basic template, try this code block.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13027</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13027"/>
				<updated>2010-06-12T16:03:10Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Getting a basic usable character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
* To set up basic character creation, first create a new script.&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
If you'd like a more basic template, try this code block.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#include &amp;quot;log_h&amp;quot;&lt;br /&gt;
#include &amp;quot;utility_h&amp;quot;&lt;br /&gt;
#include &amp;quot;wrappers_h&amp;quot;&lt;br /&gt;
#include &amp;quot;events_h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
void main()&lt;br /&gt;
{&lt;br /&gt;
    event ev = GetCurrentEvent();&lt;br /&gt;
    int nEventType = GetEventType(ev);&lt;br /&gt;
    string sDebug;&lt;br /&gt;
    object oPC = GetHero();&lt;br /&gt;
    object oParty = GetParty(oPC);&lt;br /&gt;
    int nEventHandled = FALSE;&lt;br /&gt;
&lt;br /&gt;
    switch(nEventType)&lt;br /&gt;
    {&lt;br /&gt;
        case EVENT_TYPE_MODULE_START:&lt;br /&gt;
        {&lt;br /&gt;
            PreloadCharGen();&lt;br /&gt;
            StartCharGen(GetHero(),0);&lt;br /&gt;
            break;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    if (!nEventHandled)&lt;br /&gt;
    {&lt;br /&gt;
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13026</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13026"/>
				<updated>2010-06-12T15:56:28Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Getting a basic usable character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
* To set up basic character creation, first create a new script.&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance.&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module.&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting.&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13025</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13025"/>
				<updated>2010-06-12T15:55:41Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Getting a basic usable character */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
* To set up basic character creation, first create a new script.&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* You can look at examples from the Demo, Single Player, or any other module for guidance&lt;br /&gt;
* You have to have a ''script'' to make a new character in your module&lt;br /&gt;
* A number of fairly basic features like character generation and moving between levels are controlled by scripting&lt;br /&gt;
&lt;br /&gt;
=== Setting up a basic level ===&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13024</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13024"/>
				<updated>2010-06-12T15:52:03Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Setting Up Your New Module */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting Up Your New Module ==&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting the details as we go through this series.&lt;br /&gt;
&lt;br /&gt;
=== Getting a basic usable character ===&lt;br /&gt;
&lt;br /&gt;
* To set up basic character creation, first create a new script.&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13023</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13023"/>
				<updated>2010-06-12T15:49:10Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
'''Takeaways'''&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Setting Up Your New Module ===&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting details as we go.&lt;br /&gt;
&lt;br /&gt;
* To set up basic character creation, first create a new script.&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13022</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13022"/>
				<updated>2010-06-12T15:47:53Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|left]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
Takeaways&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
&lt;br /&gt;
=== Setting Up Your New Module ===&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting details as we go.&lt;br /&gt;
&lt;br /&gt;
* To set up basic character creation, first create a new script.&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13021</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13021"/>
				<updated>2010-06-12T15:46:12Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|left]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
Takeaways&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Setting Up Your New Module ===&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting details as we go.&lt;br /&gt;
&lt;br /&gt;
* To set up basic character creation, first create a new script.&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13020</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13020"/>
				<updated>2010-06-12T15:45:22Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|left]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
Takeaways&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Setting Up Your New Module ===&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting details as we go.&lt;br /&gt;
&lt;br /&gt;
* To set up basic character creation, first create a new script.&lt;br /&gt;
&lt;br /&gt;
I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13019</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13019"/>
				<updated>2010-06-12T15:43:07Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
== Installing the Toolset ==&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
== Creating a Module ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg|left]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
|{{sidebox|&lt;br /&gt;
Takeaways&lt;br /&gt;
* The Toolset uses a SQL database system to store information.&lt;br /&gt;
* Remember that it's difficult to delete modules or change their names because they are stored in the database.&lt;br /&gt;
* New modules are used as both addins or standalone campaigns.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Setting Up Your New Module ===&lt;br /&gt;
&lt;br /&gt;
This is the quick and dirty way to make a brand new module. We'll get into adjusting details as we go.&lt;br /&gt;
&lt;br /&gt;
* To set up basic character creation, first create a new script. I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13018</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13018"/>
				<updated>2010-06-12T15:22:52Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
==== Installing the Toolset ====&lt;br /&gt;
&lt;br /&gt;
You can find the Wiki's main installation notes at [Installing_the_toolset]. First off, some installation notes:&lt;br /&gt;
&lt;br /&gt;
* Make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed, and it does need to be the 2.5 version.&lt;br /&gt;
* There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here].&lt;br /&gt;
&lt;br /&gt;
More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Module ====&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is [[Creating_a_module|create a module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. When you installed the Dragon Age Toolset, you were also asked to install a SQL database, and this is where many Dragon Age resources are stored. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) it's difficult to delete your module, unless you want to trash your SQL database and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So you have your module up, and where do you want to go? To set up basic character creation, first create a new script. I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13015</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13015"/>
				<updated>2010-06-11T13:48:39Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Dragon Age Toolset: Noob to Pro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
=== How I learned to stop worrying and love the Dragon Age Toolset ===&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition, it's difficult to find a centralized location to simply find out what to do and where to do it. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]] - What to do when you first open your toolset&lt;br /&gt;
* [[Building levels]] - Maybe I do not want to be in Orzammar&lt;br /&gt;
* [[Character Generation]] - Different ways to make a usable character who may or may not be named Jaden&lt;br /&gt;
* [[Maps and Areas]] - How to go from level to level&lt;br /&gt;
* [[Creatures]] - Making your module a little less lonely&lt;br /&gt;
* [[Cutscenes]] - How to create cinematic events&lt;br /&gt;
* [[Conversations]] - Interacting with NPCs&lt;br /&gt;
* [[Combat]] - Getting into fights&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are a lot of resources on the Toolset, but unfortunately they're scattered around a bit. However, here are some tools that may or may not be helpful to both noobz and proz:&lt;br /&gt;
&lt;br /&gt;
[[Backgrounds_tutorial|More than just a background tutorial, an introduction to character generation]]&lt;br /&gt;
&lt;br /&gt;
[[Model list|A list of models, for building levels]]&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/forum| The BioWare Forum for Social Users]&lt;br /&gt;
&lt;br /&gt;
[http://dalexicon.net/index.php?title=Main_Page| DA Lexicon, a scripting resource]&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/| DA Nexus, a site dedicated to Dragon Age mods]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13014</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13014"/>
				<updated>2010-06-11T13:46:24Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
First off, some installation notes: make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed. There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here]. More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg]]&lt;br /&gt;
&lt;br /&gt;
You open up the toolset, and where do you start? The answer is, make a new module. Is it that obvious? Perhaps, perhaps not, but here you go: [[Creating_a_module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. Where is this module stored? The answer is, in the database. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) there's no way to delete your module, unless you want to trash your SQL database, as far as I know and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
So you have your module up, and where do you want to go? To set up basic character creation, first create a new script. I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13013</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13013"/>
				<updated>2010-06-11T13:45:57Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
First off, some installation notes: make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed. There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here]. More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
You open up the toolset, and where do you start? The answer is, make a new module. Is it that obvious? Perhaps, perhaps not, but here you go: [[Creating_a_module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. Where is this module stored? The answer is, in the database. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) there's no way to delete your module, unless you want to trash your SQL database, as far as I know and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:Manage modules.jpg]]&lt;br /&gt;
&lt;br /&gt;
So you have your module up, and where do you want to go? To set up basic character creation, first create a new script. I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Manage_modules.jpg&amp;diff=13012</id>
		<title>File:Manage modules.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Manage_modules.jpg&amp;diff=13012"/>
				<updated>2010-06-11T13:45:30Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: Manage modules menu screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Manage modules menu screen&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13011</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13011"/>
				<updated>2010-06-11T13:44:59Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
First off, some installation notes: make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed. There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here]. More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
You open up the toolset, and where do you start? The answer is, make a new module. Is it that obvious? Perhaps, perhaps not, but here you go: [[Creating_a_module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. Where is this module stored? The answer is, in the database. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) there's no way to delete your module, unless you want to trash your SQL database, as far as I know and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
So you have your module up, and where do you want to go? To set up basic character creation, first create a new script. I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
[[File:Level ss.jpg]]&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Level_ss.jpg&amp;diff=13010</id>
		<title>File:Level ss.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Level_ss.jpg&amp;diff=13010"/>
				<updated>2010-06-11T13:44:24Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: Screenshot of custom area&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of custom area&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13009</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13009"/>
				<updated>2010-06-11T13:43:07Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
First off, some installation notes: make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed. There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here]. More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
You open up the toolset, and where do you start? The answer is, make a new module. Is it that obvious? Perhaps, perhaps not, but here you go: [[Creating_a_module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. Where is this module stored? The answer is, in the database. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) there's no way to delete your module, unless you want to trash your SQL database, as far as I know and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
So you have your module up, and where do you want to go? To set up basic character creation, first create a new script. I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign ss.jpg]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Campaign_ss.jpg&amp;diff=13008</id>
		<title>File:Campaign ss.jpg</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Campaign_ss.jpg&amp;diff=13008"/>
				<updated>2010-06-11T13:40:16Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: Screenshot of campaign screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of campaign screen&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13007</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13007"/>
				<updated>2010-06-11T13:32:50Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
First off, some installation notes: make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed. There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here]. More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
You open up the toolset, and where do you start? The answer is, make a new module. Is it that obvious? Perhaps, perhaps not, but here you go: [[Creating_a_module]]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. Where is this module stored? The answer is, in the database. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) there's no way to delete your module, unless you want to trash your SQL database, as far as I know and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
So you have your module up, and where do you want to go? To set up basic character creation, first create a new script. I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13006</id>
		<title>Making a new, playable module</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Making_a_new,_playable_module&amp;diff=13006"/>
				<updated>2010-06-11T13:32:17Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: Created page with 'Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You ca...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone who cares has probably gotten the toolset up and running, but in case you were struggling like me, here are some notes to save you a little time, hair, and anguish. You can sell those back to a vendor for a few copper.&lt;br /&gt;
&lt;br /&gt;
First off, some installation notes: make sure you have Activepython 2.5.x.x installed (or Python 2.5.x.x with Win32 extensions). You want those in BEFORE you get your toolset installed. There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here]. More on these later, but most likely you will get to know the LightMapper very well.&lt;br /&gt;
&lt;br /&gt;
You open up the toolset, and where do you start? The answer is, make a new module. Is it that obvious? Perhaps, perhaps not, but here you go: [Creating_a_module]. As you can see, you start with &amp;quot;Manage Modules,&amp;quot; NOT with File-&amp;gt; New. Where is this module stored? The answer is, in the database. This means that if you want to point to physical folders for reference, custom level files and so forth, you should make a folder yourself and put those resources in for you to mangle, er, use. Remember that 1) there's no way to delete your module, unless you want to trash your SQL database, as far as I know and 2) even though modules are all called &amp;quot;addins,&amp;quot; any module can either stand alone or be used to enhance an existing module. They are simply addins of the core of the game, not of any particular campaign.&lt;br /&gt;
&lt;br /&gt;
So you have your module up, and where do you want to go? To set up basic character creation, first create a new script. I found it easiest to just cut and paste from Bryan Derksen's script from the Demo to start. Open up the Demo with Manage Modules and select the Script Palette in the Palette window on the right and you'll see some little gray can icons in the folder &amp;quot;Demo.&amp;quot; Choose &amp;quot;Demo_Module&amp;quot; and you'll see the starting script for the Toolset Demo. You can cut and paste the basics of that script (Thanks Bryan Derksen!) into a script of your own by going File-&amp;gt;New-&amp;gt;Script. Then open up Manage Modules on your own Module and select Properties. Right under the name of your module, there's a field labeled &amp;quot;Script&amp;quot; - use this to enter the starting script for your module. Now you have good old fashioned Character Generation! We'll look at how to modify that a little later, as script writing is something you'll most likely get to delve deep into at some point in the future. Note that without Character Generation of this sort, you'll end up with a fairly ugly fellow named Jaden (Sorry Jaden) who has 0 for all stats and 1 HP.&lt;br /&gt;
&lt;br /&gt;
There's your Character, but now he needs a place to go. You can muck with the Level Editor for custom levels, but right now it may be more pain than I want to give you, so I'll talk about it a little later. For now, we'll stick with the default areas. Here's what you do: go File-&amp;gt;New-&amp;gt;Area and go through the motions of making a new area. Once you have it, go to the Area Palette and under your new area's properties, choose an Area Layout to make a map that you can walk around. First things first, you need to tell the module where your character will start. On the left-hand side, you'll see &amp;quot;Waypoints&amp;quot; - right-click there and insert a new one. Edit the name and tag of your Waypoint in its properties. You can also change its color to Start if that matters to you - I find  it a little easier to recognize that way. There's a starting area now and a starting Waypoint, and this means you can adjust your module to include these by... yes, once more enter Manage Modules and choose Properties. Set the Starting Area to the area you just created, and the Starting Waypoint to the Waypoint that you just made.&lt;br /&gt;
&lt;br /&gt;
Here's your first taste of mouse navigation in the toolset as well - by default: you can rotate with the Middle Mouse button, zoom with Scroll Wheel, and hold CTRL+left click to pan from side to side. Sorry, I'm not sure about one-button mouse options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There you have it, you're done! Right? Not just yet - remember this info is stored in the database, but now you need to bring it into the game. Go to Tools-&amp;gt;Export. We haven't added any special dependencies as we're just using the default resources right now, so choosing &amp;quot;Export without Dependent Resources&amp;quot; is perfectly fine. Do this to take your module and generate a campaign. The Log Window at the bottom will show the status of your action, including where the Campaign resource gets exported and if there were errors - hopefully not. Now when you go to DA, you'll be able to go to Other Campaigns and select your custom campaign!&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13005</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13005"/>
				<updated>2010-06-11T13:07:04Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Dragon Age Toolset: Noob to Pro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition, it's difficult to find a centralized location to simply find out what to do and where to do it. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]] - What to do when you first open your toolset&lt;br /&gt;
* [[Building levels]] - Maybe I do not want to be in Orzammar&lt;br /&gt;
* [[Character Generation]] - Different ways to make a usable character who may or may not be named Jaden&lt;br /&gt;
* [[Maps and Areas]] - How to go from level to level&lt;br /&gt;
* [[Creatures]] - Making your module a little less lonely&lt;br /&gt;
* [[Cutscenes]] - How to create cinematic events&lt;br /&gt;
* [[Conversations]] - Interacting with NPCs&lt;br /&gt;
* [[Combat]] - Getting into fights&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are a lot of resources on the Toolset, but unfortunately they're scattered around a bit. However, here are some tools that may or may not be helpful to both noobz and proz:&lt;br /&gt;
&lt;br /&gt;
[[Backgrounds_tutorial|More than just a background tutorial, an introduction to character generation]]&lt;br /&gt;
&lt;br /&gt;
[[Model list|A list of models, for building levels]]&lt;br /&gt;
&lt;br /&gt;
[http://social.bioware.com/forum| The BioWare Forum for Social Users]&lt;br /&gt;
&lt;br /&gt;
[http://dalexicon.net/index.php?title=Main_Page| DA Lexicon, a scripting resource]&lt;br /&gt;
&lt;br /&gt;
[http://www.dragonagenexus.com/| DA Nexus, a site dedicated to Dragon Age mods]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13004</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13004"/>
				<updated>2010-06-11T12:50:26Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Dragon Age Toolset: Noob to Pro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition, it's difficult to find a centralized location to simply find out what to do and where to do it. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]] - What to do when you first open your toolset&lt;br /&gt;
* [[Building levels]] - Maybe I do not want to be in Orzammar&lt;br /&gt;
* [[Character Generation]] - Different ways to make a usable character who may or may not be named Jaden&lt;br /&gt;
* [[Maps and Areas]] - How to go from level to level&lt;br /&gt;
* [[Creatures]] - Making your module a little less lonely&lt;br /&gt;
* [[Cutscenes]] - How to create cinematic events&lt;br /&gt;
* [[Conversations]] - Interacting with NPCs&lt;br /&gt;
* [[Combat]] - Getting into fights&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are a lot of resources on the Toolset, but unfortunately they're scattered around a bit. However, here are some tools that may be helpful to both noobz and proz:&lt;br /&gt;
&lt;br /&gt;
[[Model list]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13003</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13003"/>
				<updated>2010-06-11T12:49:51Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Dragon Age Toolset: Noob to Pro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition, it's difficult to find a centralized location to simply find out what to do and where to do it. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]] - What to do when you first open your toolset&lt;br /&gt;
* [[Building levels]] - Maybe I do not want to be in Orzammar&lt;br /&gt;
* [[Character Generation]] - Different ways to make a usable character who may or may not be named Jaden&lt;br /&gt;
* [[Maps and Areas]] - How to go from level to level&lt;br /&gt;
* [[Creatures]] - Making your module a little less lonely&lt;br /&gt;
* [[Cutscenes]] - How to create cinematic events&lt;br /&gt;
* [[Conversations]] - Interacting with NPCs&lt;br /&gt;
* [[Combat]] - Getting into fights&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are a lot of resources on the Toolset, but unfortunately they're scattered around a bit. However, some tools that are helpful for both noobz and proz:&lt;br /&gt;
&lt;br /&gt;
1. [[Model list]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13002</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13002"/>
				<updated>2010-06-11T12:47:33Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Dragon Age Toolset: Noob to Pro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition, it's difficult to find a centralized location to simply find out what to do and where to do it. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]] - What to do when you first open your toolset&lt;br /&gt;
* [[Building levels]] - Maybe I do not want to be in Orzammar&lt;br /&gt;
* [[Character Generation]] - Different ways to make a usable character who may or may not be named Jaden&lt;br /&gt;
* [[Maps and Areas]] - How to go from level to level&lt;br /&gt;
* [[Creatures]] - Making your module a little less lonely&lt;br /&gt;
* [[Cutscenes]] - How to create cinematic events&lt;br /&gt;
* [[Conversations]] - Interacting with NPCs&lt;br /&gt;
* [[Combat]] - Getting into fights&lt;br /&gt;
&lt;br /&gt;
There are a lot of resources on the Toolset, but unfortunately they're scattered around a bit. However, some tools that are helpful for both noobz and proz:&lt;br /&gt;
&lt;br /&gt;
1. [[Model list]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13001</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13001"/>
				<updated>2010-06-11T12:47:21Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Dragon Age Toolset: Noob to Pro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition, it's difficult to find a centralized location to simply find out what to do and where to do it. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]] - What to do when you first open your toolset&lt;br /&gt;
* [[Building levels]] - Maybe I do not want to be in Orzammar&lt;br /&gt;
* [[Character Generation]] - Different ways to make a usable character who may or may not be named Jaden&lt;br /&gt;
* [[Maps and Areas]] - How to go from level to level&lt;br /&gt;
* [[Creatures]] - Making your module a little less lonely&lt;br /&gt;
* [[Cutscenes]] - How to create cinematic events&lt;br /&gt;
* [[Conversations]] - Interacting with NPCs&lt;br /&gt;
* [[Combat]] - Getting into fights&lt;br /&gt;
&lt;br /&gt;
There are a lot of resources on the Toolset, but unfortunately they're scattered around a bit. However, some tools that are helpful for both noobz and proz:&lt;br /&gt;
&lt;br /&gt;
[[Model list]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13000</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=13000"/>
				<updated>2010-06-11T12:46:11Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Dragon Age Toolset: Noob to Pro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition, it's difficult to find a centralized location to simply find out what to do and where to do it. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]] - What to do when you first open your toolset&lt;br /&gt;
* [[Building levels]] - Maybe I do not want to be in Orzammar&lt;br /&gt;
* [[Character Generation]] - Different ways to make a usable character who may or may not be named Jaden&lt;br /&gt;
* [[Maps and Areas]] - How to go from level to level&lt;br /&gt;
* [[Creatures]] - Making your module a little less lonely&lt;br /&gt;
* [[Cutscenes]] - How to create cinematic events&lt;br /&gt;
* [[Conversations]] - Interacting with NPCs&lt;br /&gt;
* [[Combat]] - Getting into fights&lt;br /&gt;
&lt;br /&gt;
There are a lot of resources on the Toolset, but unfortunately they're scattered around a bit. However, some tools that are helpful for both noobz and proz:&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=12999</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=12999"/>
				<updated>2010-06-11T12:44:59Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Dragon Age Toolset: Noob to Pro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition, it's difficult to find a centralized location to simply find out what to do and where to do it. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]] - What to do when you first open your toolset&lt;br /&gt;
* [[Character Generation]] - Different ways to make a usable character who may or may not be named Jaden&lt;br /&gt;
* [[Building levels]] - Maybe I do not want to be in Orzammar&lt;br /&gt;
* [[Maps and Areas]] - How to go from level to level&lt;br /&gt;
* [[Creatures]] - Making your module a little less lonely&lt;br /&gt;
* [[Cutscenes]] - How to create cinematic events&lt;br /&gt;
* [[Conversations]] - Interacting with NPCs&lt;br /&gt;
* [[Combat]] - Getting into fights&lt;br /&gt;
&lt;br /&gt;
There are a lot of resources on the Toolset, but unfortunately they're scattered around a bit. However, some tools that are helpful for both noobz and proz:&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=12998</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=12998"/>
				<updated>2010-06-11T12:43:11Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Dragon Age Toolset: Noob to Pro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. In addition, it's difficult to find a centralized location to simply find out what to do and where to do it. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]] - What to do when you first open your toolset&lt;br /&gt;
* [[Character Generation]] - Different ways to make a usable character who may or may not be named Jaden&lt;br /&gt;
* [[Building levels]] - Maybe I do not want to be in Orzammar&lt;br /&gt;
* [[Maps and Areas]] - How to go from level to level&lt;br /&gt;
* [[Creatures]] - Making your module a little less lonely&lt;br /&gt;
* [[Cutscenes]] - How to create cinematic events&lt;br /&gt;
* [[Conversations]] - Interacting with NPCs&lt;br /&gt;
* [[Combat]] - Getting into fights&lt;br /&gt;
&lt;br /&gt;
There are a lot of resources on the Toolset, but unfortunately they're scattered around a bit. However, here are my Top Ten indispensable tools:&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=12997</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=12997"/>
				<updated>2010-06-11T12:30:43Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Dragon Age Toolset: Noob to Pro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. If you have no idea what you're doing, this is for you.&lt;br /&gt;
&lt;br /&gt;
Here's an overview of what we'll be going through together on this wiki:&lt;br /&gt;
&lt;br /&gt;
* [[Making a new, playable module]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=12996</id>
		<title>Noob to pro</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Noob_to_pro&amp;diff=12996"/>
				<updated>2010-06-11T12:29:36Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: Created page with '== Dragon Age Toolset: Noob to Pro ==  The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Toolset: Noob to Pro ==&lt;br /&gt;
&lt;br /&gt;
The goal of this tutorial is to take a new user of the Dragon Age toolset who is completely unfamiliar with the resources in the tool, and enable him or her to make a new, standalone campaign from scratch. Because of the modular design of the toolset, it can be tough to navigate the different aspects that go into making a module: scripting, building levels, even getting a basic module up and running. If you have no idea what you're doing, this is for you.&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Tutorials&amp;diff=12995</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Tutorials&amp;diff=12995"/>
				<updated>2010-06-11T12:23:57Z</updated>
		
		<summary type="html">&lt;p&gt;Fen Tabris: /* Other Tutorials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists links to step-by-step tutorials, both on this wiki and on external sites.&lt;br /&gt;
&lt;br /&gt;
==Introductory tutorials ==&lt;br /&gt;
&lt;br /&gt;
In the course of these tutorials we'll go through all the steps needed to create a basic adventure.&lt;br /&gt;
&lt;br /&gt;
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|{{sidebox|&lt;br /&gt;
*Boxes like this contain a checklist of important steps.&lt;br /&gt;
*They're intended as a reminder and as a navigational aid.&lt;br /&gt;
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&lt;br /&gt;
*[[Introductory tutorial]] - An overview of the toolset as a whole&lt;br /&gt;
*[[Module tutorial]] - how to create a module to work in.&lt;br /&gt;
&lt;br /&gt;
This set of tutorials forms a series, each building on or filling in omissions by the last:&lt;br /&gt;
*[[Area tutorial]]&lt;br /&gt;
*[[Placeable tutorial]]&lt;br /&gt;
*[[Item tutorial]]&lt;br /&gt;
*[[Creature tutorial]]&lt;br /&gt;
*[[Conversation tutorial]]&lt;br /&gt;
&lt;br /&gt;
Once you've become familiar with the basics introduced on those tutorials you might have a better grounding for:&lt;br /&gt;
*[[Cutscene tutorial]]&lt;br /&gt;
*[[Map tutorial]] (which also introduces you to [[2DA]] editing)&lt;br /&gt;
*[[Level Editor Tutorial]]&lt;br /&gt;
*[[Scripting tutorial]]&lt;br /&gt;
**[[Useful Scripts]] &amp;lt;!-- for anyone not familar with scripts, this will be very helpful. However i extracted this from the Overview page which seemes inappropriate --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Various small Tutorials, in a unsorted manner. &lt;br /&gt;
*[[How-tos]]&lt;br /&gt;
*[[VFX Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Demo module ==&lt;br /&gt;
&lt;br /&gt;
The toolset currently ships with a simple demo module pre-loaded into its database.&lt;br /&gt;
&lt;br /&gt;
*[[Demo module]] - how to export and run the demo module.&lt;br /&gt;
&lt;br /&gt;
== Custom content tutorials == &lt;br /&gt;
*[[Tutorial: Using DLC areas in your mods]]&lt;br /&gt;
*[[Tutorial: Adding custom items to custom modules]]&lt;br /&gt;
*[[Tutorial: Adding a Custom Model to Toolset]]&lt;br /&gt;
*[[Tutorial: Creating a custom placeable from a model]]&lt;br /&gt;
*[[Tutorial: Reskinning an Item]]&lt;br /&gt;
*[[Tutorial: Creating recolors of existing items]]&lt;br /&gt;
*[[Tutorial: Understanding Tints: Overriding Defaults &amp;amp; Creating New Ones]]&lt;br /&gt;
*[[Tutorial: Adding a New Weapon Type]]&lt;br /&gt;
*[[Adding a New Spell Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Character generation tutorials ==&lt;br /&gt;
*[[Backgrounds tutorial|Background/Origin Tutorial]]&lt;br /&gt;
*[[Add A New Class Tutorial]]&lt;br /&gt;
&lt;br /&gt;
== Other Tutorials ==&lt;br /&gt;
*[[ToolSet: Area Layouts]]&lt;br /&gt;
*[[Adding a Location to the Single Player Campaign Tutorial]]&lt;br /&gt;
*[[Follower tutorial]] (Simple and advanced, requires scripting knowledge)&lt;br /&gt;
*[[Noob to pro]] (Step by step guide to making a new standalone campaign)&lt;br /&gt;
&lt;br /&gt;
== External Tutorials ==&lt;br /&gt;
*[http://lerlek.se/Video+Tutorials Lerlek Dragon Age Origins Toolset Video Tutorials Collection] has collected many in-depth video tutorials.&lt;br /&gt;
*[http://dragonagemodding.wordpress.com Beyond Ferelden] has many in-depth tutorials by jwvanderbeck.&lt;br /&gt;
*[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=CaHldJcUTz8 Simple Conversation Cameras] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=QOQJ2heQto4 Cutscene and Trigger] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=szWKgj2ZuXo Custom Level and Room Building] video tutorial by [http://social.bioware.com/64020/ st4rdog].&lt;br /&gt;
*[http://www.youtube.com/watch?v=DKJ7F14n8o8 Downloading and Installing the Toolset] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=iMPBsulv9xI Creating a Room] video tutorial by [http://social.bioware.com/74287/ DragonAge22].&lt;br /&gt;
*[http://www.youtube.com/watch?v=g3kx2CaarHo How to Make an Interior Level with Lighting] video tutorial by [http://social.bioware.com/group/60/ Darkworld Development Team].&lt;br /&gt;
*[http://www.youtube.com/watch?v=O6TeZeE1Lc8 Making a Room] video tutorial by BigDrip681.&lt;br /&gt;
*[http://social.bioware.com/5339/blog/576/ Custom Player Items In Single Player] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/5339/blog/651/ The Secret Behind Item Statistics] by [http://social.bioware.com/5339/ weriK].&lt;br /&gt;
*[http://social.bioware.com/project/923/ Guide for installing/uninstalling/updating Mods] Beginner Guide to get started with using Mods by [http://social.bioware.com/237411/ Alexspeed].&lt;br /&gt;
*[http://www.jezelf.co.uk/tutorials.htm Photoshop Map making tutorials] Credits to Jason Elford, brought to DAT wiki by [http://social.bioware.com/48156/ Arixsus]&lt;br /&gt;
*[http://social.bioware.com/project/527/ Video Tutorials by SilentCid] Multiple in-depth video tutorials of the DA Toolset&lt;br /&gt;
*[http://www.youtube.com/view_play_list?p=EF29DD1AACEBA92A Qkrch's Video Tutorials] Toolset tutorial complete series for the experienced builder (Spanish &amp;amp; English)&lt;br /&gt;
*[http://www.theengineeringguild.co.uk/da-new-campaign-location-tutorial World Editing and Area Creation] Tutorial by [http://social.bioware.com/profile/7848 giskard44] where he walks you through a module creation process for an single player addin.&lt;br /&gt;
*[http://social.bioware.com/203442/blog/1352/ Custom Item Materials] by [http://social.bioware.com/203442/ Chains-Gore].&lt;br /&gt;
*[http://bg2redux.student.utwente.nl/trac/wiki/TutorialLightmapping Lighting Tutorial with Troubleshooting section] (aimed at beginners)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Compatibility]]&lt;br /&gt;
[[Category:Tutorials| ]]&lt;/div&gt;</summary>
		<author><name>Fen Tabris</name></author>	</entry>

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