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		<updated>2026-04-18T06:58:48Z</updated>
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	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=12900</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=12900"/>
				<updated>2010-04-25T18:32:34Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Smooth Tool */  fixed a minor formating problem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this manual is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this manual is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
Some basic assumptions of prior knowledge are held. They are:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* You can set the active Module&lt;br /&gt;
* You have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* You understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  [[BUG]]: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px|thumb|Example of extreme deformation]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Common Brush Options ===&lt;br /&gt;
All brushes have some common options that behave exactly the same way.  General and Round Brush properties are shared amongst all brushes.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Default is 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
The deform tool is what you use to push and pull the mesh around into the shape that you want.  The options are:&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Deform Mode|Raise / Lower ''or'' Extrude along normal.  Explained below.}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Deform Tool}}&lt;br /&gt;
{{inspector row|Distance|Range is 0.1 to 100, with 1 being default.  Not 100% sure of the exact effect, other than setting it above 1 makes the mesh deform a lot faster.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  Adds a random amount of noise to the mesh points within the brushes radius when set to true.}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. Percentage chance that noise is applied to a point.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
Takes the height of the center vertex and flattens all vertexes within the brush radius to that height.&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  No visible effect for this brush.}}&lt;br /&gt;
{{inspector row|Inner Radius %| No noticeable effect.  A 0% and 100% value produces the same result}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. No effect.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
This brush smooths out the terrain, making transitions in height less sharp&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  No effect.}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  No effect.}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. No effect.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector section|Smooth Tool}}&lt;br /&gt;
{{inspector row|Weight|0 to 100, default of 100.  Seems to modify the strength of the smoothing.  Languard's guess is that this controls how much the center vertex is affected by the other vertexes.  A weight of zero produces no changes, and a very small value like five seems to produce less drastic smoothing than 100.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=12899</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=12899"/>
				<updated>2010-04-25T12:57:20Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Smooth Tool */  Done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this manual is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this manual is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
Some basic assumptions of prior knowledge are held. They are:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* You can set the active Module&lt;br /&gt;
* You have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* You understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  [[BUG]]: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px|thumb|Example of extreme deformation]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Common Brush Options ===&lt;br /&gt;
All brushes have some common options that behave exactly the same way.  General and Round Brush properties are shared amongst all brushes.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Default is 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
The deform tool is what you use to push and pull the mesh around into the shape that you want.  The options are:&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Deform Mode|Raise / Lower ''or'' Extrude along normal.  Explained below.}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Deform Tool}}&lt;br /&gt;
{{inspector row|Distance|Range is 0.1 to 100, with 1 being default.  Not 100% sure of the exact effect, other than setting it above 1 makes the mesh deform a lot faster.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  Adds a random amount of noise to the mesh points within the brushes radius when set to true.}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. Percentage chance that noise is applied to a point.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
Takes the height of the center vertex and flattens all vertexes within the brush radius to that height.&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  No visible effect for this brush.}}&lt;br /&gt;
{{inspector row|Inner Radius %| No noticeable effect.  A 0% and 100% value produces the same result}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. No effect.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
This brush smooths out the terrain, making transitions in height less sharp&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  No effect.}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  No effect.}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. No effect.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector section|Smooth Tool}}&lt;br /&gt;
{{inspector row|Weight|0 to 100, default of 100.  Seems to modify the strength of the smoothing.  Languard's guess is that this controls how much the center vertex is affected by the other vertexes.  A weight of zero produces no changes, and a very small value like five seems to produce less drastic smoothing than 100.&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=12898</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=12898"/>
				<updated>2010-04-25T12:49:38Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Plateau Tool */  Finished Plateau brush&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this manual is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this manual is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
Some basic assumptions of prior knowledge are held. They are:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* You can set the active Module&lt;br /&gt;
* You have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* You understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  [[BUG]]: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px|thumb|Example of extreme deformation]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Common Brush Options ===&lt;br /&gt;
All brushes have some common options that behave exactly the same way.  General and Round Brush properties are shared amongst all brushes.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Default is 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
The deform tool is what you use to push and pull the mesh around into the shape that you want.  The options are:&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Deform Mode|Raise / Lower ''or'' Extrude along normal.  Explained below.}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Deform Tool}}&lt;br /&gt;
{{inspector row|Distance|Range is 0.1 to 100, with 1 being default.  Not 100% sure of the exact effect, other than setting it above 1 makes the mesh deform a lot faster.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  Adds a random amount of noise to the mesh points within the brushes radius when set to true.}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. Percentage chance that noise is applied to a point.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
Takes the height of the center vertex and flattens all vertexes within the brush radius to that height.&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  No visible effect for this brush.}}&lt;br /&gt;
{{inspector row|Inner Radius %| No noticeable effect.  A 0% and 100% value produces the same result}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. No effect.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=12897</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=12897"/>
				<updated>2010-04-25T12:14:07Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Assumptions */  Fixed the link to the install instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this manual is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this manual is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
Some basic assumptions of prior knowledge are held. They are:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* You can set the active Module&lt;br /&gt;
* You have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* You understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  [[BUG]]: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px|thumb|Example of extreme deformation]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Common Brush Options ===&lt;br /&gt;
All brushes have some common options that behave exactly the same way.  General and Round Brush properties are shared amongst all brushes.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Default is 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
The deform tool is what you use to push and pull the mesh around into the shape that you want.  The options are:&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Deform Mode|Raise / Lower ''or'' Extrude along normal.  Explained below.}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Deform Tool}}&lt;br /&gt;
{{inspector row|Distance|Range is 0.1 to 100, with 1 being default.  Not 100% sure of the exact effect, other than setting it above 1 makes the mesh deform a lot faster.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  Adds a random amount of noise to the mesh points within the brushes radius when set to true.}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. Percentage chance that noise is applied to a point.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Help_talk:Contents&amp;diff=12894</id>
		<title>Help talk:Contents</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Help_talk:Contents&amp;diff=12894"/>
				<updated>2010-04-24T04:20:14Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: Moved old contents of Help:Content here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think we want the help page turning into a question and answer page (that what's forums are for) so what do we want to use it for?  My idea is to turn it into a starting point guide.  You want to do levels?  Start with these articles.  Want to do scripting?  Start with those articles.  Want to help edit?  Go over here.  Thoughts? [[User:Languard|Languard]] 20:30, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was actually hoping to turn the main page into something like this when I ran out of free time around launch. My work-in-progress for a new main page is currently stashed at [[User:BryanDerksen/Sandbox]]. Is this the sort of thing you had in mind? [[User:BryanDerksen|BryanDerksen]] 07:51, 16 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think what you have there would be good for the front page, but not so much for help.  If someone is coming to the help page they will most likely be A)overwhelmed or B)to lazy to read the front page.  While what you have is very comprehensive, it is very comprehensive ;)  Perhaps a scaled back version of what you have.  If you don't mind I'll yoink some of the info off of your page and work on a draft of what I see a good help page being. [[User:Languard|Languard]] 20:48, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::The '''Help''' namespace is intended for help with the wiki itself rather than the game or the toolset. There are pre-existing links built in that direct people to this page.  For example the Search page which says &amp;quot;''For more information about searching DA Builder Wiki, see Help.''&amp;quot; and links here. At the very least we have to catalogue and answer these quesions.  In addition the '''Help''' namespace would be where I would put the likes of Allan's suggested &amp;quot;advice for timid editors&amp;quot;; information on how to edit articles; information on the mark up format, templates to use; information on page naming conventions; information on using the '''dascript''' tag and scripting conventions, etc. Also bear in mind that there is a '''Project''' namespace which we are not using. Finally issue like this could be more easily discussed in the Wiki Editor's Group (which we are all members of) --[[User:Sunjammer|Sunjammer]] 21:39, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Good point, overlooked that.  Don't need markup-help, that's [[Help:Editing]].  Contiuning on over at the [http://social.bioware.com/group/239 Wiki Editor Group] [[User:Languard|Languard]] 14:53, 20 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin:0; background:#cedff2;  border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;&lt;br /&gt;
Moving the old contents of help here. --[[User:Languard|Languard]] 04:20, 24 April 2010 (UTC)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Not sure if this is the right place for it tho&lt;br /&gt;
&lt;br /&gt;
my party stopted follwing me and attacking themselves automaticly when combat starts&lt;br /&gt;
a minor bug perhaps ?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Im also unsure if I am in the right place.&lt;br /&gt;
But I'm assuming that I caused this problem myself, I am now unable to start new games in game. Any ideas what could be causing this issue?&lt;br /&gt;
&lt;br /&gt;
:Unfortunately, a subtle but very damaging flaw has been discovered in the core resources that were distributed with the toolset (caused by a subtle but damaging flaw in the toolset's builder-to-builder feature) that can break the main campaign if you export things, even things outside of the single player module itself. See http://social.bioware.com/forum/1/topic/8/index/114380 for discussion of this flaw and ways to clean up after it so that your game is working again.&lt;br /&gt;
&lt;br /&gt;
:We're working on a fix for this. In the meantime I'll put an announcement on the main page. [[User:BryanDerksen|BryanDerksen]] 23:40, 12 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks I Figured it out. - --[[User:Blakhawkdown|Blakhawkdown]] 01:48, 13 November 2009 (UTC)Original poster about inability to start new games. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I am having issues with merchants. I have followed the tutorial to the .  I need help. everything is set like the tutorial tells me to. --[[User:Blakhawkdown|Blakhawkdown]] 01:48, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
I can´t run datoolset on win7 Pro 64, when I try it get installed, it writes some mssql error during instalation, and when I try to run it through exe after instalation, I get a messege that it could not connect to database...&lt;br /&gt;
[[User:Robin Seina|Robin Seina]] 23:59, 22 December 2009 (CET)&lt;br /&gt;
:I am also having this issue and since this is over 3 months old I suspect no support is coming. [[User:Ghurshog|John Potter]] 23:56, 19 March 2010 (PDT)&lt;br /&gt;
:'''Update''' - I found this blog talking about getting the tools set running under Win7 x64 bit. http://www.evansims.com/2009/11/getting-the-dragon-age-toolset-running-on-windows-7-x64. I haven't tried it yet but will when I have a chance and report back.&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Help:Contents&amp;diff=12893</id>
		<title>Help:Contents</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Help:Contents&amp;diff=12893"/>
				<updated>2010-04-24T04:16:40Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: Help redone to have actuall help on searching and general wiki info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Welcome to Help&amp;lt;/h2&amp;gt;&lt;br /&gt;
This help page is for help on using the wiki itself rather than the Dragon Age Toolset.  If you need help with the toolset, [[Getting Started]] is a good place to start.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Search Help&amp;lt;/h2&amp;gt;&lt;br /&gt;
Searching in a wiki is a little different than searching with Google.  Google and other search engines search the page content, and return results based on the relevance of the entire page.  MediaWiki however gives first priority to pages.  For example, if you search for water, you will not&lt;br /&gt;
get a list a pages that deal with water.  Rather you will be automatically directed to the [[Water]] page.  If you search for a term that does not have a page, it will list pages that match the title first, page content second.  So your best bet on searching the wiki is to try and guess at page and article titles, rather than trying to match phrases that might be inside the page its self.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Creating Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
Creating a page is as simple as placing a link to a page that doesn't exist.  Once you click on the link, you will be in the page edit mode so you can create it.  There are two ways you can approach this.  If you search for a page that doesn't exist, the search results will include a link to that page.  Alternately, you can create a link to the page you want to create in another article.  The markup for creating a page is this: &amp;lt;nowiki&amp;gt;[[Page Name]]&amp;lt;/nowiki&amp;gt; which would show up like this: [[Page Name]].  If you click on a link to a non-existent page you will automatically be brought to the editor so you can create the page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Editing Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
Every page that can be edited will have an Edit tab at the top.  Wiki's keep a record of all changes, so don't be afraid of making mistakes or destroying a page.  In the event something goes wrong and you mess up a page, it's a simple matter for someone to come and revert to an older version.&lt;br /&gt;
The DA Wiki uses [http://www.mediawiki.org/ MediaWiki] as its wiki engine.  Some basic editing help can be found in the [[Help:Editing]] page, or on [http://www.mediawiki.org/ MediaWiki's] website.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;User Page&amp;lt;/h2&amp;gt;&lt;br /&gt;
Everyone has a User Page.  Link is &amp;lt;nowiki&amp;gt;[[User:User Name]]&amp;lt;/nowiki&amp;gt;, and when logged in you always have a link to your user page at the top.  Your user page can be used for a variety of things.  Bio page, project notes, ect.  It's really up to you.  Do keep in mind that the best way for someone to communicate with you on the wiki is via the talk page off of your user page, so make sure it looks clean.  Good impressions and all that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Sandbox&amp;lt;/h2&amp;gt;&lt;br /&gt;
Want to write a tutorial, but it's not 100% complete?  Unsure how to use the wiki formatting correctly?  Create a sandbox for yourself.  The best place to put a link to your sandbox is in your user page.  The format is this: &amp;lt;nowiki&amp;gt;[[User:User Name/Sandbox]]&amp;lt;/nowiki&amp;gt; which looks like this: [[User:User Name/Sandbox]], though sometimes people will rename the link.  This makes the markup this: &amp;lt;nowiki&amp;gt;[[User:User Name/Sandbox|Sandbox]]&amp;lt;/nowiki&amp;gt; resulting in this link: [[User:User Name/Sandbox|Sandbox]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Languard/Sandbox&amp;diff=12892</id>
		<title>User:Languard/Sandbox</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Languard/Sandbox&amp;diff=12892"/>
				<updated>2010-04-24T04:12:55Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;## Help Page prototype ##&lt;br /&gt;
Our help page is in dire need of updating.  So here I go.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Search Help&lt;br /&gt;
&lt;br /&gt;
Page Creation Help&lt;br /&gt;
&lt;br /&gt;
Page Editing Help&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Welcome to Help&amp;lt;/h2&amp;gt;&lt;br /&gt;
This help page is for help on using the wiki itself rather than the Dragon Age Toolset.  If you need help with the toolset, [[Getting Started]] is a good place to start.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Search Help&amp;lt;/h2&amp;gt;&lt;br /&gt;
Searching in a wiki is a little different than searching with Google.  Google and other search engines search the page content, and return results based on the relevance of the entire page.  MediaWiki however gives first priority to pages.  For example, if you search for water, you will not&lt;br /&gt;
get a list a pages that deal with water.  Rather you will be automatically directed to the [[Water]] page.  If you search for a term that does not have a page, it will list pages that match the title first, page content second.  So your best bet on searching the wiki is to try and guess at page and article titles, rather than trying to match phrases that might be inside the page its self.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Creating Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
Creating a page is as simple as placing a link to a page that doesn't exist.  Once you click on the link, you will be in the page edit mode so you can create it.  There are two ways you can approach this.  If you search for a page that doesn't exist, the search results will include a link to that page.  Alternately, you can create a link to the page you want to create in another article.  The markup for creating a page is this: &amp;lt;nowiki&amp;gt;[[Page Name]]&amp;lt;/nowiki&amp;gt; which would show up like this: [[Page Name]].  If you click on a link to a non-existent page you will automatically be brought to the editor so you can create the page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Editing Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
Every page that can be edited will have an Edit tab at the top.  Wiki's keep a record of all changes, so don't be afraid of making mistakes or destroying a page.  In the event something goes wrong and you mess up a page, it's a simple matter for someone to come and revert to an older version.&lt;br /&gt;
The DA Wiki uses [http://www.mediawiki.org/ MediaWiki] as its wiki engine.  Some basic editing help can be found in the [[Help:Editing]] page, or on [http://www.mediawiki.org/ MediaWiki's] website.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;User Page&amp;lt;/h2&amp;gt;&lt;br /&gt;
Everyone has a User Page.  Link is &amp;lt;nowiki&amp;gt;[[User:User Name]]&amp;lt;/nowiki&amp;gt;, and when logged in you always have a link to your user page at the top.  Your user page can be used for a variety of things.  Bio page, project notes, ect.  It's really up to you.  Do keep in mind that the best way for someone to communicate with you on the wiki is via the talk page off of your user page, so make sure it looks clean.  Good impressions and all that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Sandbox&amp;lt;/h2&amp;gt;&lt;br /&gt;
Want to write a tutorial, but it's not 100% complete?  Unsure how to use the wiki formatting correctly?  Create a sandbox for yourself.  The best place to put a link to your sandbox is in your user page.  The format is this: &amp;lt;nowiki&amp;gt;[[User:User Name/Sandbox]]&amp;lt;/nowiki&amp;gt; which looks like this: [[User:User Name/Sandbox]], though sometimes people will rename the link.  This makes the markup this: &amp;lt;nowiki&amp;gt;[[User:User Name/Sandbox|Sandbox]]&amp;lt;/nowiki&amp;gt; resulting in this link: [[User:User Name/Sandbox|Sandbox]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Languard/Sandbox&amp;diff=9440</id>
		<title>User:Languard/Sandbox</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Languard/Sandbox&amp;diff=9440"/>
				<updated>2010-01-11T18:27:51Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: Formatting and some basic content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;## Help Page prototype ##&lt;br /&gt;
Our help page is in dire need of updating.  So here I go.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Search Help&lt;br /&gt;
&lt;br /&gt;
Page Creation Help&lt;br /&gt;
&lt;br /&gt;
Page Editing Help&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Welcome to Help&amp;lt;/h2&amp;gt;&lt;br /&gt;
This help page is for help on using the wiki itself rather than the Dragon Age Toolset.  If you need help with the toolset, [[Getting Started]] is a good place to start.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Search Help&amp;lt;/h2&amp;gt;&lt;br /&gt;
Huh, no idea what to put here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Creating Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
Creating a page is as simple as placing a link to a page that doesn't exist.  Once you click on the link, you will be in the page edit mode so you can create it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin:0; background:#cedff2; font-size:150%; font-weight:bold; border:1px solid #a3b0bf; text-align:left; color:#000; padding:0.2em 0.4em;&amp;quot;&amp;gt;Editing Pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
Every page that can be edited will have an Edit tab at the top.  Wiki's keep a record of all changes, so don't be afraid of making mistakes or destroying a page.  In the event something goes wrong and you mess up a page, it's a simple matter for someone to come and revert to an older version.&lt;br /&gt;
The DA Wiki uses [http://www.mediawiki.org/ MediaWiki] as its wiki engine.  Some basic editing help can be found in the [[Help:Editing]] page, or on [http://www.mediawiki.org/ MediaWiki's] website.&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Languard/Sandbox&amp;diff=9407</id>
		<title>User:Languard/Sandbox</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Languard/Sandbox&amp;diff=9407"/>
				<updated>2010-01-10T15:09:49Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;## Help Page prototype ##&lt;br /&gt;
Our help page is in dire need of updating.  So here I go.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Welcome to Help&lt;br /&gt;
&lt;br /&gt;
What is help for?&lt;br /&gt;
This help page is for help on using the wiki itself rather than the Dragon Age Toolset.  If you need help with the toolset, this is a good place to start.&lt;br /&gt;
&lt;br /&gt;
Search Help&lt;br /&gt;
&lt;br /&gt;
Page Creation Help&lt;br /&gt;
&lt;br /&gt;
Page Editing Help&lt;br /&gt;
[[Help:Editing]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Languard&amp;diff=9406</id>
		<title>User:Languard</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Languard&amp;diff=9406"/>
				<updated>2010-01-10T15:06:43Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: started my help page prototype&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Modding Terms ==&lt;br /&gt;
&lt;br /&gt;
* Level - A Level is an art asset, a static shell.  Whether interior or exterior, a Level file is never directly experienced by the player, and must have a 'Post Local' operation done to it for it to be usable by Areas.&lt;br /&gt;
* Area - An Area is where the player actually adventures.  When you create an area you must specify a layout which is a Level that has been posted to the database.&lt;br /&gt;
* Map - A map refers to the overland map with the clickable icons.  This is the travel screen in the main campaign.&lt;br /&gt;
* Module - A module is a container of sorts.  In order for a player to play your custom content, you must assign it to a module.  Modules can be 'Add-Ins' which expand existing modules, including the main campaign, or they can be campaigns that are completely separate from the main one.&lt;br /&gt;
&lt;br /&gt;
Not sure where to put this, but confusion on terminology is cropping up a lot on the forums.&lt;br /&gt;
&lt;br /&gt;
== Wacom Settings ==&lt;br /&gt;
&lt;br /&gt;
Pen:&lt;br /&gt;
* Nib is Click&lt;br /&gt;
* Eraser is Right Click&lt;br /&gt;
* Thumb button (not sure what the official name is) is Middle Click&lt;br /&gt;
* All other pen options are default&lt;br /&gt;
&lt;br /&gt;
Mapping:&lt;br /&gt;
I use dual monitors, so I have the pad mapped to one monitor only.&lt;br /&gt;
&lt;br /&gt;
Function Keys:&lt;br /&gt;
I have an Intuos3 tablet, so I have 4 functions keys on the left and right.  For the moment I'm ignoring the right-hand side.  I'm sure I'll come up with things later.  The functions on the left are - &lt;br /&gt;
* Ctrl (default)&lt;br /&gt;
* = (increase brush size)&lt;br /&gt;
* - (decrease brush size)&lt;br /&gt;
* Pan/Scroll (default)&lt;br /&gt;
&lt;br /&gt;
I'm right handed, so I have the tablet to the right and keyboard to the left.  I mostly keep my left hand on WASD, and use a combination of that plus the pen plus the thumb button to move around.  Much easier than it sounds.  When adjusting the brush sizes, I just left the pen out of sensor range and then click on the appropriate function button.  So far this has been working well.&lt;br /&gt;
&lt;br /&gt;
== Settings Editor ==&lt;br /&gt;
After being directed to the DefaultSettings.xml file, I can see all sorts of possibilities regarding the customization of hotkeys.  I can read in the xml file, working on parsing the commands.&lt;br /&gt;
&lt;br /&gt;
== Help Page Prototype ==&lt;br /&gt;
[[User:Languard/Sandbox|Sandbox]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Technical_information&amp;diff=8147</id>
		<title>Technical information</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Technical_information&amp;diff=8147"/>
				<updated>2009-11-24T20:11:51Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The material in this section is about technical features underlying the toolset, not normally important for routine usage.&lt;br /&gt;
&lt;br /&gt;
*[[File types]] - currently just a list of file format extensions.&lt;br /&gt;
&lt;br /&gt;
*[[Database]] - database schema and other related information.&lt;br /&gt;
** [[Database migration]] - instructions for how to update your database when updating your toolset&lt;br /&gt;
** [[Database backup and restore]] - How to back up or restore the EUTS database&lt;br /&gt;
** [[Database sharing]] - How to share a database between two or more developers&lt;br /&gt;
*Manuals&lt;br /&gt;
**[[Exterior Level Manual]] - Manual on the exterior level editor&lt;br /&gt;
&lt;br /&gt;
*[[Console]] - a window for entering console commands. Caution, some of these were intended for internal use and may crash the toolset when used in its current state.&lt;br /&gt;
&lt;br /&gt;
*[[Release notes]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8146</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8146"/>
				<updated>2009-11-24T20:09:52Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: Minor edits, making the tone more manual like&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this manual is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this manual is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
Some basic assumptions of priot knowledge are held. They are:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* You can set the active Module&lt;br /&gt;
* You have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[http://social.bioware.com/wiki/datoolset/index.php/Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* You understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px|thumb|Example of extreme deformation]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Common Brush Options ===&lt;br /&gt;
All brushes have some common options that behave exactly the same way.  General and Round Brush properties are shared amongst all brushes.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Default is 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
The deform tool is what you use to push and pull the mesh around into the shape that you want.  The options are:&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Deform Mode|Raise / Lower ''or'' Extrude along normal.  Explained below.}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Deform Tool}}&lt;br /&gt;
{{inspector row|Distance|Range is 0.1 to 100, with 1 being default.  Not 100% sure of the exact effect, other than setting it above 1 makes the mesh deform a lot faster.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  Adds a random amount of noise to the mesh points within the brushes radius when set to true.}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. Percentage chance that noise is applied to a point.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8144</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8144"/>
				<updated>2009-11-24T20:07:13Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: moved User:Languard/Sandbox to Exterior Level Manual:&amp;amp;#32;Finished enough that is of use to editors.  Feel free to fill in blanks.  I will continue working on this as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[http://social.bioware.com/wiki/datoolset/index.php/Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px|thumb|Example of extreme deformation]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Common Brush Options ===&lt;br /&gt;
All brushes have some common options that behave exactly the same way.  General and Round Brush properties are shared amongst all brushes.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Default is 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
The deform tool is what you use to push and pull the mesh around into the shape that you want.  The options are:&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Deform Mode|Raise / Lower ''or'' Extrude along normal.  Explained below.}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Deform Tool}}&lt;br /&gt;
{{inspector row|Distance|Range is 0.1 to 100, with 1 being default.  Not 100% sure of the exact effect, other than setting it above 1 makes the mesh deform a lot faster.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  Adds a random amount of noise to the mesh points within the brushes radius when set to true.}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. Percentage chance that noise is applied to a point.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Languard/Sandbox&amp;diff=8145</id>
		<title>User:Languard/Sandbox</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Languard/Sandbox&amp;diff=8145"/>
				<updated>2009-11-24T20:07:13Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: moved User:Languard/Sandbox to Exterior Level Manual:&amp;amp;#32;Finished enough that is of use to editors.  Feel free to fill in blanks.  I will continue working on this as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Exterior Level Manual]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8143</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8143"/>
				<updated>2009-11-24T20:05:49Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[http://social.bioware.com/wiki/datoolset/index.php/Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px|thumb|Example of extreme deformation]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Common Brush Options ===&lt;br /&gt;
All brushes have some common options that behave exactly the same way.  General and Round Brush properties are shared amongst all brushes.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Default is 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
The deform tool is what you use to push and pull the mesh around into the shape that you want.  The options are:&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Deform Mode|Raise / Lower ''or'' Extrude along normal.  Explained below.}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Deform Tool}}&lt;br /&gt;
{{inspector row|Distance|Range is 0.1 to 100, with 1 being default.  Not 100% sure of the exact effect, other than setting it above 1 makes the mesh deform a lot faster.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  Adds a random amount of noise to the mesh points within the brushes radius when set to true.}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. Percentage chance that noise is applied to a point.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;br /&gt;
&lt;br /&gt;
[[Category:Manuals]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8142</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8142"/>
				<updated>2009-11-24T19:11:01Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Terrain Mesh Editing */  finsished deform tool&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[http://social.bioware.com/wiki/datoolset/index.php/Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px|thumb|Example of extreme deformation]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Common Brush Options ===&lt;br /&gt;
All brushes have some common options that behave exactly the same way.  General and Round Brush properties are shared amongst all brushes.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Default is 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
The deform tool is what you use to push and pull the mesh around into the shape that you want.  The options are:&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Deform Mode|Raise / Lower ''or'' Extrude along normal.  Explained below.}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Range is 0 to 5, with a default of 5.}}&lt;br /&gt;
{{inspector section|Deform Tool}}&lt;br /&gt;
{{inspector row|Distance|Range is 0.1 to 100, with 1 being default.  Not 100% sure of the exact effect, other than setting it above 1 makes the mesh deform a lot faster.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Enable Noise|True ''or'' False.  Adds a random amount of noise to the mesh points within the brushes radius when set to true.}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Max Strength|Range is 0 to 100 with 50 being default.  Determines how strongly the brush affects the mesh.  Large values enable fast changes, low values make for very slow changes.}}&lt;br /&gt;
{{inspector row|Noise Frequency|Range is 0 to 100 with 20 being default. Percentage chance that noise is applied to a point.}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8140</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8140"/>
				<updated>2009-11-24T18:58:24Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Common Brush Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[http://social.bioware.com/wiki/datoolset/index.php/Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Common Brush Options ===&lt;br /&gt;
All brushes have some common options that behave exactly the same way.  General and Round Brush properties are shared amongst all brushes.&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Brush Type|Grayed out, show which brush you are using}}&lt;br /&gt;
{{inspector row|Grid Opacity|How visible the mesh grid is. 0 is transparent, 100 is fully visible.  Default is 5 and around 40 gives a highly visible grid.}}&lt;br /&gt;
{{inspector row|Visible Level|Unknown.  Default is 5.}}&lt;br /&gt;
{{inspector section|Round Brush}}&lt;br /&gt;
{{inspector row|Inner Radius %|What percentage of the Outer Radius has full strength.  Default is 50.  Lower values give more rounded brushes, higher values give flatter brushes}}&lt;br /&gt;
{{inspector row|Outer Radius|How large in meters is the brush}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8134</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8134"/>
				<updated>2009-11-24T13:04:13Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Terrain Mesh Editing */  added in Common Brush Options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[http://social.bioware.com/wiki/datoolset/index.php/Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Common Brush Options ===&lt;br /&gt;
All brushes have some common options that behave exactly the same way.&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8133</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8133"/>
				<updated>2009-11-24T04:53:13Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: started mesh editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[http://social.bioware.com/wiki/datoolset/index.php/Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
[[User:Languard|Languard]] believes it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.  Also by default the minimap will not be posted.  You must right-click and select Minimap -&amp;gt; Post Minimap to Local for it to show in game.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
The terrain mesh defines the ground of the level.  A mesh is a collection of triangles that are all fitted together to make a shape.  When editing the terrain mesh, you are really just moving the points of the triangle around.  This is where the base mesh resolution comes into play.  The large the base resolution, the larger the triangles, and the the blockier the terrain will be.  You can of course adjust this with the Tessellate tool.  The more triangles the level has the larger the file and the more strain it will place on a computer, both creator and player.  Another item to keep in mind is to not do extreme mesh deformations, because this can really mess with the texture placement.&lt;br /&gt;
&lt;br /&gt;
[[File:extremeMesh.png|300px]]&lt;br /&gt;
&lt;br /&gt;
There are several tools available to for editing the mesh.&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* [[File:deformIcon.png]]Deform&lt;br /&gt;
* [[File:plateauIcon.png]]Plateau&lt;br /&gt;
* [[File:smoothIcon.png]]Smooth&lt;br /&gt;
* [[File:tessellateIcon.png]]Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools to block off areas that are to steep to reasonably walk on.&lt;br /&gt;
&lt;br /&gt;
[[File:overhang.png|300px]]&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ===&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:Overhang.png&amp;diff=8132</id>
		<title>File:Overhang.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:Overhang.png&amp;diff=8132"/>
				<updated>2009-11-24T04:51:32Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:TessellateIcon.png&amp;diff=8131</id>
		<title>File:TessellateIcon.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:TessellateIcon.png&amp;diff=8131"/>
				<updated>2009-11-24T04:50:23Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:SmoothIcon.png&amp;diff=8130</id>
		<title>File:SmoothIcon.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:SmoothIcon.png&amp;diff=8130"/>
				<updated>2009-11-24T04:50:18Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:PlateauIcon.png&amp;diff=8129</id>
		<title>File:PlateauIcon.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:PlateauIcon.png&amp;diff=8129"/>
				<updated>2009-11-24T04:50:09Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:DeformIcon.png&amp;diff=8128</id>
		<title>File:DeformIcon.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:DeformIcon.png&amp;diff=8128"/>
				<updated>2009-11-24T04:49:51Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:ExtremeMesh.png&amp;diff=8127</id>
		<title>File:ExtremeMesh.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:ExtremeMesh.png&amp;diff=8127"/>
				<updated>2009-11-24T04:49:26Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8126</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8126"/>
				<updated>2009-11-24T04:24:01Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Render Lightmaps */  done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[http://social.bioware.com/wiki/datoolset/index.php/Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
At this time, the difference between Render Lightmaps (cached scene) and Render Lightmaps is not understood.  It is recommended that you use Render Lightmaps.  Click on the icon [[File:renderLightmap.png]] to start the rendering process.  This can potentially take a long time.  It is recommended that you turn on the Task Manager so you can see CPU usage.  As long as there is high CPU usage, the script should be working.  After the render is done you will need to toggle off View Models Fully Lit [[File:viewModelsLit.png]] and toggle on Display Lightmaps [[File:displayLightmaps.png]].  It can be helpful to leave lightmaps off and fully lit on while you are working on terrain and object placement since it makes things easier to see.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ==&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8066</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8066"/>
				<updated>2009-11-23T04:26:34Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: Some minor clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed.  Installation instructions can be found [[http://social.bioware.com/wiki/datoolset/index.php/Installing_the_toolset#Lightmapper|here]]&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.  Increasing this value reduces file size, so I think this controls how detailed the textures appear.  Lower = more detail.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you've done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|250px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Define mini-map lets you define the area the editor will take for the mini-map snapshot.  Exporting the minimap must be done via right-click.&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
Basic trouble shooting, describe what to toggle on/off to see true lighting.  Mention that it is probably a good idea to work with fully lit on and lightmaps off while building.  Personal preference though.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.  Doing a Post to Local does not grab trees.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ==&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Installing_the_toolset&amp;diff=8065</id>
		<title>Installing the toolset</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Installing_the_toolset&amp;diff=8065"/>
				<updated>2009-11-22T21:03:05Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Lightmapper */  Reworked the section to make it a little clearer on what to install&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dragon Age Toolset installer comes with several pieces of third-party software that are needed for the toolset to function. They are:&lt;br /&gt;
&lt;br /&gt;
* DirectX 9.0c&lt;br /&gt;
* Visual C Runtime Library&lt;br /&gt;
* Microsoft SQL Server Express 2005 Edition&lt;br /&gt;
* Nvidia PhysX drivers&lt;br /&gt;
&lt;br /&gt;
These components will be installed along with the toolset by the toolset's installer.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
The first screen you'll get to after starting the installer and passing the title page is the install location selector. The toolset can only install the program into a specific subdirectory of the Dragon Age game directory, so you won't be able to alter the installation path; it's for informational purposes.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' MSSQL Express 2005 is bundled with this toolset and is required for it to function. Unfortunately, MSSQL Express 2005's installer has a limitation that prevents it from installing to a directory path that's longer than 58 characters.&amp;lt;sup&amp;gt;[http://support.microsoft.com/kb/935371]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Follow the instructions on [[installation into a directory with a long path name]] for a workaround on this issue.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
The next screen after location has been selected is where you can choose which components to install. There are only two selectable components here; Core Resources (the toolset itself) and Microsoft SQL Server Express. To run the toolkit you'll obviously need to install the Core Resources option. SQL Server is presented as a separate option so that if you already have a database server installed on your system you can use that instead of installing a whole new one.&lt;br /&gt;
&lt;br /&gt;
If you don't have an SQL server installed, or if you don't know whether you have one installed, it's safe to go with the default and install SQL Server Express. SQLServer's installer will check the existing components and, finding that all required components are already in place, won't do anything after you click &amp;quot;finish.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Manual database selection ==&lt;br /&gt;
&lt;br /&gt;
If you choose not to install SQL Server Express, the installer will ask for a database server and database name to install the toolset's resource database to instead. The default server is &amp;lt;code&amp;gt;.\BWDATOOLSET&amp;lt;/code&amp;gt; and the default database name is &amp;lt;code&amp;gt;bw_dragonage_content&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Once you have selected these options the Dragon Age toolset will begin the installation process. This can take a while. When the install process is finished you'll be given the option to read a readme.txt file.&lt;br /&gt;
&lt;br /&gt;
The toolset will create a start menu folder named &amp;quot;Dragon Age&amp;quot;. The start menu folder will include a link to start the toolset, a link to the toolset's uninstaller, and a link to the toolset's external configuration utility.&lt;br /&gt;
&lt;br /&gt;
The installer will write a log file in your My Documents folder. If installation fails this log file will be helpful for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
If you are installing over a previous version of the toolset, you may need to update the format of your old database to make it compatible with the new version of the toolset. See [[database migration]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Lightmapper ===&lt;br /&gt;
&lt;br /&gt;
The [[lightmap|lightmapper]] is the tool used to calculate lighting in level layouts. You only need to use it if you're going to be creating or modifying level layouts. The lightmapper included with the toolset requires Python to run but Python isn't currently bundled with the toolset, so if you don't already have it installed you'll need to do the following:&lt;br /&gt;
&lt;br /&gt;
# Install [http://www.python.org/ftp/python/2.5.4/python-2.5.4.msi Python 2.5.4 ]&lt;br /&gt;
# Install the [http://sourceforge.net/projects/pywin32/ win32 extensions] for Python 2.5 &amp;lt;BR&amp;gt; '''OR'''&lt;br /&gt;
# Install [http://downloads.activestate.com/ActivePython/windows/2.5/ActivePython-2.5.4.4-win32-x86.msi ActiveState Python 2.5.4.4]&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to download and install ActiveState python which comes with the needed extensions.  Just click through the defaults on the installer and you will be ready to go.  If you want to use python.org installer, maker sure to install it first, then install the win32 extensions.&lt;br /&gt;
&lt;br /&gt;
* If you don't have Python installed and try to run the lightmapper, you'll receive a standard Windows error message indicating that &amp;quot;EclipseRay.exe has stopped working.&lt;br /&gt;
&lt;br /&gt;
* Note for 64 bit machines: There appears to be a bug with the 64-bit version of ActiveState Python 2.5 for Windows that prevents the lightmapper from functioning. Install the 32-bit version instead, it works.  The 32-bit version is the one linked above.&lt;br /&gt;
&lt;br /&gt;
* Do not install both ActivePython and Python.org.  This will most likely cause you to get an Error Code 1 when rendering lightmaps.&lt;br /&gt;
&lt;br /&gt;
* If you get an error code of -1073741819 this means you either have the 64 bit version or you have a version higher than 2.5.  Uninstall and use the installers from the links above.&lt;br /&gt;
&lt;br /&gt;
== Configuration ==&lt;br /&gt;
&lt;br /&gt;
The external configuration utility is used to configure the toolset's database connection. You shouldn't need to run the configuration utility during routine usage of the toolset, and if the defaults set up by your installer work you may not need to run it at all.&lt;br /&gt;
&lt;br /&gt;
The default database string is &amp;quot;&amp;lt;code&amp;gt;Provider=SQLOLEDB.1;Integrated Security=SSPI;Persist Security Info=False;Initial Catalog=bw_dragonage_content;Data Source=.\SQLEXPRESS&amp;lt;/code&amp;gt;&amp;quot;. For advanced configuration, click on the ellipsis button ([[Image:ellipsis.png]]) to open the data link properties window.&lt;br /&gt;
&lt;br /&gt;
Note that the configuration utility will first ask where the game build is. The game executable is not currently available for distribution but it is not necessary for the toolset to run so there's no need to be concerned about this.&lt;br /&gt;
&lt;br /&gt;
== Uninstallation ==&lt;br /&gt;
&lt;br /&gt;
An uninstaller shortcut is available from the same start menu folder as the toolset itself. It will autodetect the location you installed the toolset in, display it to you to confirm that this is correct, and then after you click &amp;quot;next&amp;quot; it will ask which components to uninstall.&lt;br /&gt;
&lt;br /&gt;
* Core Resources - uninstalled by default, this is the toolset itself.&lt;br /&gt;
* Database - Since the uninstaller can't automatically determine if you're using SQLServer Express purposes other than just the Dragon Age toolset, SQLServer is ''not'' uninstalled automatically by default. To have the uninstaller remove the database server as well, unselect this checkbox.&lt;br /&gt;
&lt;br /&gt;
The uninstaller is generated on installation and therefore isn't signed. This may cause Vista to complain under some circumstances but shouldn't affect the uninstaller's functioning. &lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
See [[installation troubleshooting]] for a list of common problems that can occur during installation and how to correct or work around them.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently an issue with installing the toolset for games that have been installed via Steam. See [[Installation with Steam]] for specific instructions on how to resolve this issue. If you have installed your game in a directory with a path name longer than 58 characters you may also encounter this same issue.&lt;br /&gt;
&lt;br /&gt;
If you experience a crash logs can be found in &amp;lt;code&amp;gt;My Documents\BioWare\Dragon Age\Toolset\logs&amp;lt;/code&amp;gt;. The log filenames will include the date on which the log file was created. Sending in a log will help greatly with bug fixing.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
Documentation is currently provided via the wiki at:&lt;br /&gt;
&lt;br /&gt;
http://social.bioware.com/wiki/datoolset/&lt;br /&gt;
&lt;br /&gt;
[[Category:Toolset installation]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8060</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8060"/>
				<updated>2009-11-22T05:13:17Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: created Pathfinding section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you'v done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|150px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Not sure on mini-map.  Anyone get this working yet?&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
Basic trouble shooting, describe what to toggle on/off to see true lighting.  Mention that it is probably a good idea to work with fully lit on and lightmaps off while building.  Personal preference though.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Flood-fill algorithm.  Rays are cast down, so if you have overhangs only the top is walkable.  Terrain can get really steep before the auto-no-walk kicks in, so use the Terrain Collision tools&lt;br /&gt;
&lt;br /&gt;
=== Show Terrain Collision ===&lt;br /&gt;
This simply toggles on and of the display of the terrain collisions.&lt;br /&gt;
&lt;br /&gt;
=== Build Terrain Collision ==&lt;br /&gt;
Toggles show collisions on, and puts you into build mode for terrain collisions.  Clicking the left mouse button anchors the first point of a 'wall'.  A second click will anchor the second point, and you now can see a blue wall.  The flood-fill pathfinding will not cross this wall.  Continue left clicking to place an unbroken wall around the terrain you wish to block off.  Right clicking will end the wall chain.  If you are not currently building a wall, right clicking will delete a wall segment.&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8059</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8059"/>
				<updated>2009-11-22T04:58:01Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Ambient Lighting */  done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you'v done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|150px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Not sure on mini-map.  Anyone get this working yet?&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
As of build 1.0.982.0, sunlight is broken.  That or we are completely misunderstanding what sunlight means in the editor.  So for now you must add an ambient baked light.  The [[Lighting]] page gives a detailed description of the various kinds of light.  To briefly summarize, a baked light only lights the terrain, a static light is expensive and lights both the player and terrain, and I believe animated lights are terrain only, but have animated shadows that get baked into the lightmap.  An ambient light is basically a light value that is applied everywhere, and is normally used to ensure shadows aren't pitch black.&lt;br /&gt;
&lt;br /&gt;
There are two ways to add in lights: One is to right-click on the terrain, and the other is to right-click on the Terrain World menu.  Select Insert-&amp;gt;New Light, and a Point:Baked light will be added in.  Leave all the options alone for this light with the exception of Name.  I recommend changing the name to ambient so you can find it easily.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
Basic trouble shooting, describe what to toggle on/off to see true lighting.  Mention that it is probably a good idea to work with fully lit on and lightmaps off while building.  Personal preference though.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8030</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=8030"/>
				<updated>2009-11-20T20:51:23Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Start Point */  done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you'v done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|150px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Not sure on mini-map.  Anyone get this working yet?&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is path finding.  A start point must be added after the Export Area has been defined.  Click on the flag icon [[File:startPointIcon.png]] and then click on your map where you want it.  The location doesn't matter as long as it is walkable.  What will happen is during path finding, the editor will flood out from this point looking for walkable areas.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
Sunlight is broken, so you must add an ambient light.  Steps for doing so.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
Basic trouble shooting, describe what to toggle on/off to see true lighting.  Mention that it is probably a good idea to work with fully lit on and lightmaps off while building.  Personal preference though.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Help_talk:Contents&amp;diff=8021</id>
		<title>Help talk:Contents</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Help_talk:Contents&amp;diff=8021"/>
				<updated>2009-11-20T14:53:54Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think we want the help page turning into a question and answer page (that what's forums are for) so what do we want to use it for?  My idea is to turn it into a starting point guide.  You want to do levels?  Start with these articles.  Want to do scripting?  Start with those articles.  Want to help edit?  Go over here.  Thoughts? [[User:Languard|Languard]] 20:30, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was actually hoping to turn the main page into something like this when I ran out of free time around launch. My work-in-progress for a new main page is currently stashed at [[User:BryanDerksen/Sandbox]]. Is this the sort of thing you had in mind? [[User:BryanDerksen|BryanDerksen]] 07:51, 16 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think what you have there would be good for the front page, but not so much for help.  If someone is coming to the help page they will most likely be A)overwhelmed or B)to lazy to read the front page.  While what you have is very comprehensive, it is very comprehensive ;)  Perhaps a scaled back version of what you have.  If you don't mind I'll yoink some of the info off of your page and work on a draft of what I see a good help page being. [[User:Languard|Languard]] 20:48, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::The '''Help''' namespace is intended for help with the wiki itself rather than the game or the toolset. There are pre-existing links built in that direct people to this page.  For example the Search page which says &amp;quot;''For more information about searching DA Builder Wiki, see Help.''&amp;quot; and links here. At the very least we have to catalogue and answer these quesions.  In addition the '''Help''' namespace would be where I would put the likes of Allan's suggested &amp;quot;advice for timid editors&amp;quot;; information on how to edit articles; information on the mark up format, templates to use; information on page naming conventions; information on using the '''dascript''' tag and scripting conventions, etc. Also bear in mind that there is a '''Project''' namespace which we are not using. Finally issue like this could be more easily discussed in the Wiki Editor's Group (which we are all members of) --[[User:Sunjammer|Sunjammer]] 21:39, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Good point, overlooked that.  Don't need markup-help, that's [[Help:Editing]].  Contiuning on over at the [http://social.bioware.com/group/239 Wiki Editor Group] [[User:Languard|Languard]] 14:53, 20 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Talk:How-tos&amp;diff=8020</id>
		<title>Talk:How-tos</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Talk:How-tos&amp;diff=8020"/>
				<updated>2009-11-20T14:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Deleting modules from toolset/database */  I'll look into it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How-to's that might be nice to add ==&lt;br /&gt;
&lt;br /&gt;
Add a custom area to the main campaign world map (like how DLC locations are added)&lt;br /&gt;
&lt;br /&gt;
Equip the player with a custom item in the main campaign (see [http://social.bioware.com/5339/blog/576/ http://social.bioware.com/5339/blog/576/] )&lt;br /&gt;
&lt;br /&gt;
[[User:Avantoreon|Avantoreon]] 18:23, 10 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deleting modules from toolset/database ==&lt;br /&gt;
&lt;br /&gt;
Okay, maybe it's just me and however my SQL Server Management Studio Express is set up (default settings), but I found ripping module info out of it nowhere near as easy as the how-to made it sound.  I had one module (Demo_1) with two areas; an area transition door/waypoint combo in both areas, a start waypoint and a firepit/sound object in one of the areas.&lt;br /&gt;
&lt;br /&gt;
Followed the instructions to open the Modules table (called dbo.t_Module for me), found the row with Demo_1 on, selected it and pressed delete...wham!  Error message effectively saying 'can't delete this, another table refers to it'.&lt;br /&gt;
&lt;br /&gt;
Ookay...so off I go to find that table (dbo.t_ModuleResRef).  Sure enough, there's a few rows at the bottom with Demo_1's ID number in the ModuleID column.  Fine; select the bottom-most row, pressed delete...wham - again!  This row &amp;lt;i&amp;gt;also&amp;lt;/i&amp;gt; has another table referring to it.&lt;br /&gt;
&lt;br /&gt;
Off I go again, this time to table dbo.t_ModuleResRefVersion  Once more there's a handful of rows at the bottom with Demo_1's ID number in the ModuleID and matching ResRefIDs for the rows in the table before that I'd just tried to delete.  By this point I'm actually considering praying before selecting a row and hitting delete...  Maybe I should have.  Yep, you guessed it - off to find another table.&lt;br /&gt;
&lt;br /&gt;
So this time the table is dbo.t_Placeable, which gives me some hope that maybe, just maybe, this is the end of the reference chain (I prayed, just to be on the safe side!).  Not as easy to find what I was looking for, the rows here I had to cross-reference with the ModuleResRefVersion IDs from the previous table - no simple module IDs to help here.  Find a row that matches, select, (pray), delete...  Success!&lt;br /&gt;
&lt;br /&gt;
Up the table I go, carefully checking ModuleResRefVersion IDs and deleting the rows associated with the module I'm exterminating.  Once they're all gone, it's back to the ModuleResRefVersion table itself.  Select the row that wouldn't let me delete it before, aaand... another 'can't delete this, another table refers to it' error...&lt;br /&gt;
&lt;br /&gt;
So, in the epically long dbo.t_StringVersion table, seek and destroy all the relevant rows with ModuleResRefVersion IDs that I no longer want...only to find, yep, need to weed them out of dbo.t_StringText first.  dbo.t_StringText weeded successfully, I go back to dbo.t_StringVersion and breathe a sigh of relief when that now lets the rows be removed.  Take 2 for the ModuleResRefVersion table.&lt;br /&gt;
&lt;br /&gt;
And this time that works as well...to a point.  That point being (if you have resource names you can identify easily) where I'd managed to delete all the placeable information and tried to delete the area information.  Unsurprisingly (by this point), this sent me off to dbo.t_Area which sent me to dbo.t_AreaInstanceAssociations - I only had one entry in this table, possibly because I'd only created the one module at this point.  Back to dbo.t_Area, only to find that I needed to edit dbo.t_AreaWaypoint (3 rows corresponding to each of my 3 waypoints), and then dbo.t_AreaObject which sent me to dbo.t_AreaObjectVariable (4 rows; two for each area transition door).  Finally back to dbo.t_Area again aaand, off to dbo.t_AreaSound (the firepit's sound object) - another table with just the one row.&lt;br /&gt;
&lt;br /&gt;
Fiiinally, dbo.t_Area is free of ModuleResRefVersion IDs for my Demo(n) module!  Back to the ModuleResRefVersion table and delete the last references in there.  Back to the ModuleResRef table and delete all the appropriate module references in there.  And finally, finally, back to the table that started it all, the Module table, and delete the module reference in there.&lt;br /&gt;
&lt;br /&gt;
All that, just to delete a basic module consisting of 2 Areas, 2 (transition) Doors, 3 Waypoints, 1 Firepit and 1 Sound Object.  Why oh why could there not be a simple 'delete' option for modules within the toolset itself? [[User:ZGold|ZGold]] 10:53, 20 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Just to add; I'd already deleted the resources (placeables, areas etc.) from the module in the toolset before I went rooting around in the SQL. [[User:ZGold|ZGold]] 10:55, 20 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hmm oddish.  Worked fine for me and I didn't even bother to delete anything.  I'll poke around some more.  Might be a moot point as I am working on a Stored Procedure to remove all the references. [[User:Languard|Languard]] 14:33, 20 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7982</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7982"/>
				<updated>2009-11-19T22:00:01Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: Worked on export area.  not happy with the formating, any suggestions?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
All exterior levels will need to have the following basic steps performed on them if they are to be used.  I would recommend going through all of these steps as soon you'v done the first save, and then save the level again after you're done.&lt;br /&gt;
&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AreaProperties.png|alt Area Properties|left]]&lt;br /&gt;
|Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  What you are doing here is defining the playable area of your level.  As stated in the [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|level editor]] it is possible to create multiple export areas.  At this time I haven't experimented with this, and can't write anything on it.  For now this will be focused on a single Export Area.  To add in an Export Area, you need to click on the purple plus sign [[File:addExport.png]].  This will open a window with a lot of options.   There are only two things that you must do, and one thing that you should do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First, you must set the Layout Name.  This can only be seven characters, and the editor will cut-off the name if you enter in more than seven characters so that it is seven characters.  This name is what will appear in the Area Layout list when you go to create an area.  To this end, I recommend that you come up with a good naming convention.  Now if you don't plan on releasing your level as a stand-alone resource for other modders, all you have to worry about is making sure the name doesn't conflict with Bioware's areas.  If you are going to release it for others to use, I recommend using the first three letters as a unique code that indicates this belongs to you, the next two letters to indicate the level type (dungeon, plains, mountain, so on) and the last two for variations.  For example I might call a level rcfMn1D.  rcf = my intiails, Mn = mountain, 1D = 1st variant, day version.&lt;br /&gt;
&lt;br /&gt;
Second, you must click on the Define Area button and set the walkable area of the level.  I recommend you zoom out so you can see the whole level before trying to define the area.  You will see three colored boxes like this:  &lt;br /&gt;
&lt;br /&gt;
[[File:defineArea.png|150px]]  &lt;br /&gt;
&lt;br /&gt;
The checkerboard pattern is there because I turned on the display of chunk boundaries [[File:chunkBoundaries.png]]  This matters because you can only define the playable area along the chunk boundaries.  Use the left mouse button to click and drag the green box around the area you want the play to be able to walk in.  The yellow area will be at full detail but unplayable, and the red area is in low detail and considered the vista area.&lt;br /&gt;
&lt;br /&gt;
The one thing you should do is change the Name property.  Please do not get the Name and Layout Name properties confused.  Layout Name controls what is seen in the Area Layout list, the Name property is just what to call this Export Area in the [[Level editor|level editor]].  You don't have to change it, but I make it a habit to change it to Main.&lt;br /&gt;
&lt;br /&gt;
More detailed information can be found (well no place yet need to write it)&lt;br /&gt;
&lt;br /&gt;
Not sure on mini-map.  Anyone get this working yet?&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is pathfinding.  Add it after the area(s), and only one per area is needed.  No other use for this that I know of.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
Sunlight is broken, so you must add an ambient light.  Steps for doing so.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
Basic trouble shooting, describe what to toggle on/off to see true lighting.  Mention that it is probably a good idea to work with fully lit on and lightmaps off while building.  Personal preference though.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:ChunkBoundaries.png&amp;diff=7981</id>
		<title>File:ChunkBoundaries.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:ChunkBoundaries.png&amp;diff=7981"/>
				<updated>2009-11-19T21:47:06Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:DefineArea.png&amp;diff=7980</id>
		<title>File:DefineArea.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:DefineArea.png&amp;diff=7980"/>
				<updated>2009-11-19T21:46:56Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:AreaProperties.png&amp;diff=7979</id>
		<title>File:AreaProperties.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:AreaProperties.png&amp;diff=7979"/>
				<updated>2009-11-19T21:46:10Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:AddExport.png&amp;diff=7978</id>
		<title>File:AddExport.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:AddExport.png&amp;diff=7978"/>
				<updated>2009-11-19T21:46:02Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Help_talk:Contents&amp;diff=7974</id>
		<title>Help talk:Contents</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Help_talk:Contents&amp;diff=7974"/>
				<updated>2009-11-19T20:48:49Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: good, but overwhelming maybe?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think we want the help page turning into a question and answer page (that what's forums are for) so what do we want to use it for?  My idea is to turn it into a starting point guide.  You want to do levels?  Start with these articles.  Want to do scripting?  Start with those articles.  Want to help edit?  Go over here.  Thoughts? [[User:Languard|Languard]] 20:30, 15 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I was actually hoping to turn the main page into something like this when I ran out of free time around launch. My work-in-progress for a new main page is currently stashed at [[User:BryanDerksen/Sandbox]]. Is this the sort of thing you had in mind? [[User:BryanDerksen|BryanDerksen]] 07:51, 16 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think what you have there would be good for the front page, but not so much for help.  If someone is coming to the help page they will most likely be A)overwhelmed or B)to lazy to read the front page.  While what you have is very comprehensive, it is very comprehensive ;)  Perhaps a scaled back version of what you have.  If you don't mind I'll yoink some of the info off of your page and work on a draft of what I see a good help page being. [[User:Languard|Languard]] 20:48, 19 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7971</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7971"/>
				<updated>2009-11-19T19:30:28Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Camera Controls */  done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A detailed description of controls can be fond here: [[3D controls]].  Keep in mind that the [[Level editor]] only supports the 3dsMax camera and WASD camera.&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps Explained ==&lt;br /&gt;
So, take take all of the basic steps in detail:&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  Need to explore setting multiple export areas, this is unknown at this time.  The important parts are the Layout Name, Name, and Define Area.  Skydome can be changed which is how you get the Fade.&lt;br /&gt;
&lt;br /&gt;
Not sure on mini-map.  Anyone get this working yet?&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is pathfinding.  Add it after the area(s), and only one per area is needed.  No other use for this that I know of.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
Sunlight is broken, so you must add an ambient light.  Steps for doing so.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
Basic trouble shooting, describe what to toggle on/off to see true lighting.  Mention that it is probably a good idea to work with fully lit on and lightmaps off while building.  Personal preference though.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7970</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7970"/>
				<updated>2009-11-19T19:28:39Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Saving the .lvl file */  done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
As soon as the level is created, I would recommend saving it out.  Levels are not part of the database and must be saved to the file system.  I would be a good idea to place them into an easy to find directory.  Even better would be to use a cloud storage service like [http://www.getdropbox.com Drop Box] to ensure you always have an archive of your file.  Your level files will also appear in the Recent Files option under File.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A page to exaustive control list&lt;br /&gt;
Cover 3dsMax controls and WASD controls, plus zooming&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps Explained ==&lt;br /&gt;
So, take take all of the basic steps in detail:&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  Need to explore setting multiple export areas, this is unknown at this time.  The important parts are the Layout Name, Name, and Define Area.  Skydome can be changed which is how you get the Fade.&lt;br /&gt;
&lt;br /&gt;
Not sure on mini-map.  Anyone get this working yet?&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is pathfinding.  Add it after the area(s), and only one per area is needed.  No other use for this that I know of.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
Sunlight is broken, so you must add an ambient light.  Steps for doing so.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
Basic trouble shooting, describe what to toggle on/off to see true lighting.  Mention that it is probably a good idea to work with fully lit on and lightmaps off while building.  Personal preference though.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7959</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7959"/>
				<updated>2009-11-19T01:27:28Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Creating a Level */  Minor reformat on image table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
|-&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
Talk about save locations and stress that the level only exists on the hard drive.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A page to exaustive control list&lt;br /&gt;
Cover 3dsMax controls and WASD controls, plus zooming&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps Explained ==&lt;br /&gt;
So, take take all of the basic steps in detail:&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  Need to explore setting multiple export areas, this is unknown at this time.  The important parts are the Layout Name, Name, and Define Area.  Skydome can be changed which is how you get the Fade.&lt;br /&gt;
&lt;br /&gt;
Not sure on mini-map.  Anyone get this working yet?&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is pathfinding.  Add it after the area(s), and only one per area is needed.  No other use for this that I know of.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
Sunlight is broken, so you must add an ambient light.  Steps for doing so.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
Basic trouble shooting, describe what to toggle on/off to see true lighting.  Mention that it is probably a good idea to work with fully lit on and lightmaps off while building.  Personal preference though.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:NewLevelAdvance.png&amp;diff=7958</id>
		<title>File:NewLevelAdvance.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:NewLevelAdvance.png&amp;diff=7958"/>
				<updated>2009-11-19T01:25:59Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=File:NewLevelBasic.png&amp;diff=7957</id>
		<title>File:NewLevelBasic.png</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=File:NewLevelBasic.png&amp;diff=7957"/>
				<updated>2009-11-19T01:25:43Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7944</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7944"/>
				<updated>2009-11-18T21:28:48Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Overview'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
While good information exists on creating exterior levels, much of it is fragmented.  The goal of this article is to provide a very through technical overview of the [[Level_editor|Level Editor]] in exterior mode.  Every single button and command that is related to the process of creating an exterior level will be covered.  What this article is not is a how-to for creating a level.  This is strictly for covering the commands and options.  If all you want is a quick-and-dirty guide for making levels, this is not it.  For those still reading, let's get to mastering this tool.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
I do hold some basic assumptions of knowledge, and wish to get those out in open now.  I assume that:&lt;br /&gt;
&lt;br /&gt;
* You know how to [[Creating_a_module|Create a Module]]&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version (which is 2.5.4) and have the correct win32 extensions installed&lt;br /&gt;
* Understand the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
To create a level, you go to File-&amp;gt;New-&amp;gt;Level.  By default terrain will be selected, so click on Next, and we're at our first important screen.  We have two versions to pick from:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| Basic&lt;br /&gt;
| Advance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:newLevelBasic.png]]&lt;br /&gt;
| [[File:newLevelAdvance.png]]&lt;br /&gt;
|}&lt;br /&gt;
The main difference between the two, other than more options, is that changing a field in the Basic version won't affect the numbers in the other fields.  In the Advance version, this can happen depending on what you changed.  To change back and forth between the two, click on the Basic/Advanced button.  BUG: You must click on the Basic button twice to go back into basic mode.&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
* Desired Width - How wide do you want this area to be in meters?&lt;br /&gt;
* Desired Height - How long do you want this area to be in meters?&lt;br /&gt;
* Base Mesh Resolution - I believe this measures the base of the mesh triangle.  In meters.&lt;br /&gt;
* Chunk Size - How large or small do you want your terrain chunks?  Chunks are explained later in the article.  In Meters.&lt;br /&gt;
* Default Water Plane - Do you want a default water plane?  I would recommend against this, as it creates the water plane up in the sky, and doesn't even match the terrain size you create.  Just as easy to manually add it in when you're ready for water.&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Notice that in advanced mode, Chunk Size and Area Size aren't directly editable.  Instead you alter the other values, and that determines how big the chunks are and how large the area is.&lt;br /&gt;
* Mesh Cells Per Chunk - How many cells or triangles will a chunk contain?&lt;br /&gt;
* Base Mesh Resolution - Size of the triangle in meters.  Resolution * Cells Per Chunk = Chunk Size&lt;br /&gt;
* Blend Texel Resolution - In cm, and I'm not sure what this does yet.&lt;br /&gt;
* Number of chunks X - How many chunks long is your area?  Chunk Size * This = Area Length&lt;br /&gt;
* Number of chunks Y - How many chunks wide is your area?  Chunk Size * This = Area Width&lt;br /&gt;
* Blend Mask Size - Unsure, controlled by Blend Texel Resolution.  Can be changed later.&lt;br /&gt;
* Tessellation Level - How many levels of tessellation can be done to the terrain mesh.  Max Resolution shows the smallest possible triangle.&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
Talk about save locations and stress that the level only exists on the hard drive.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A page to exaustive control list&lt;br /&gt;
Cover 3dsMax controls and WASD controls, plus zooming&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps Explained ==&lt;br /&gt;
So, take take all of the basic steps in detail:&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  Need to explore setting multiple export areas, this is unknown at this time.  The important parts are the Layout Name, Name, and Define Area.  Skydome can be changed which is how you get the Fade.&lt;br /&gt;
&lt;br /&gt;
Not sure on mini-map.  Anyone get this working yet?&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is pathfinding.  Add it after the area(s), and only one per area is needed.  No other use for this that I know of.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
Sunlight is broken, so you must add an ambient light.  Steps for doing so.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
Basic trouble shooting, describe what to toggle on/off to see true lighting.  Mention that it is probably a good idea to work with fully lit on and lightmaps off while building.  Personal preference though.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=User:Languard&amp;diff=7937</id>
		<title>User:Languard</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=User:Languard&amp;diff=7937"/>
				<updated>2009-11-18T20:28:22Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: Link to sandbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dragon Age Modding Terms ==&lt;br /&gt;
&lt;br /&gt;
* Level - A Level is an art asset, a static shell.  Whether interior or exterior, a Level file is never directly experienced by the player, and must have a 'Post Local' operation done to it for it to be usable by Areas.&lt;br /&gt;
* Area - An Area is where the player actually adventures.  When you create an area you must specify a layout which is a Level that has been posted to the database.&lt;br /&gt;
* Map - A map refers to the overland map with the clickable icons.  This is the travel screen in the main campaign.&lt;br /&gt;
* Module - A module is a container of sorts.  In order for a player to play your custom content, you must assign it to a module.  Modules can be 'Add-Ins' which expend existing modules, including the main campaign, or they can be campaigns that are completely separate from the main one.&lt;br /&gt;
&lt;br /&gt;
Not sure where to put this, but confusion on terminology is cropping up a lot on the forums.&lt;br /&gt;
&lt;br /&gt;
== Wacom Settings ==&lt;br /&gt;
&lt;br /&gt;
Pen:&lt;br /&gt;
* Nib is Click&lt;br /&gt;
* Eraser is Right Click&lt;br /&gt;
* Thumb button (not sure what the official name is) is Middle Click&lt;br /&gt;
* All other pen options are default&lt;br /&gt;
&lt;br /&gt;
Mapping:&lt;br /&gt;
I use dual monitors, so I have the pad mapped to one monitor only.&lt;br /&gt;
&lt;br /&gt;
Function Keys:&lt;br /&gt;
I have an Intuos3 tablet, so I have 4 functions keys on the left and right.  For the moment I'm ignoring the right-hand side.  I'm sure I'll come up with things later.  The functions on the left are - &lt;br /&gt;
* Ctrl (default)&lt;br /&gt;
* = (increase brush size)&lt;br /&gt;
* - (decrease brush size)&lt;br /&gt;
* Pan/Scroll (default)&lt;br /&gt;
&lt;br /&gt;
I'm right handed, so I have the tablet to the right and keyboard to the left.  I mostly keep my left hand on WASD, and use a combination of that plus the pen plus the thumb button to move around.  Much easier than it sounds.  When adjusting the brush sizes, I just left the pen out of sensor range and then click on the appropriate function button.  So far this has been working well.&lt;br /&gt;
&lt;br /&gt;
== Settings Editor ==&lt;br /&gt;
After being directed to the DefaultSettings.xml file, I can see all sorts of possibilities regarding the customization of hotkeys.  I can read in the xml file, working on parsing the commands.&lt;br /&gt;
&lt;br /&gt;
== Exterior Tutorial ==&lt;br /&gt;
[[User:Languard/Sandbox|Sandbox]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7936</id>
		<title>Exterior Level Manual</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Exterior_Level_Manual&amp;diff=7936"/>
				<updated>2009-11-18T20:27:14Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: intial outline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''In Depth Exterior Level Technical Tutorial'''&lt;br /&gt;
&lt;br /&gt;
Rough Draft of tutorial that explores in depth the various parts of creating/editing exterior levels.  Possibly will break into seperate pages describing the various parts in even more painful detail ;)&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
Overview of the tutorial.  This will cover in detail on creating an exterior level and cover every tool.  It will not cover level design theory, or how to make a good looking module.  Just the tools available and what they do and how to use them.&lt;br /&gt;
&lt;br /&gt;
== Assumptions ==&lt;br /&gt;
What do I assume you can do?  What are pages that describe the assumed knowledge?&lt;br /&gt;
&lt;br /&gt;
* Create a Module&lt;br /&gt;
* Set the active Module&lt;br /&gt;
* Have the correct python version&lt;br /&gt;
* Understand the difference between Level, Area, and Map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating a Level ==&lt;br /&gt;
What do the options mean and what do they do&lt;br /&gt;
&lt;br /&gt;
=== What do the Basic options mean ===&lt;br /&gt;
Chunk size is fixed, mainly sets the number of chunks&lt;br /&gt;
&lt;br /&gt;
=== What do the Advanced options mean ===&lt;br /&gt;
Fine control over starting mesh detail and texture quality&lt;br /&gt;
&lt;br /&gt;
== Saving the .lvl file ==&lt;br /&gt;
Talk about save locations and stress that the level only exists on the hard drive.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls ==&lt;br /&gt;
A page to exaustive control list&lt;br /&gt;
Cover 3dsMax controls and WASD controls, plus zooming&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps All Levels Need ==&lt;br /&gt;
* Add Export Area&lt;br /&gt;
* Add Start Point&lt;br /&gt;
* Add Ambient Light&lt;br /&gt;
* Render Lightmaps&lt;br /&gt;
* Post All Local&lt;br /&gt;
&lt;br /&gt;
== The Basic Steps Explained ==&lt;br /&gt;
So, take take all of the basic steps in detail:&lt;br /&gt;
&lt;br /&gt;
=== Export Area ===&lt;br /&gt;
Detailed documentation can be found [[Level_editor#Creating_an_Exportable_Area_.28Terrain.29|here]].  Need to explore setting multiple export areas, this is unknown at this time.  The important parts are the Layout Name, Name, and Define Area.  Skydome can be changed which is how you get the Fade.&lt;br /&gt;
&lt;br /&gt;
Not sure on mini-map.  Anyone get this working yet?&lt;br /&gt;
&lt;br /&gt;
=== Start Point ===&lt;br /&gt;
Only thing this is used for is pathfinding.  Add it after the area(s), and only one per area is needed.  No other use for this that I know of.&lt;br /&gt;
&lt;br /&gt;
=== Ambient Lighting ===&lt;br /&gt;
Sunlight is broken, so you must add an ambient light.  Steps for doing so.&lt;br /&gt;
&lt;br /&gt;
=== Render Lightmaps ===&lt;br /&gt;
Basic trouble shooting, describe what to toggle on/off to see true lighting.  Mention that it is probably a good idea to work with fully lit on and lightmaps off while building.  Personal preference though.&lt;br /&gt;
&lt;br /&gt;
=== Post All Local ===&lt;br /&gt;
Not sure what exactly this does.  I believe it generates and places the .ARL file into a path in My Documents.  This path is read by the toolset when selecting area layouts.&lt;br /&gt;
&lt;br /&gt;
== Terrain Mesh Editing ==&lt;br /&gt;
What this covers&lt;br /&gt;
&lt;br /&gt;
=== Icons ===&lt;br /&gt;
* Deform&lt;br /&gt;
* Plateau&lt;br /&gt;
* Smooth&lt;br /&gt;
* Tessellate&lt;br /&gt;
&lt;br /&gt;
=== Deform Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Plateau Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Tessellate Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Texture Editing ==&lt;br /&gt;
General idea behind textures.  You can only have 8.  No more than three textures blended together.&lt;br /&gt;
&lt;br /&gt;
=== Adding a Texture to the Pallete ===&lt;br /&gt;
Explain how to add a texture to the pallete.  Explain the differences between diffuse, normal, and specular&lt;br /&gt;
&lt;br /&gt;
=== Texture Paint Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Texture Smooth Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
=== Relax Map Tool ===&lt;br /&gt;
What it does and how options affect it&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
Skip for now&lt;br /&gt;
&lt;br /&gt;
== Model and Vegetation Movement Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Snap ===&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
&lt;br /&gt;
=== Rotate ===&lt;br /&gt;
&lt;br /&gt;
=== Select ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Talk:Lighting&amp;diff=7935</id>
		<title>Talk:Lighting</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Talk:Lighting&amp;diff=7935"/>
				<updated>2009-11-18T19:34:07Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* No Water */  fixing a typo my class spotted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lighting Bugs ==&lt;br /&gt;
OK, lighting is borked for creating new levels.  Lets get some conversation going that doesn't get buried under endless posts about making characters bi and taking their clothes off :p  I'll start by listing the bugs we have found so far.&lt;br /&gt;
&lt;br /&gt;
# The lightmap 'cracks' along chunk boundaries in terrain levels, producing unexplained shadows.&lt;br /&gt;
# Sunlight doesn't work in terrain levels.  An ambient light must be added&lt;br /&gt;
# Water is broken in game.  Looks fine in editor, but non-existent in game.&lt;br /&gt;
&lt;br /&gt;
Reproduction Steps: All steps assume starting with a clean terrain level built with these options:&lt;br /&gt;
&lt;br /&gt;
[[File:ExtLevelOptions.png]]&lt;br /&gt;
&lt;br /&gt;
=== Base Steps ===&lt;br /&gt;
&lt;br /&gt;
And all have the following basic steps:&lt;br /&gt;
&lt;br /&gt;
# Save the level&lt;br /&gt;
# Add export area&lt;br /&gt;
# Define area - set the green square to cover the entire mesh&lt;br /&gt;
# Add a start point roughly in the center - Possible bug?  If I add the start point before the area, path finding will not recognize it.&lt;br /&gt;
# Set start point in export area&lt;br /&gt;
# Click Render Lightmaps&lt;br /&gt;
# Toggle Lightmap on and Fully Lit off to verify there is no light.  This confirms bug 2, no sunlight.  Unless I've missed where it says sunlight doesn't act like, well, sunlight.&lt;br /&gt;
# Add a light roughly in center.  Change type to Ambient, Postion.Z to 25&lt;br /&gt;
# Toggle Lightmap off&lt;br /&gt;
# Hit the Render Lightmap button&lt;br /&gt;
# Toggle Lightmap back on to verify ambient is working.  I have never seen lightmap cracking at this point.&lt;br /&gt;
&lt;br /&gt;
Phew.  And I don't really want to admit how many times I've gone through this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lightmap Cracking ===&lt;br /&gt;
This one is beating me.  I cannot come up with a 100% sure-fire way to force cracking.  This time it happened when I did a full local post for the second time.  If someone can come up with repro steps, it would be much appreciated.  Here's a screen shot of the cracked level.  Edit: Messing around and noticed that the cracking happened again on the second Do All Local Posts.  However it's 1am so further testing will have to wait.&lt;br /&gt;
&lt;br /&gt;
Edit from [[User:Languard|Languard]]:Dug a hole and placed three baked point lights to light it up.  After rendering lightmaps and before posting, the lightmaps cracked.  Tried to reproduce but on the second time instead of cracking, one chunk became fully lit and completely unaffected by baked point lights.&lt;br /&gt;
&lt;br /&gt;
Edit from [[User:Ainiana|Ainiana]]:In my experience the 'cracked' light map appears to occur when multiple baked lights are applied to the same exterior area. I have also have experienced the 'one chunk unaffected by baked point lights' on another occasion (this only took 1 baked light to reproduce). On all occasions water was not visible in game when testing (using the steps outlined below).&lt;br /&gt;
&lt;br /&gt;
An example of a 'cracked' lightmap.&lt;br /&gt;
[[File:lightmapCrack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:We've seen this internally as well, there appears to be a bug with how sunlight is handled. Our lightmapper guru has had the bug passed on to him so hopefully a fix will come along soon but at this point we don't know exactly what's wrong so we can't give any sort of estimate. [[User:BryanDerksen|BryanDerksen]] 17:49, 16 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== No Water ===&lt;br /&gt;
# Use the deform tool to dig a hole&lt;br /&gt;
# Right-Click-&amp;gt;Insert-&amp;gt;New Water Mesh&lt;br /&gt;
# Drag it over to the hole&lt;br /&gt;
# Make it large enough to cover the hole&lt;br /&gt;
# Right-Click-&amp;gt;Insert-&amp;gt;New Light Probe&lt;br /&gt;
# Drag light probe so that is roughly centered on the water and slightly above it&lt;br /&gt;
# Place some small oaks around for reflection&lt;br /&gt;
# Render Lightmaps&lt;br /&gt;
# Render Light Probes&lt;br /&gt;
# Verify that yes, it looks correct &amp;lt;BR&amp;gt; [[File:levelWater.png]]&lt;br /&gt;
# Do All Local Posts&lt;br /&gt;
# Save and close level&lt;br /&gt;
# Create new area, set level as layout&lt;br /&gt;
# Add a waypoint&lt;br /&gt;
# Override Export starting area&lt;br /&gt;
# Get into game, verify that water is...missing&lt;br /&gt;
[[File:ingameNoWater.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please, if anyone else has anything to add to this, do so.  The more info we can concentrate here, the easier it will be for BioWare to fix this :)&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Level_Editor_Tutorial&amp;diff=7830</id>
		<title>Level Editor Tutorial</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Level_Editor_Tutorial&amp;diff=7830"/>
				<updated>2009-11-16T21:49:00Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: /* Pathfinding and Obstructions */  Added in a bried description of the terrain blocker tool plus minor formating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Building your room (Interior Level)=&lt;br /&gt;
How to create/lightmap a [[Level]] for use in an Interior [[Area]]:&lt;br /&gt;
Objective: Following along with this tutorial, you should be able to create a simple room from scratch in 10 minutes or less&lt;br /&gt;
&lt;br /&gt;
 This was lifted from a posting by St4rdog http://social.bioware.com/forum/1/topic/8/index/150840&lt;br /&gt;
 It needs some additional formatting love, but is as good starting place for people to create usable interior levels&lt;br /&gt;
&lt;br /&gt;
File &amp;gt; New &amp;gt; Level &amp;gt; Room Level&lt;br /&gt;
&lt;br /&gt;
* Create a player start. Click flag icon next to lightmapping icons &amp;gt; click anywhere on ground.  This is the starting location for the pathfinding algorithm.  Make sure you place it somewhere where you expect to be able to walk.&lt;br /&gt;
&lt;br /&gt;
* Click on &amp;quot;New Area&amp;quot; in top-left list &amp;gt; Object Inspector in bottom-right &amp;gt; Layout Name &amp;gt; anything under 8 characters no spaces or strange characters.&lt;br /&gt;
&lt;br /&gt;
*Right-click in 3D view and select Insert &amp;gt; New Room.&lt;br /&gt;
*Click Models (blue box) in the Palette in the top-right. These folders contain everything such as floor tiles/walls etc to build your rooms.&lt;br /&gt;
*Enable Grid Snap with the magnet icon to make sure they line up.&lt;br /&gt;
*The &amp;quot;prp&amp;quot; folder contains things like beds/barrels to clutter your Level.&lt;br /&gt;
 Hint: Use [[DATool]] (3rd party tool downloadable at http://social.bioware.com/project/41/ )to browse through these quickly to find the floors/walls you want.&lt;br /&gt;
&lt;br /&gt;
 Note: If you get &amp;quot;Cannot spawn models into the selected parent object&amp;quot; when trying to place a model then you don't have &amp;quot;New Room&amp;quot; selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding lights==&lt;br /&gt;
&lt;br /&gt;
* Right-click on &amp;quot;New Room&amp;quot; in top-left list &amp;gt; Insert &amp;gt; New Light&lt;br /&gt;
&lt;br /&gt;
* Move it up off the floor a little. In Object Inspector &amp;gt; &amp;quot;Color&lt;br /&gt;
Intensity&amp;quot; 2 or more &amp;gt; &amp;quot;Light Type&amp;quot; Point - Static (lc) &amp;gt; Choose&lt;br /&gt;
any bright color.&lt;br /&gt;
&lt;br /&gt;
*Copy and paste. In Object Inspector &amp;gt;&amp;quot;Light Type&amp;quot; Ambient - Baked (this light stops your shadows being pitch&lt;br /&gt;
black) &amp;gt; Choose a dark blue colour and keep the Color Intensity under 2/3.&lt;br /&gt;
&lt;br /&gt;
 Note: I'm not sure what the mix of Baked/Static light is supposed to be. If you just put a Baked + Ambient it complains about not having Static, but if you put a Static + Ambient it seems to work fine, but the wiki says Static is the most expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rendering Lightmaps==&lt;br /&gt;
&lt;br /&gt;
*Press the Render Lightmaps icon (you need ActivePython 2.5 installed to default location). When it's done click the Display&lt;br /&gt;
Lightmaps On/Off icon in the top-left to refresh the results.&lt;br /&gt;
*Uncheck the &amp;quot;View Models Fully Lit&amp;quot; icon in the lop-left. You should see shadows from any objects you've dropped in.&lt;br /&gt;
&lt;br /&gt;
 note: Lightmap-atlas messages might appear the first time you render. That seems normal.&lt;br /&gt;
 Sometimes re-rendering the lightmaps messes them up badly when Display Lightmaps On/Off is on. It doesn't seem to use the latest lightmaps. Try pressing Display Lightmaps On/Off a few times to update it. If they're still messed up sometimes one of these fixes it (don't know which)unloading/reloading your Area or Level/changing your Area's layout property/posting your Level to Local.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Exporting==&lt;br /&gt;
&lt;br /&gt;
*Press the Do All Local Posts icon to the right of the lightmapping icons. It will export the name you typed into the &amp;quot;New Area&amp;quot; &amp;quot;Layout Name&amp;quot;. If there's a complaint about walkable/player start then delete your old start then place a new one on a flat area.&lt;br /&gt;
&lt;br /&gt;
*Save your .lvl file. It's not used by the game and the name/location doesn't matter. Only the exported/posted files are used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using this in an Area==&lt;br /&gt;
&lt;br /&gt;
File &amp;gt; New &amp;gt; Area &amp;gt; Any Name&lt;br /&gt;
&lt;br /&gt;
*In the Object Inspector &amp;gt; Area Layout you should get a &amp;quot;...&amp;quot; box (make sure it's Checked Out) &amp;gt; click then select your &amp;quot;Layout Name&amp;quot; which should now be there.&lt;br /&gt;
&lt;br /&gt;
* Now you have a pretty level lightmapped level inside an area.&lt;br /&gt;
&lt;br /&gt;
=Building your terrain (Exterior Level)=&lt;br /&gt;
How to create/lightmap a [[Level]] for use in an Exterior [[Area]]:&lt;br /&gt;
Objective: Following along with this tutorial, you should be able to create a simple terrain from scratch&lt;br /&gt;
&lt;br /&gt;
File&amp;gt;New&amp;gt;Level&lt;br /&gt;
&lt;br /&gt;
* Choose Terrain (Landscape) Level and then click Next&lt;br /&gt;
&lt;br /&gt;
* Accept the default values for the purpose of this tutorial and click Next and then click Finish. You can learn more about what the different terrain options do at the [[Level editor]] page.&lt;br /&gt;
&lt;br /&gt;
You should now see a flat, dark piece of terrain. To move around you hold down the mouse wheel. If you want to rotate the view press the Alt key while holding down the mouse wheel. You will want some light so you can see what you're doing, so it's good to generate a light source next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lighting:==&lt;br /&gt;
&lt;br /&gt;
* Right click on Terrain World to the upper left and choose Insert&amp;gt;New Light. This will spawn a light source in your area.  Make sure you change the Light Type to Ambient - Baked (L).  Be sure to click on the Render Lightmaps button if you want to see how your ambient light is lighting up the level.&lt;br /&gt;
&lt;br /&gt;
Now that the terrain is lit we can modify it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modifying Terrain==&lt;br /&gt;
&lt;br /&gt;
The [[Terrain mesh]] tools allow you to modify the terrain by changing elevations, smoothing edges, flatting terrain, or painting textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
&lt;br /&gt;
Please note that as of build 1.0.982.0 water is broken.  You can see it in editor, but it is not making it into the game.&lt;br /&gt;
&lt;br /&gt;
First use the [[Terrain mesh]] tools to make a hole.  It doesn't have to be deep.  Then right-click on Terrain world and select Insert -&amp;gt; New Water Mesh.  Double Click on the Water Mesh to zoom to it.  By default it gets placed in a corner.  Using the 3 Axis Movement tool [[File:moveTool.png]] grab the water and drag it to your hole.  Depending on the size of the hole, you might have to adjust the water mesh size by changing the Size X and Size Y property values.  Once you have the mesh placed, it's time to create the light probe.  Right-click near the water mesh and select Insert -&amp;gt; New Light Probe.  Using the move tool again, drag the light probe so that is roughly centered over the water mesh and slightly above it.  Click on Render Lightmaps, then Render Light Probs.  You might have to toggle Display Lightmaps, but you should now see your water looking like water and reflecting things around it.&lt;br /&gt;
&lt;br /&gt;
==Placing Models==&lt;br /&gt;
&lt;br /&gt;
* Click the blue box in the Palette Window to access the models that come with the game. The [[Model list]] shows pictures of many of the models available.&lt;br /&gt;
&lt;br /&gt;
* The [[Model]] page has more details on how to work with models.&lt;br /&gt;
&lt;br /&gt;
Tip: I had to change the Snap Options to make the models go where I wanted them. The settings I use were 0.10 for Snap to Grid and Snap Z Size. I also had to turn off Enable Snap to Surface whenever I wanted to change the vertical position of something (like creating the second floor of a building). Enable Snap to Surface is not applied globally, so once you turn it off and position an object vertically, turning it back on will not move that object unless you select it (or have it selected when you turn it back on).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adding Vegetation and Wind==&lt;br /&gt;
&lt;br /&gt;
The [[Vegetation]] page includes a list with pictures of the various plants available for placement. If you do not see the plants once you place them with the Scatter Object Tool then you may need to adjust your SpeedTree Rendering Distance Selector. This is a drop-down that you will see in the Tool Bar. It lists the distances at which plants will be visible. I set it to Very Far and left it there.&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
Image:Level editor wind object.png &lt;br /&gt;
&lt;br /&gt;
The Wind Object may be found by right clicking on Terrain World and selecting:&lt;br /&gt;
&lt;br /&gt;
Insert&amp;gt;New Wind Object&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pathfinding and Obstructions==&lt;br /&gt;
&lt;br /&gt;
The pathfinding process lays down a grid of points that are marked &amp;quot;accessable&amp;quot; if they can be reached from a pathfinding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
You must create an Exportable Area before you can generate any pathfinding data.&lt;br /&gt;
&lt;br /&gt;
* Click on the purple + in the tool bar. This will open an Area Properties window. The [[Level editor]] page has moire details on this process, so I will just keep these steps very basic.&lt;br /&gt;
* Name your Exportable Area in the Layout Name field of the Area Properties window. The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
** Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
** Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
** A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
* Define your walkable area. Do this by clicking the Define Area button in the Area Properties window. The green box must include any areas that you want players to be able to walk. If you click in a corner of the level the green box will appear there. You can then expand it by dragging the corner.&lt;br /&gt;
* Close the Area Properties window.&lt;br /&gt;
&lt;br /&gt;
In most cases you will want to block off certain areas of your terrain.&lt;br /&gt;
* Turn on the Build Terrain Blocking tool.  It is the middle mountain icon.&lt;br /&gt;
* Using left-click to place and right-click to end chains/delete, place down blocks or 'walls' around areas you don't want the player to enter&lt;br /&gt;
* Be sure to provide visual clues if it isn't obvious why the player can't walk there.&lt;br /&gt;
&lt;br /&gt;
Now that you have your exportable area you can generate pathfinding data.&lt;br /&gt;
&lt;br /&gt;
* Place a Starting Point in your level. I found that pathfinding does not work if you place the Starting Point before you have an Exportable Area. To place a Starting Point click on Setup Start Point in the tool bar.&lt;br /&gt;
* Record the name of your Starting Point by clicking on it and looking at the name in the Object Inspector. Do not change the name - changing the name can prevent pathfinding from working.&lt;br /&gt;
* Click Exportable Area Properties in the tool bar to open the Area Properties window. Put the Start Point name in the appropriate  field and close the window.&lt;br /&gt;
&lt;br /&gt;
You should now be ready to generate pathfinding data by clicking on the Generate Pathfinding for Active Area button in the tool bar.&lt;br /&gt;
&lt;br /&gt;
==Converting Levels into Areas==&lt;br /&gt;
&lt;br /&gt;
Click on Do All Local Posts. This can be found in the menu at Tools&amp;gt;Export&amp;gt;Do All Local Posts&lt;br /&gt;
&lt;br /&gt;
Your level has now been converted and can be used to make an area. The [[Area tutorial]] will walk you through what to do next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Tutorials]]&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Talk:Level_editor&amp;diff=7822</id>
		<title>Talk:Level editor</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Talk:Level_editor&amp;diff=7822"/>
				<updated>2009-11-16T21:06:10Z</updated>
		
		<summary type="html">&lt;p&gt;Languard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Worth mentioning that the Level editor only works with the 3dsmax mouse controls. -- [[User:Proleric1]]&lt;br /&gt;
&lt;br /&gt;
: And also the flycam mode, which I tend to use myself since I've no experience with 3DS Max and find it very nonintuitive. I've added this to the lead paragraph, though I expect there'll eventually be a better place to move it to. [[User:BryanDerksen|BryanDerksen]] 21:54, 19 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Exportable Area ==&lt;br /&gt;
Start Point Name - what in the heck is this for?  It doesn't affect pathfinding, and I have found no place anywhere in the editor that actually uses this field.  Is it a legacy field that just hasn't been removed? [[User:Languard|Languard]] 17:37, 16 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
Didn't even notice someone had already put in instructions for the terrain tools.  Since I had missed it, and at least one other person on the forums missed it, I removed the old text and kept my own.  The differences are that I put in two screen shots instead of one and explained all three icons.&lt;/div&gt;</summary>
		<author><name>Languard</name></author>	</entry>

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