Difference between revisions of "Getting Started"
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− | == | + | == Installing the toolset == |
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* First, make sure you have the game installed. The toolset relies on the game's resources and engine and cannot function without them. | * First, make sure you have the game installed. The toolset relies on the game's resources and engine and cannot function without them. | ||
* [http://social.bioware.com/toolset.php Download the toolset from here]. | * [http://social.bioware.com/toolset.php Download the toolset from here]. | ||
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*[[Comparisons with other toolkits]] - for users who are familiar with other similar toolkits (eg, the Neverwinter Nights tookit) and would like a brief overview of how the Dragon Age toolkit compares. | *[[Comparisons with other toolkits]] - for users who are familiar with other similar toolkits (eg, the Neverwinter Nights tookit) and would like a brief overview of how the Dragon Age toolkit compares. | ||
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+ | == Starting the Toolset == | ||
+ | |||
+ | Before using the Toolset, it is important to take note of so called [[Module|Modules]]. A module decides ,how any creations are classified with, and is basically the theme of the currently open Toolset. The default Module when first starting the Toolset is the Single Player Module, which inherits the whole Single Player campaign of course (its written in the title bar). Editting under that circumstances is a bad idea. | ||
+ | |||
+ | The first basic steps in the Toolset shall be to create a own [[Module]]. The only possible type of Module is "Addin" which is good enough. It basically puts following creations into a Addin Folder of the new Module. | ||
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+ | *[[Creating a module]] | ||
+ | |||
+ | == Using the Toolset == | ||
+ | |||
+ | Having seen the Overview, there are 3 basic Resourcetypes that matter. Resource is a word for what you can create, not only what you need (might be a bit misleading). The Toolset consists of many independent Tools, which can be well discussed seperatly. | ||
+ | |||
+ | The next best step would be to look into the fitting Main Categories from the [[Main Page]], which consecutively link deeper into each topic. | ||
+ | |||
+ | A list of certain Interest, and the 3 Resourcetypes: | ||
+ | *[[Design]] - Talks mainly about Designer Resources, in question is Items, Monsters, NPC's, Vendors, etcetc | ||
+ | *[[Art]] - Talks mainly about Art Resources, in question Models, Textures, Facemorphs, etcetc | ||
+ | *[[2DA]] - Talks about the 2DA Resourcetype, which is sets of Gamewide usable variables and references. | ||
+ | |||
+ | === Tips n Tricks === | ||
*[[Shortcuts]] - Assorted toolset shortcuts. | *[[Shortcuts]] - Assorted toolset shortcuts. | ||
*[[Common Problems]] - Little things that most people will need to know but that are not necessarily obvious. | *[[Common Problems]] - Little things that most people will need to know but that are not necessarily obvious. |
Revision as of 09:45, 25 January 2010
Contents
Installing the toolset
- First, make sure you have the game installed. The toolset relies on the game's resources and engine and cannot function without them.
- Download the toolset from here.
- Creating an account - how to create an account for this wiki and social.bioware.com
- Installing the toolset
- Installation troubleshooting - information on how to fix things in the event that toolset installation goes awry.
- Known issues with the current version of the toolset
Overview of the Toolset
- Overview of the toolset - How the Toolset manages Resources you create, and giving a quiet good overview.
- Comparisons with other toolkits - for users who are familiar with other similar toolkits (eg, the Neverwinter Nights tookit) and would like a brief overview of how the Dragon Age toolkit compares.
Starting the Toolset
Before using the Toolset, it is important to take note of so called Modules. A module decides ,how any creations are classified with, and is basically the theme of the currently open Toolset. The default Module when first starting the Toolset is the Single Player Module, which inherits the whole Single Player campaign of course (its written in the title bar). Editting under that circumstances is a bad idea.
The first basic steps in the Toolset shall be to create a own Module. The only possible type of Module is "Addin" which is good enough. It basically puts following creations into a Addin Folder of the new Module.
Using the Toolset
Having seen the Overview, there are 3 basic Resourcetypes that matter. Resource is a word for what you can create, not only what you need (might be a bit misleading). The Toolset consists of many independent Tools, which can be well discussed seperatly.
The next best step would be to look into the fitting Main Categories from the Main Page, which consecutively link deeper into each topic.
A list of certain Interest, and the 3 Resourcetypes:
- Design - Talks mainly about Designer Resources, in question is Items, Monsters, NPC's, Vendors, etcetc
- Art - Talks mainly about Art Resources, in question Models, Textures, Facemorphs, etcetc
- 2DA - Talks about the 2DA Resourcetype, which is sets of Gamewide usable variables and references.
Tips n Tricks
- Shortcuts - Assorted toolset shortcuts.
- Common Problems - Little things that most people will need to know but that are not necessarily obvious.
If you run into a problem that the documentation doesn't cover and that you can't fix, contact toolsetsupport@bioware.com