Art Resources
Art Resources are all Art created and stored into the Dragon Age Filesystem. Creators of Worldmaps will need Art Resources to shape them with Models, while creators of Facemorphs need Models of Faces. With that ,they are also creating Art Resources. This is Part of the Art Category.
Contents
Overview
Art Resources are the part of the Game which is what you hear and see. However the properties of each of the things is not. What they are instead is a property of a Designer Resource. A sword, which is a Designer Resource, for example has attack properties, and another of these properies tell which Model it uses.
Art Resources are almost solely required by Designer Resources, and as such do not make its way into the Game directly.
Any Resource is stored in the Dragon Age Filesystems ERF Files. They are created by external Tools and the Dragon Age Toolset, by multiple ways. The most common and diverse Resource is that of Models. The Filename Scheme for Resources follows a general Naming Structure, due to its Amount and easier Management. It is also split into many ERF Files for different kinds of Resources.
Filestructure
ERF Files for Dragon Age are stored in the Folder and Subfolders:
(Dragon Age Install Dir)\packages\core\
- Browsing the Filestructure, see Article: ERF
- List of Filestypes: File types
Modding and Creating
When talking Art Resources, its creation requires mostly knowing only about the Resourcetype in question. Anything about creation, exporting, formats is explained for each on their own.
A common activity in modding is overriding existing Art Resources. This is the process of recreating a special type and mimicing the Filename of the original, so that the Designer Resource ,or anything that previously read that File, will now pick the modded one. Art Resources, along with 2DA Resources, need to be manually arranged into the Filesystem. This is normally an Override Folder of some sort, and those Resources are initially stored as single Files.
Generally, the Game and the Toolset reads multiple override Folders after a list of priorities, so it wouldnt matter. However when the Art Resource should be integrated into a custom Module, it should be placed alongside the override folder of that Module. The reason is that the Toolset creates "DAZIP" Builder to player installable packages, where you select which Folder to integrate. Thus the Resources needed for the Module should not be scattered around the Filesystem.
Only the Builder to player Functionality packs those Resources into ERF Files again.
- See also: Tutorials
Resourcetypes
Models
See Main Article: Model
Materials / Textures / Tints
See Main Article: Material editor
In closer relation to Models see Article: Model
Animations
See Main Article: Animation blend tree editor
Morphs
Facemorphs, are generated with the face-morphing tool.
See Main Article: Morph
You can download the source files for all the morphs in the main campaign from here: [1]
FaceFX
Handles facial expressions and lip-synching.
See Main Article: FaceFX
Visual effects
See Main Article : VFX editor
You can download the source files for all the visual effects in the main campaign from here: [2]
Audio
See Main Article : Sound and music
Level/Area layouts
(Note that this is distinct from the Area editor)
See Main Article: Level editor
You can download the source files for all the level layouts in the main campaign from here: [3]