Difference between revisions of "Model"

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(found references for a few more of these)
Line 9: Line 9:
 
*base
 
*base
 
*blk - black boxes of various sizes and proportions, used to obscure the portions of models that lie "outside" an interior level where the player shouldn't be able to see.
 
*blk - black boxes of various sizes and proportions, used to obscure the portions of models that lie "outside" an interior level where the player shouldn't be able to see.
*c
+
*c - creature
*cai
+
*cai - Cave Int.
 
*cav
 
*cav
 
*cdr
 
*cdr
 
*che
 
*che
 
*chi
 
*chi
*cn
+
*cn - Commmon Body Meshes
 
*cs
 
*cs
 
*df - dwarf female accessories and components
 
*df - dwarf female accessories and components
Line 23: Line 23:
 
*dse - dwarf slum exterior level pieces
 
*dse - dwarf slum exterior level pieces
 
*dsi - dwarf slum interior level pieces
 
*dsi - dwarf slum interior level pieces
*dwe
+
*dwe - Dwarven Ext. (Orzammar City)
*dwi
+
*dwi - Dwarven Interior
 
*ef - elf female accessories and components
 
*ef - elf female accessories and components
 
*el
 
*el
 
*em - elf male accessories and components
 
*em - elf male accessories and components
 
*fca
 
*fca
*fce
+
*fce - Ferelden Castle/City Ext.
*fci
+
*fci - Ferelden Castle Int.
 
*fde
 
*fde
 
*fdi
 
*fdi
Line 59: Line 59:
 
*prv
 
*prv
 
*qm
 
*qm
*sb
+
*sb - Skybox
 
*sca
 
*sca
 
*sr
 
*sr
*tce
+
*tce - Tevinter Castle Ext.
*tci
+
*tci - Tevinter Castle Int.
 
*tfi
 
*tfi
 
*tools - models used by the toolset
 
*tools - models used by the toolset
Line 72: Line 72:
 
*tvm
 
*tvm
 
*ue
 
*ue
*uem
+
*uem - Face Bits
*uh
+
*uh - Face Bits
*uhm
+
*uhm - Face Bits
 
*ul
 
*ul
 
*ulm
 
*ulm

Revision as of 23:08, 9 September 2009

Models are 3D textured meshes that are the basic building block of most things that the player will see in-game. The only editor that makes direct use of them is the level editor, but things like creatures and placeables will make use of them indirectly via 2DA definitions.

Unlike the database resource palette, the model palette doesn't have a heirarchy of folders and subfolders. Since there are usually a vast number of models available this can make the palette cluttered and difficult to work with. To make it more manageable you should set the toolset's configuration to "fake" a folder structure. The toolset will divide models up based on their names, using underscores as dividers; for example the models dwe_face and dwe_orzent would both be placed inside a "dwe" folder. The option for setting this can be found under the palette options menu:

Use fake model folders

The base folders and their meanings are:

  • base
  • blk - black boxes of various sizes and proportions, used to obscure the portions of models that lie "outside" an interior level where the player shouldn't be able to see.
  • c - creature
  • cai - Cave Int.
  • cav
  • cdr
  • che
  • chi
  • cn - Commmon Body Meshes
  • cs
  • df - dwarf female accessories and components
  • dm - dwarf male accessories and components
  • dne - dwarf noble exterior level pieces
  • dni - dwarf noble interior level pieces
  • dse - dwarf slum exterior level pieces
  • dsi - dwarf slum interior level pieces
  • dwe - Dwarven Ext. (Orzammar City)
  • dwi - Dwarven Interior
  • ef - elf female accessories and components
  • el
  • em - elf male accessories and components
  • fca
  • fce - Ferelden Castle/City Ext.
  • fci - Ferelden Castle Int.
  • fde
  • fdi
  • fhe
  • fhec
  • fhi - Ferelden human interior level pieces
  • fne - Ferelden noble exterior level pieces
  • frt
  • fti
  • ftr
  • fve
  • fx
  • fxa
  • fxc
  • fxe
  • fxg
  • fxm
  • fxp
  • hf - human female accessories and components
  • hm - human male accessories and components
  • hro
  • kn
  • lightrig
  • material
  • nm
  • plc - placeables
  • prp - props
  • prv
  • qm
  • sb - Skybox
  • sca
  • sr
  • tce - Tevinter Castle Ext.
  • tci - Tevinter Castle Int.
  • tfi
  • tools - models used by the toolset
  • trn
  • tti
  • tve
  • tvi
  • tvm
  • ue
  • uem - Face Bits
  • uh - Face Bits
  • uhm - Face Bits
  • ul
  • ulm
  • v
  • vfx
  • vis - vista objects
  • vst - vista objects
  • w - weapon models
  • water - waterfall pieces
  • zz - models used in debugging

Since the model names are often inscrutable you will likely wish to make use of the scratch space in the level editor by bringing out all of the models from a particular group of interest and copying and pasting those you wish to use from there.