Difference between revisions of "Model"

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{{Infobox level editor}}
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Models are the smallest Pieces in Art Creation, that make up any visible Entity in the Game, consolidated into the complete visible appearance of the Gameworld by the Worlddesigner.
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]], which this page focuses on, but things like creatures and placeables will make use of them indirectly via 2DA definitions.
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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 in the Toolkit under the Tools/Options Menu and is in fact the default setting.
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== Overview ==
  
[[Image:Options menu use fake model folders.png|frame|center|Use fake model folders]]
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A Model is made up of a collection of Files, that define its Shape, Material, and other important Information. These are created using external modelling Applications ,that export these Files into a Game-readable Format.
  
== Models in the Level Editor ==
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Models are defined using the following two file formats:
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[[MMH]] and [[MSH]]
  
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. To place them click on the [[Image:IconModelPlacement.png]] icon in the toolbar to go into model placement mode.
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Models are stored in the Dragon Age Filesystem's ERF Files.
  
Trees are added using the "scatter object" mode ([[Image:IconScatterObject.png]]).
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A Models Material is defined in a [[MAO]] File. Which includes a list of Textures in DDS Format, that make up the Material.
  
== Model palette ==
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Custom model import is possible by placing the MMH and all custom files referenced by the MMH into your module's override folder. These files would include any custom [[MAO]] files as well as the [[MSH]] and [[PHY]] files.
  
The model palette contains all the basic building blocks that you'll have available to build a level layout with. These building blocks are created using third-party 3D studio programs such as 3DSMax, a process that we won't go into here.
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=== Creature models ===
  
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:
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*[[Morph]]
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*[[APR_base.xls]] [[2DA]]
  
[[Image:Options menu use fake model folders.png|center]]
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=== Materials ===
  
Models are grouped into "tilesets" with pieces that share common structural themes. For example, there might be a "dwarven fortress" tileset that contains a variety of structural pieces and furniture of dwarven manufacture, and a "Tevinter" tileset that contains a variety of pieces with Tevinter architectural motifs.
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*[[Textureformats]] in DAO
  
Since the names of these models can often be a bit inscrutable, a more convenient way of working with models that you're frequently using on a level (such as wall segments) is to bring them into the level's "scratch space" and copy them as needed. Objects in the scratch space can be positioned within the level just like ordinary objects but will not be exported when the level is exported for use as an area layout.
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=== Props and placeables ===
  
[[Image:Level editor scratch space.png|center|thumb|600px|These three fence pieces are in the scratch space, and so will not be exported with the rest of the objects in this level.]]
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*[[placeables.xls]]
 
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Also, see [[level models]] for a list of available models with screenshots depicting them.
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== Selecting objects ==
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When clicking on models in the layout there will often be other foreground objects that are in the way, preventing the immediate selection of the object you wanted. Simply keep clicking on the same spot to cycle through all of the objects that are underneath the mouse pointer.
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== Moving and placing objects ==
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Clicking on the "snap options" button [[Image:IconSnapOptions.png]] on the toolbar brings up the following options:
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[[Image:Level editor snap options.png]]
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*"snap to grid" causes the position of objects you place or move to be constrained to specific points in an imaginary three-dimensional grid. This is very useful when placing things such as floor tiles, which must be arranged in a precise grid in order for their edges to match up correctly.
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*"Snap Z Size Independent" is only available when the Enable Snap To Grid is checked.  It allows for the user to specify a different snap setting solely for use in the z-axis.
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*"snap rotation" similarly constrains the rotation of objects to specific angles.
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*"snap to surface" This is only used in terrain levels, and will snap all objects when they are placed AND moved to the surface of the terrain. is useful when placing furniture and other objects on an existing surface (terrain, floor, etc.).
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== Model properties ==
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When selected, the following common properties are shown for models in the object inspector.
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{{inspector start}}
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{{inspector section|General}}
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{{inspector row|Model Instance ID|}}
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{{inspector row|Name| This is the user-friendly name that shows up in the hierarchy window.  There is no restriction on the name.}}
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{{inspector row|Selection Lock|  This controls whether this object is selectable or not.  This could prevent someone or the artist him/herself from moving or selecting something accidentally.  }}
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{{inspector row|Visible|  Sets the visibility of the model.  Hidden models are displayed with a grayed-out box in the hierarchy window.}}
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{{inspector section|Export}}
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{{inspector row|Export to Game|  Flag to export this model to the game.  Default is true.  This can be used in conjunction with the Lightmap Export flag to create objects that cast baked light shadows but not display.}}
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{{inspector row|Lightmap|  Flag to send this model to the lightmapper.  Default is true.  This can be used in conjunction with the Export to Game flag to create objects that cast baked light shadows but not display.  You can also set both to false in order to create guide-geometry.}}
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{{inspector section|Graphics}}
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{{inspector row|Cut Away Override|}}
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{{inspector row|DefaultAnimation|}}
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{{inspector row|High-LOD|  This displays the full model file name that will be used for high LOD.}}
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{{inspector row|Low-LOD|  This displays the full model file name that will be used for low LOD.}}
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{{inspector row|ModelFile|  This is the base name of the model file (mmh) that the user specifies.  For LODed models, only the root is needed.}}
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{{inspector row|Scale|}}
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{{inspector row|Show High LOD|  Controls the viewport display.  If set to true, the high LOD version is displayed if available.}}
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{{inspector section|Lighting}}
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{{inspector row|Texture Size Multiplier|  This multiplies the base texture size of the original model.  Default value is 1.0.}}
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{{inspector section|Location}}
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{{inspector row|Location|This is the location of the model in world coordinates.}}
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{{inspector section|Location Relative}}
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{{inspector row|Location Relative|This is the location of the model in its parent coordinates.}}
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{{inspector section|Pathfinding}}
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{{inspector row|Normal|This property is no longer required}}
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{{inspector row|Overlapped| This property is no longer required}}
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{{inspector section|Statistics|The statistics is based on the currently displayed model LOD.}}
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{{inspector row|GPU Memory|  The number of bytes this model’s meshes and textures take up in memory.  (This feature is no longer supported)}}
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{{inspector row|Part Count|  The number of parts this model is comprised of.}}
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{{inspector row|System Memory|  The number of bytes this model takes in memory, including animation blend trees, physics objects, animation controllers, and triggers.  Does not include textures and materials.}}
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{{inspector end}}
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== Model file format ==
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Models are stored in the [[MMH]] and [[MSH]] formats. MSH ("mesh") files consist of fairly simple lists of vertexes and triangles, the "raw data" that describes physical shapes. MMH stands for "model mesh hierarchy" and contains information on how to make a usable model out of meshes. MMH files contain a variety of other information in addition to the meshes, such as visual effects.
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Revision as of 21:23, 11 January 2010

Models are the smallest Pieces in Art Creation, that make up any visible Entity in the Game, consolidated into the complete visible appearance of the Gameworld by the Worlddesigner.

Overview

A Model is made up of a collection of Files, that define its Shape, Material, and other important Information. These are created using external modelling Applications ,that export these Files into a Game-readable Format.

Models are defined using the following two file formats: MMH and MSH

Models are stored in the Dragon Age Filesystem's ERF Files.

A Models Material is defined in a MAO File. Which includes a list of Textures in DDS Format, that make up the Material.

Custom model import is possible by placing the MMH and all custom files referenced by the MMH into your module's override folder. These files would include any custom MAO files as well as the MSH and PHY files.

Creature models

Materials

Props and placeables