Difference between revisions of "Model list"

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== Dwarf slum exterior ==
 
== Dwarf slum exterior ==
  
[[File:dse1.jpg]]
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</gallery>
  
 
== Dwarf slum interior ==
 
== Dwarf slum interior ==

Revision as of 00:26, 25 September 2009

Level editor topics

The idea behind showing these models is to give the player a quick view of the actual model that corresponds with a model file name. Most of the files have meaningful names however the builder will still find that he/she has to place the model in the level to see what it looks like. These will allow the builder to quickly view model images and thus save them time in level building.

Naming conventions

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.

  • Black models are used to surround indoor areas so that players can see inside the walls when the camera is outside them.
  • All screen shots are taken with a level of 64 x 64 size (smallest size possible). This allows you to see a relative scale of the model. Most are placed within the level area but some are much larger than the area.
  • Many of these images are not exactly to scale, the idea is to see what the image looks like rather than to see the exact size to scale.
  • Some model images such as ceilings and roofs will be taken from underneath looking into the sky.
  • Some model images look the same but are of different size.
  • Some models extend below the grounds surface when placed.
  • The models in this sheet are architectural and environmental. Models that are props, placeables, fx, body parts etc can all be viewed in other areas of the toolset.

Black boxes

Cave

Cave Deep Road

Chantry exterior

Chantry interior

Dwarf slum exterior

Dwarf slum interior

Dsi1.jpg Dsi2.jpg Dsi3.jpg

Fereldan castle

Fca1.jpg Fca2.jpg Fca3.jpg Fca4.jpg Fca5.jpg Fca6.jpg Fca7.jpg

Fce1.jpg

Fci1.jpg Fci2.jpg Fci3.jpg Fci4.jpg

Fereldan dungeon interior

Fdi1.jpg Fdi2.jpg Fdi3.jpg

Fereldan human exterior

Fhe1.jpg Fhe2.jpg Fhe3.jpg Fhe4.jpg Fhe5.jpg Fhe6.jpg

Fhec1.jpg Fhec2.jpg

Fereldan human interior

Fhi1.jpg Fhi2.jpg Fhi3.jpg Fhi4.jpg Fhi5.jpg

Frt1.jpg

Fereldan tavern interior

Fti1.jpg Fti2.jpg Fti3.jpg Fti4.jpg Fti5.jpg Fti6.jpg

Fereldan village exterior

Fve1.jpg

"Hero" sets

These tiles consist of models that were custom-made for certain situations in the main campaign.

Hro1.jpg Hro2.jpg Hro3.jpg Hro4.jpg Hro5.jpg

Tevinter castle exterior

Tce1.jpg

Tevinter castle interior

Tci1.jpg Tci2.jpg

Tevinter Fade interior

Tfi1.jpg Tfi2.jpg Tfi3.jpg Tfi4.jpg

Tevinter tower interior

Tti1.jpg Tti2.jpg Tti3.jpg Tti4.jpg Tti5.jpg

Tevinter exterior

Tve1.jpg Tve2.jpg Tve3.jpg

Tevinter interior

Tvi1.jpg Tvi2.jpg Tvi3.jpg Tvi4.jpg Tvi5.jpg Tvi6.jpg

Tevinter road

Tvm1.jpg

Vista objects

These objects are intended to be put far outside the walkable area of an exterior level to act as distant "horizon" objects.

For scale, the green terrain mesh visible in each shot is a default 64m x 64m size

Environmental Props

The following images are environmental props from the 'prp' subsection of 'models'. Props are models that can be placed in your levels to dress them up. They are not interactive (as in they cannot have inventory or be 'used' in any way.) If the module maker requires items to be placed in the module that can be interacted with they must use 'Placeables' rather than 'Props' The images below are by no means all of the props, just some of the large environmental ones. There is a large variety of props so you are encouraged to go through the whole list of prop models to enhance the look of your level. Also the images below are not to scale they are merely intended so that the module maker can quickly scan them to see if any of them catch his or her fancy.

Banners,Flags,Standards,Signs,Tapestry,Wall Hangings,Rugs,Carpets

The images below are all 'Props (prp)' which are found under the 'Models' in the palette window. The images are not to scale but are intended to show what the prop looks like. Props are not interactive and are used to dress up levels. If the module maker requires interactive items in their module level they must use 'placeables' rather than 'props'