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  • ...e should be obvious). Static and Dynamic lights can affect characters (and area placeables) by setting the "Affects Characters" true. Should only be done f Looking at some of the Orzammar level layouts, it seems that the designers made some of the character lights have an incr
    13 KB (2,089 words) - 05:33, 11 February 2010
  • # Open or create an area and click on its Area Layout property: the area layouts from the DLC, for example gwb110d/shl100d, are listed You can now include use these area layouts to create areas in your own mods.
    2 KB (293 words) - 14:40, 6 May 2014
  • For a list of LVL files used in the Single Player Campaign, see [[Area layouts used in the single player module]]. [[Category:Level layouts]]
    358 B (63 words) - 21:32, 28 December 2010
  • *[[Area tutorial]] *[http://www.youtube.com/watch?v=TwQNRBFLhrE Playable Area and Conversation] video tutorial by [http://social.bioware.com/64020/ st4rd
    6 KB (907 words) - 21:33, 22 February 2022
  • ...his includes scripts, dialogue, cinematics, plots, placing objects in area layouts, and so forth. ...sited in the main single-player campaign. You want to make use of the same area layout that was used in the single-player campaign, but add your own resour
    8 KB (1,219 words) - 00:47, 5 July 2012
  • .... Most are placed within the level area but some are much larger than the area. These objects are intended to be put far outside the walkable area of an exterior level to act as distant "horizon" objects.
    55 KB (7,999 words) - 17:21, 1 February 2022
  • ...snow showers aren't particularly taxing even when spread across the entire area. Effects can be applied at any given location which applies the effect to the area. There are scripting commands for finding and managing the effects based on
    939 B (152 words) - 16:19, 28 September 2009
  • *{{ulink|Area tutorial|Локации}} *{{ulink|Area Layouts}}
    4 KB (202 words) - 20:53, 13 May 2014
  • ...я ситуация возможна, например, между {{ulink|area|локацией}} и {{ulink|stage|сценой}}, когда локаци
    16 KB (186 words) - 02:29, 14 December 2011
  • ...Minimap Selection Tool. The default green box appears. Right click on the area again, Minimap > Post Minimap to Local. It's possible to handcraft or refin ...ll Local post"''' - this will export your level and you can use it in your area. Files will be ported into Documents\BioWare\Dragon Age\Toolset. Or use Sea
    14 KB (2,392 words) - 16:37, 1 February 2022
  • ...e ground. For example, if you were to stretch the ground upward in a small area to form a tall cliff, the texture on the cliff's face would be vertically s [[Category:Level layouts]]
    7 KB (1,121 words) - 22:50, 10 August 2011
  • *Area Size: This is the length and width of the terrain level in meters, and is [[Category:Level layouts]]
    5 KB (915 words) - 18:41, 27 January 2010
  • ...large, low-detail props that are placed far outside the player-accessible area of a level layout to create a sense of scale that's much larger than the le [[Category:Level layouts]]
    1 KB (205 words) - 23:29, 12 February 2010
  • After creating a water mesh you should see it in the area, it shows up as a flat mesh 256m x 256m by default. You can move it around [[Category:level layouts]]
    6 KB (930 words) - 01:01, 15 January 2010

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