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  • This will help those wishing to avoid going through every area layout to find the one they want. ...player and core resource source files] project, if you wish to modify the layouts in the [[level editor]].
    11 KB (1,876 words) - 12:57, 17 August 2012
  • ...dule]] list is intended to help those wishing to avoid going through every area layout to find the one they want. * [[Area layouts used in the single player module]]
    2 KB (383 words) - 07:59, 7 December 2013
  • * [[Area layouts used in the Awakening module]] * [[Area layouts used in the single player module]]
    407 B (61 words) - 14:17, 17 August 2012

Page text matches

  • {{Infobox area}} == Creating the area ==
    17 KB (3,063 words) - 13:22, 14 July 2011
  • | {{Infobox area/ru}} ...g area transitions. DA will keep all of the game objects in the player’s area active. They will use physics room shells on the server to determine percep
    14 KB (2,315 words) - 00:14, 28 December 2011
  • | {{Infobox area}} ...g area transitions. DA will keep all of the game objects in the player’s area active. They will use physics room shells on the server to determine percep
    14 KB (2,314 words) - 11:18, 26 October 2014
  • A layout requires at least one exportable area. This is the area that the player will be able to operate in and percieve when the layout is ...ts where a player in one exportable area can see into the other exportable area but not reach it directly.
    10 KB (1,687 words) - 20:11, 26 February 2010
  • Art Resources are, with the exception of Level layouts, only indirectly linked to what you see in game. A Model has to be applied === Level/Area layouts (Art Resource) ===
    5 KB (886 words) - 16:42, 1 February 2022
  • *A swampy outdoor area with a small tavern in it ...to your module. For example: your module UID is "asar" so item, createre, area or any other file should begin with asar_ (asar_mysword).
    18 KB (2,862 words) - 21:00, 4 September 2016
  • ...can travel between freely but is too large to conveniently fit in a single area. Maps allow a world to be large without having to detail every little irrel ...-defined list of map images that are available for use. That's because map layouts are defined in a 2DA ("two-dimensional array"), a binary table of data that
    25 KB (4,306 words) - 22:14, 5 July 2010
  • ...and the difference between [[User:Languard#Dragon Age Modding Terms|Level, Area, and Map]] * Desired Width - How wide do you want this area to be in meters?
    17 KB (2,889 words) - 23:59, 20 December 2010
  • ...nce of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead. Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: "flycam
    19 KB (3,139 words) - 00:35, 3 July 2012
  • ...unlight properties in the [[Level editor]] by clicking on the [[Exportable Area]] Properties button in the toolbar (next to the [[File:IconAddExportableAre Clicking on the Exportable Area Properties button will cause an Area Properties window to pop up. Scrolling down the window you will see a secti
    11 KB (1,833 words) - 12:14, 26 June 2016
  • === Level/Area layouts === You can download the source files for all the level layouts in the main campaign from here: [http://social.bioware.com/project/1331/#fi
    4 KB (647 words) - 16:43, 1 February 2022
  • ...lists the [[Area layout|area layouts]] included with the Toolset. The area layouts are grouped by common prefix. File:Combat.jpg|'''combat'''<br/>Open Combat Area
    11 KB (1,925 words) - 15:29, 13 August 2011
  • To light an area with basic lighting, do the following: Create a new room by right clicking on "New area" under "Room World". Then left click on the new room to select it.
    14 KB (2,452 words) - 21:29, 9 September 2022
  • This will help those wishing to avoid going through every area layout to find the one they want. ...player and core resource source files] project, if you wish to modify the layouts in the [[level editor]].
    11 KB (1,876 words) - 12:57, 17 August 2012
  • ...is the door's 'hinge') and corresponding attachment points throughout the area will become visible. There are two types of doors: Area Transition Doors and Room-To-Room Doors
    6 KB (1,154 words) - 17:43, 28 March 2010
  • ...dule]] list is intended to help those wishing to avoid going through every area layout to find the one they want. * [[Area layouts used in the single player module]]
    2 KB (383 words) - 07:59, 7 December 2013
  • ...ked lights and static props. Everything you place in the level editor (NOT area editor) must necessarily be unable to move in-game. ...odel of the appropriate shape (doesn't matter which model) right above the area you want to darken and adjust the model properties to set Export To Game as
    16 KB (2,606 words) - 12:41, 8 July 2022
  • |[[Image:IconArea.png|link=Area]] || [[Area]] || [[Image:IconPlaceable.png|link=Placeable]] || [[Placeable]] |[[Image:IconAreaList.png|link=Area list]] || [[Area list]] || [[Image:IconPlot.png|link=Plot]] || [[Plot]]
    6 KB (877 words) - 10:01, 15 February 2012
  • ...the creature's template from your database until you'd removed it from the area layout first. ...delete the creature and then undo your area checkout you'd wind up with an area layout referencing a deleted creature template.
    8 KB (1,308 words) - 15:38, 26 October 2014
  • * [[Area layouts used in the Awakening module]] * [[Area layouts used in the single player module]]
    407 B (61 words) - 14:17, 17 August 2012
  • ...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