Difference between revisions of "User:Talonius/Sandbox"

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(Rework of images (again).)
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If you have Windows Vista or Windows 7 you'll be prompted by UAC to allow the installer to run.  Choose yes if you obtained the toolset from the Bioware site.
 
If you have Windows Vista or Windows 7 you'll be prompted by UAC to allow the installer to run.  Choose yes if you obtained the toolset from the Bioware site.
  
 +
<br style="clear: both" />
 
==== Welcome Screen ====
 
==== Welcome Screen ====
[[Image:Talonius_Toolkit_Install_Screen_001.png|left|middle|frame|This is the installer's welcome screen.]] Click the '''Next''' button.
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[[Image:Talonius_Toolkit_Install_Screen_001.png|thumb|left|middle|360px|This is the installer's welcome screen.]] Once the installer has started you'll be greeted with the welcome screen.
 +
Click the '''Next''' button.
  
 
<br style="clear: both" />
 
<br style="clear: both" />
 
==== End User License Agreement ====
 
==== End User License Agreement ====
[[File:Talonius_Toolkit_Install_Screen_002.png|left|middle|frame|This screenshot shows the installer's EULA agreement screen.]]
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[[Image:Talonius_Toolkit_Install_Screen_002.png|thumb|left|middle|360px|This screenshot shows the installer's EULA agreement screen.]]
  
 
You'll be greeted with the end user license agreement.  You're creating content for someone's software using this application; I highly recommend you actually read the license.
 
You'll be greeted with the end user license agreement.  You're creating content for someone's software using this application; I highly recommend you actually read the license.
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<br style="clear: both" />
 
<br style="clear: both" />
 
==== Dragon Age Installation Directory Confirmation ====
 
==== Dragon Age Installation Directory Confirmation ====
[[File:Talonius_Toolkit_Install_Screen_003.png|left|middle|frame|This shows the screen confirming the location of Dragon Age on the PC the toolset is being installed on.]]
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[[Image:Talonius_Toolkit_Install_Screen_003.png|thumb|left|middle|360px|This shows the screen confirming the location of Dragon Age on the PC the toolset is being installed on.]]
  
 
The third screen is asking you to confirm the installation directory of Dragon Age.  The toolset requires Dragon Age to be installed; if the directory shown here isn't correct I would recommend reinstalling the game, then restarting the installation of the toolkit.
 
The third screen is asking you to confirm the installation directory of Dragon Age.  The toolset requires Dragon Age to be installed; if the directory shown here isn't correct I would recommend reinstalling the game, then restarting the installation of the toolkit.
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<br style="clear: both" />
 
<br style="clear: both" />
 
==== SQL Server 2005 Express Installation ====
 
==== SQL Server 2005 Express Installation ====
[[File:Talonius_Toolkit_Install_Screen_004.png|left|middle|frame|This screen shows the configuration options for SQL Server 2005 Express.]]
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[[Image:Talonius_Toolkit_Install_Screen_004.png|thumb|left|middle|360px|This screen shows the configuration options for SQL Server 2005 Express.]]
  
 
SQL Server Express is a free version of SQL Server offered by Microsoft.  It is a relational database that the toolset uses to store information about the currently installed modules and campaigns.  Most of the problems around the installation of the toolkit revolve around the installation of SQL Server Express 2005.   
 
SQL Server Express is a free version of SQL Server offered by Microsoft.  It is a relational database that the toolset uses to store information about the currently installed modules and campaigns.  Most of the problems around the installation of the toolkit revolve around the installation of SQL Server Express 2005.   
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If you have an existing SQL Server 2005 installation you wish to use uncheck '''Install MS SQL Express 2005 SP3'''.  You'll then need to check '''Custom settings:''' and enter in the information for the database you already have.   
 
If you have an existing SQL Server 2005 installation you wish to use uncheck '''Install MS SQL Express 2005 SP3'''.  You'll then need to check '''Custom settings:''' and enter in the information for the database you already have.   
  
<br/>
+
The installer will attempt to connect to the SQL Server you specify and it will run a series of scripts against the database you provided.  You should ensure that SQL Server is running on the appropriate machine and that you have no data you wish to save in the database you selected to install to.
 +
 
 +
Once the configuration is to your liking click '''Install''' to continue.
 +
 
 +
<br style="clear: both" />
 
'''Examples:'''
 
'''Examples:'''
 
* My SQL Server 2005 machine is named VORTEX, and it does not have any instances installed on it.  The '''database server''' for it would simply be VORTEX.  The '''database name''' would remain bw_dragonage_content unless you have a reason to change it.
 
* My SQL Server 2005 machine is named VORTEX, and it does not have any instances installed on it.  The '''database server''' for it would simply be VORTEX.  The '''database name''' would remain bw_dragonage_content unless you have a reason to change it.
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* It should be noted that the . in the database server refers to the local machine; this should be replaced by the name of the machine on which your installation of SQL Server resides.  The \BWDATOOLSET refers to the database instance on that machine.
 
* It should be noted that the . in the database server refers to the local machine; this should be replaced by the name of the machine on which your installation of SQL Server resides.  The \BWDATOOLSET refers to the database instance on that machine.
  
The installer will attempt to connect to the SQL Server you specify and it will run a series of scripts against the database you provided.  You should ensure that SQL Server is running on the appropriate machine and that you have no data you wish to save in the database you selected to install to.
+
<br style="clear: both" />
 
+
<br/>
+
 
'''Problems?'''
 
'''Problems?'''
 
* Visit the official forums and search there before posting; the most common issues have solutions already posted.
 
* Visit the official forums and search there before posting; the most common issues have solutions already posted.
 
* Check the [[Installation troubleshooting]] page.
 
* Check the [[Installation troubleshooting]] page.
 
* A log file will be created in your Documents folder during the installation.  This is good to have handy if you have issues during installation.  The file in question is named "Install Dragon Age Toolset.txt".
 
* A log file will be created in your Documents folder during the installation.  This is good to have handy if you have issues during installation.  The file in question is named "Install Dragon Age Toolset.txt".
 
Once the configuration is to your liking click '''Install''' to continue.
 
  
 
<br style="clear: both" />
 
<br style="clear: both" />
 
 
==== Toolkit Installation ====
 
==== Toolkit Installation ====
[[File:Talonius_Toolkit_Install_Screen_005.png|left|middle|frame|This screenshot shows the installer as it progresses.]]
+
[[Image:Talonius_Toolkit_Install_Screen_005.png|thumb|left|middle|360px|This screenshot shows the installer as it progresses.]]
  
 
The installation will take some time.  Grab a drink, use the restroom, put together a playlist for your listening pleasure.
 
The installation will take some time.  Grab a drink, use the restroom, put together a playlist for your listening pleasure.
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<br style="clear: both" />
 
<br style="clear: both" />
 
==== Toolkit Installation Finished Verification ====
 
==== Toolkit Installation Finished Verification ====
[[File:Talonius_Toolkit_Install_Screen_006.png|left|middle|frame|A screenshot of a successful installation.]]
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[[Image:Talonius_Toolkit_Install_Screen_006.png|thumb|left|middle|360px|A screenshot of a successful installation.]]
  
 
The last item in the window above should be ''Completed''.  If there's anything else scroll up in the window until you find the error and copy and paste that error somewhere for safe keeping.  Seek help in the forums or on the Internet, and restart the installation process.
 
The last item in the window above should be ''Completed''.  If there's anything else scroll up in the window until you find the error and copy and paste that error somewhere for safe keeping.  Seek help in the forums or on the Internet, and restart the installation process.
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<br style="clear: both" />
 
<br style="clear: both" />
 
==== Toolkit Installation Finished ====
 
==== Toolkit Installation Finished ====
[[File:Talonius_Toolkit_Install_Screen_007.png|left|middle|frame|The last screen of the toolkit installation.]]
+
[[Image:Talonius_Toolkit_Install_Screen_007.png|thumb|left|middle|360px|The last screen of the toolkit installation.]]
  
 
You're done.  Assuming no unexpected errors appeared during the installation process you should be ready to start editing.
 
You're done.  Assuming no unexpected errors appeared during the installation process you should be ready to start editing.
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<br style="clear: both" />
 
<br style="clear: both" />
 
=== Starting the Toolkit ===
 
=== Starting the Toolkit ===
[[File:Talonius_Toolkit_Startup_Screen_001.png|left|middle|frame|The Windows 7 toolkit startup menu entry.]]
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[[Image:Talonius_Toolkit_Startup_Screen_001.png|thumb|left|middle|360px|The Windows 7 toolkit startup menu entry.]]
  
 
Find the Start Menu entry for the toolkit and click it.  Give the toolkit some time to start up.  As a benchmark, it takes approximately 12 seconds for the toolkit to start on my AMD Phenom 9850 with 4GB of RAM with a Windows Experience score 7.2.
 
Find the Start Menu entry for the toolkit and click it.  Give the toolkit some time to start up.  As a benchmark, it takes approximately 12 seconds for the toolkit to start on my AMD Phenom 9850 with 4GB of RAM with a Windows Experience score 7.2.
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* The '''Demo''' module is installed for demonstration purposes by Bioware, and several other tutorials and forum posts refer to it.
 
* The '''Demo''' module is installed for demonstration purposes by Bioware, and several other tutorials and forum posts refer to it.
 
<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Module_Current_001.png|frame|left|The currently selected module is highlighted in the red box.]]
+
[[Image:Talonius_Toolkit_Module_Current_001.png|frame|left|The currently selected module is highlighted in the red box.]]
  
 
You can easily determine which module you're editing by looking at the title bar of the toolbox.  In the image the currently edited module is highlighted by the red rectangle; the example has the '''Single Player''' module loaded.
 
You can easily determine which module you're editing by looking at the title bar of the toolbox.  In the image the currently edited module is highlighted by the red rectangle; the example has the '''Single Player''' module loaded.
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<br style="clear: both" />
 
<br style="clear: both" />
 
==== Create A Module ====
 
==== Create A Module ====
[[File:Talonius_Toolkit_Module_Create_001.png|left|middle|frame|The first step of creating a module.]]
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[[Image:Talonius_Toolkit_Module_Create_001.png|thumb|left|middle|360px|The first step of creating a module.]]
  
 
To create a module click '''File''' then '''Manage Modules'''.
 
To create a module click '''File''' then '''Manage Modules'''.
  
 
<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Module_Create_002.png|left|middle|frame|The manage modules window.]]
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[[Image:Talonius_Toolkit_Module_Create_002.png|left|middle|frame|The manage modules window.]]
  
 
The Manage Modules window will appear.  Click the '''New''' button to create a module.
 
The Manage Modules window will appear.  Click the '''New''' button to create a module.
  
 
<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Module_Create_003.png|left|middle|frame|The manage modules window.]]
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[[Image:Talonius_Toolkit_Module_Create_003.png|thumb|left|middle|360px|The Object Inspector window showing the properties for our new module.]]
  
 
The Object Inspector window appears.  All of these properties can be changed at a later date; our primary concern are the '''Name''' and '''UID''' properties.
 
The Object Inspector window appears.  All of these properties can be changed at a later date; our primary concern are the '''Name''' and '''UID''' properties.
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<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Module_Create_004.png|left|middle|frame|Sample module properties for the "Fall of Gargamel" module.]]
+
[[Image:Talonius_Toolkit_Module_Create_004.png|thumb|left|middle|360px|Sample module properties for the "Fall of Gargamel" module.]]
  
 
The image shows the module properties for the '''Fall of Gargamel''' module which we will be using for demonstration purposes.
 
The image shows the module properties for the '''Fall of Gargamel''' module which we will be using for demonstration purposes.
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<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Module_Create_005.png|left|middle|frame|How our module appears in the Other Campaigns menu.]]
+
[[Image:Talonius_Toolkit_Module_Create_005.png|thumb|left|middle|360px|How our module appears in the Other Campaigns menu.]]
  
 
This image gives you an idea as to where the values we're entering are being used.  The menu shown is the '''Other Campaigns''' menu off the Dragon Age main menu.  (The module will not show up until we export at least a portion of it; this is handled later.)
 
This image gives you an idea as to where the values we're entering are being used.  The menu shown is the '''Other Campaigns''' menu off the Dragon Age main menu.  (The module will not show up until we export at least a portion of it; this is handled later.)
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<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Module_Create_006.png|left|middle|frame|Shows where our files live when they are exported on Windows 7.]]
+
[[Image:Talonius_Toolkit_Module_Create_006.png|thumb|left|middle|360px|Shows where our files live when they are exported on Windows 7.]]
  
 
Here we can see that the directory in which our addin lives is named Gargamel, which corresponds to the '''UID''' value entered in the Object Inspector.  We can also see the various DLC items that have been installed from the game.
 
Here we can see that the directory in which our addin lives is named Gargamel, which corresponds to the '''UID''' value entered in the Object Inspector.  We can also see the various DLC items that have been installed from the game.
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<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Module_Create_007.png|left|middle|frame|This is the Manage Modules window immediately after the creation of your module.]]
+
[[Image:Talonius_Toolkit_Module_Create_007.png|thumb|left|middle|360px|This is the Manage Modules window immediately after the creation of your module.]]
  
 
Once the Object Inspector closes you'll be returned to the Manage Modules window.  Ensure the '''Fall of Gargamel''' module is selected and hit '''Open'''.
 
Once the Object Inspector closes you'll be returned to the Manage Modules window.  Ensure the '''Fall of Gargamel''' module is selected and hit '''Open'''.
  
 
<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Module_Create_008.png|left|middle|frame|The toolset titlebar should now reflect Fall of Gargamel as the active module.]]
+
[[Image:Talonius_Toolkit_Module_Create_008.png|left|middle|frame|The toolset titlebar should now reflect Fall of Gargamel as the active module.]]
  
 
The toolset titlebar should now reflect the '''Fall of Gargamel''' as the active module.  If you were to close and reopen the toolset it would default to last module you were working in.
 
The toolset titlebar should now reflect the '''Fall of Gargamel''' as the active module.  If you were to close and reopen the toolset it would default to last module you were working in.
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<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Level_Create_001.png|left|middle|frame|Creating a new level; click File, New, Level.]]
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[[Image:Talonius_Toolkit_Level_Create_001.png|thumb|left|middle|360px|Creating a new level; click File, New, Level.]]
  
 
Click '''File''', then '''New''', then '''Level'''.
 
Click '''File''', then '''New''', then '''Level'''.
  
 
<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Level_Create_002.png|left|middle|frame|The Level Creation Wizard.]]
+
[[Image:Talonius_Toolkit_Level_Create_002.png|thumb|left|middle|360px|The Level Creation Wizard.]]
  
 
You'll find yourself in the Level Creation Wizard.  The first screen prompts you to create a terrain, or exterior level, or a room (interior) level.  We're going to walk through the creation of a room level first, so select '''Room Level''' and click '''Next'''.
 
You'll find yourself in the Level Creation Wizard.  The first screen prompts you to create a terrain, or exterior level, or a room (interior) level.  We're going to walk through the creation of a room level first, so select '''Room Level''' and click '''Next'''.
  
 
<br style="clear: both" />
 
<br style="clear: both" />
[[File:Talonius_Toolkit_Level_Create_003.png|left|middle|frame|The Level Creation Wizard.]]
+
[[Image:Talonius_Toolkit_Level_Create_003.png|thumb|left|middle|360px|The Level Creation Wizard.]]
  
 
If we were creating a terrain level there would be a number of options presented to us; the room level creation is much simpler.
 
If we were creating a terrain level there would be a number of options presented to us; the room level creation is much simpler.
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<br style="clear: both" />
 
<br style="clear: both" />
 
==== A Tour of the Toolset Interface ====
 
==== A Tour of the Toolset Interface ====
[[File:Talonius_Toolkit_UI_Walkthrough_001.png|left|400px|frame|The UI of the toolset with highlighted areas which are defined.]]
+
[[Image:Talonius_Toolkit_UI_Walkthrough_001.png|thumb|left|middle|360px|The UI of the toolset with highlighted areas which are defined.]]
  
The highlighted areas in the image represent the following:
+
You can click on the image to the left to enlarge it.  The highlighted areas in the image represent the following:
 
# Area #1 in the upper left hand corner of the image represents the current name of the item being edited.  We can see our level is currently named "Untitled.lvl"; we can also see at a glance that the ''dirty indicator'' is set for this file.  The ''dirty indicator'' is the asterisk next to the name of the item.
 
# Area #1 in the upper left hand corner of the image represents the current name of the item being edited.  We can see our level is currently named "Untitled.lvl"; we can also see at a glance that the ''dirty indicator'' is set for this file.  The ''dirty indicator'' is the asterisk next to the name of the item.
 
# Area #2 in the middle of the image represents the ''viewport''.  This is where we manipulate the object being defined.  Currently there's a 2D graph being displayed.  This graph is used to represent the X and Y coordinates of the viewport's object space.  The graph is not a part of the object being edited.  It is there only for clarity's sake and to aid in the positioning of objects.
 
# Area #2 in the middle of the image represents the ''viewport''.  This is where we manipulate the object being defined.  Currently there's a 2D graph being displayed.  This graph is used to represent the X and Y coordinates of the viewport's object space.  The graph is not a part of the object being edited.  It is there only for clarity's sake and to aid in the positioning of objects.
 
# Area #3 is the ''Palette Window''.  This will be a very heavily used and explained part of the toolset.
 
# Area #3 is the ''Palette Window''.  This will be a very heavily used and explained part of the toolset.
 
# Area #4 is the ''Object Inspector''.  Again, this will be a very heavily used and explained part of the toolset.
 
# Area #4 is the ''Object Inspector''.  Again, this will be a very heavily used and explained part of the toolset.

Revision as of 01:01, 17 November 2009

Creating a Small Adventure Step by Step

This page is intended to provide step by step instructions for each portion of the module creation process, including by linkage the various other pieces of the Wiki but allowing someone to follow it and understand how all the pieces go together.

Check Prerequisites

Do not attempt to install the toolkit without ensuring you have at least Windows XP with Service Pack 3, Windows Vista, or Windows 7. The SP3 requirement can be overlooked if you're technically savvy but for the smoothest experience I'd recommend installing the whole shebang.

Want to know why not? Check the Forums.

Install Python 2.5

Python 2.5 is required for the light mapping inside the toolkit to function, and it is preferred that it be installed first. ActiveState's ActivePython is the best choice, and is available for free. The latest version as of November 15, 2009 (2009/11/15) is 2.5.4.4 and it can be found here.

Caveats:

  • There are some who have had issues with the 64 bit version; I personally haven't. You may want to pick up the 32 bit version just in case.
  • Install to the default directory to avoid any issues with the toolkit. C:\Python25 is the normal default.

Toolkit Installation

These instructions and screenshots are for v1.0.982.0 of the toolkit. They may or may not apply to later versions.

The toolkit is available from Bioware's Community Site. It's 472Mb.

Double click the executable to install the toolkit. If you have an antivirus scanner installed on your computer don't be surprised if it doesn't pop up right away; the antivirus scanner has to process all 472MB of the executable before it will be allowed to run.

If you have Windows Vista or Windows 7 you'll be prompted by UAC to allow the installer to run. Choose yes if you obtained the toolset from the Bioware site.


Welcome Screen

This is the installer's welcome screen.
Once the installer has started you'll be greeted with the welcome screen.

Click the Next button.


End User License Agreement

This screenshot shows the installer's EULA agreement screen.

You'll be greeted with the end user license agreement. You're creating content for someone's software using this application; I highly recommend you actually read the license.

Accept the license agreement by selecting I accept the terms of the License Agreement and click Next.


Dragon Age Installation Directory Confirmation

This shows the screen confirming the location of Dragon Age on the PC the toolset is being installed on.

The third screen is asking you to confirm the installation directory of Dragon Age. The toolset requires Dragon Age to be installed; if the directory shown here isn't correct I would recommend reinstalling the game, then restarting the installation of the toolkit.

If the location is correct click Next to continue.


SQL Server 2005 Express Installation

This screen shows the configuration options for SQL Server 2005 Express.

SQL Server Express is a free version of SQL Server offered by Microsoft. It is a relational database that the toolset uses to store information about the currently installed modules and campaigns. Most of the problems around the installation of the toolkit revolve around the installation of SQL Server Express 2005.

If you have no idea what any of these things mean it is recommended that you leave the default settings as they are.

If you have an existing SQL Server 2005 installation you wish to use uncheck Install MS SQL Express 2005 SP3. You'll then need to check Custom settings: and enter in the information for the database you already have.

The installer will attempt to connect to the SQL Server you specify and it will run a series of scripts against the database you provided. You should ensure that SQL Server is running on the appropriate machine and that you have no data you wish to save in the database you selected to install to.

Once the configuration is to your liking click Install to continue.


Examples:

  • My SQL Server 2005 machine is named VORTEX, and it does not have any instances installed on it. The database server for it would simply be VORTEX. The database name would remain bw_dragonage_content unless you have a reason to change it.
  • My workstation also has a copy of SQL Server 2008 on it with no instances. I could reference this installation one of two ways. The first would be as BRIAN-PC; the other would be by using the period by itself.
  • It should be noted that the . in the database server refers to the local machine; this should be replaced by the name of the machine on which your installation of SQL Server resides. The \BWDATOOLSET refers to the database instance on that machine.


Problems?

  • Visit the official forums and search there before posting; the most common issues have solutions already posted.
  • Check the Installation troubleshooting page.
  • A log file will be created in your Documents folder during the installation. This is good to have handy if you have issues during installation. The file in question is named "Install Dragon Age Toolset.txt".


Toolkit Installation

This screenshot shows the installer as it progresses.

The installation will take some time. Grab a drink, use the restroom, put together a playlist for your listening pleasure.


Toolkit Installation Finished Verification

A screenshot of a successful installation.

The last item in the window above should be Completed. If there's anything else scroll up in the window until you find the error and copy and paste that error somewhere for safe keeping. Seek help in the forums or on the Internet, and restart the installation process.

Click Next to continue.


Toolkit Installation Finished

The last screen of the toolkit installation.

You're done. Assuming no unexpected errors appeared during the installation process you should be ready to start editing.

Click Finish to complete the installation.


Starting the Toolkit

The Windows 7 toolkit startup menu entry.

Find the Start Menu entry for the toolkit and click it. Give the toolkit some time to start up. As a benchmark, it takes approximately 12 seconds for the toolkit to start on my AMD Phenom 9850 with 4GB of RAM with a Windows Experience score 7.2.


Terminology

Learning something new is difficult. Concise terminology is required to give direction, but the terminology is usually somewhat recursive in definition. The following are some definitions that will help you navigate the remainder of this document.

Module
A module is the overarching container in which content is housed. It is the parent of all other content. The best comparison to the Dragon Age module are Dungeons and Dragons modules. Each module in D&D was a self contained adventure, complete with background, NPCs, maps, encounters, and any special rules which were to be in effect during the adventure.
Area
An area in a module is a self contained subset of the module, limited in size and/or scope. Areas are used to break the adventure into pieces, and are where the characters interact with the game. An area requires a level layout before it can be defined; see below. Items placed in an area are generally interactive, examinable, or dynamic in nature.
Level
A level defines the underlying static, immovable, non interactive portion of an area - structure and appearance. The level determines where PCs and NPCs can move (pathfinding) and lighting (ambient and otherwise). A level layout is required in order to define an area. A level can be created in one of two forms: terrain and room.
Room Level
TODO: Define
Terrain Level
TODO: Define


Modules

The toolset comes with two modules installed.

  • The Single Player module is the campaign, and shouldn't be edited unless you want to modify the Dragon Age campaign itself. If you're creating an addin or mod for the official campaign, this is the module in which you'll want to work.
  • The Demo module is installed for demonstration purposes by Bioware, and several other tutorials and forum posts refer to it.


The currently selected module is highlighted in the red box.

You can easily determine which module you're editing by looking at the title bar of the toolbox. In the image the currently edited module is highlighted by the red rectangle; the example has the Single Player module loaded.

Until you're comfortable with the toolkit it's best to work in a module separate from either of the above modules.


Create A Module

The first step of creating a module.

To create a module click File then Manage Modules.


The manage modules window.

The Manage Modules window will appear. Click the New button to create a module.


The Object Inspector window showing the properties for our new module.

The Object Inspector window appears. All of these properties can be changed at a later date; our primary concern are the Name and UID properties.

Name
The name of the module is displayed to the player and is used if a Description String ID has not been set.
UID
The UID is not intended to be a GUID. It is used in some configuration files and is the name of the directory to which the module is exported.

We will return to the Module's Object Properties later as there are several important settings here.

Notes:

  • Modules cannot be deleted from the toolset once they're created.
  • The only valid module type is currently Addin. A module created as an Addin will appear under Other Campaigns in Dragon Age.


Sample module properties for the "Fall of Gargamel" module.

The image shows the module properties for the Fall of Gargamel module which we will be using for demonstration purposes.

Enter the values shown in the appropriate area, or create your own, and hit OK to continue with the module creation process.


How our module appears in the Other Campaigns menu.

This image gives you an idea as to where the values we're entering are being used. The menu shown is the Other Campaigns menu off the Dragon Age main menu. (The module will not show up until we export at least a portion of it; this is handled later.)

As you can see the name of our addin matches the Name property we entered in the Object Inspector window.


Shows where our files live when they are exported on Windows 7.

Here we can see that the directory in which our addin lives is named Gargamel, which corresponds to the UID value entered in the Object Inspector. We can also see the various DLC items that have been installed from the game.

Note: On a Windows XP computer you'll find this directory in your My Documents folder.


This is the Manage Modules window immediately after the creation of your module.

Once the Object Inspector closes you'll be returned to the Manage Modules window. Ensure the Fall of Gargamel module is selected and hit Open.


The toolset titlebar should now reflect Fall of Gargamel as the active module.

The toolset titlebar should now reflect the Fall of Gargamel as the active module. If you were to close and reopen the toolset it would default to last module you were working in.


Create A Room Level

As mentioned above a level is the underlying structure to an area. For our first level we're going to start with a room level.


Creating a new level; click File, New, Level.

Click File, then New, then Level.


The Level Creation Wizard.

You'll find yourself in the Level Creation Wizard. The first screen prompts you to create a terrain, or exterior level, or a room (interior) level. We're going to walk through the creation of a room level first, so select Room Level and click Next.


The Level Creation Wizard.

If we were creating a terrain level there would be a number of options presented to us; the room level creation is much simpler.

Click Finish to create the room level.


A Tour of the Toolset Interface

The UI of the toolset with highlighted areas which are defined.

You can click on the image to the left to enlarge it. The highlighted areas in the image represent the following:

  1. Area #1 in the upper left hand corner of the image represents the current name of the item being edited. We can see our level is currently named "Untitled.lvl"; we can also see at a glance that the dirty indicator is set for this file. The dirty indicator is the asterisk next to the name of the item.
  2. Area #2 in the middle of the image represents the viewport. This is where we manipulate the object being defined. Currently there's a 2D graph being displayed. This graph is used to represent the X and Y coordinates of the viewport's object space. The graph is not a part of the object being edited. It is there only for clarity's sake and to aid in the positioning of objects.
  3. Area #3 is the Palette Window. This will be a very heavily used and explained part of the toolset.
  4. Area #4 is the Object Inspector. Again, this will be a very heavily used and explained part of the toolset.