The resource palette is the main navigational interface in the toolset for finding and opening designer resources for editing. At the top of the resource palette is a set of icons that allow the palette to be quickly sorted by type:
|Icon||Resource type||Icon||Resource type|
|Merchant||All designer resources|
The "sound" and "model" filters will show sound and model resources, which are not themselves designer resources but which are commonly used when working with areas and level layouts and so are also included in this interface.
Creating new resources is done by selecting "New" from the File menu, or from the right-click dropdown menu on the resource palette.
A resource's checkout status is indicated by a small icon next to the resource's name. See checking in and checking out resources for information on how Dragon Age's database manages multiple editors working simultaneously on the same database. You will need to know how to check out and check in resources for certain tasks even when working on your own.
The checkout status of a resource is indicated by the icon next to its resource name:
|Resource is checked in|
|Resource is checked out to you|
|Resource is checked out to someone else|
|Resource belongs to a different module (inherited)|
|Resource belongs to core resources|
|Resource is locked in database|
Note a locked resource should not normally occur as no locked resources are shipped with the toolset. If you see locked resources you will need to unlock them in the database via an administrative interface before you can edit them. The toolset does not have the ability to lock or unlock resources itself.
Object templates vs. object instances
A template is what is loaded into the specialized editor to define its characteristics, an instance is what is actually loaded into the game and interacted with by the player. For several resource types (creatures, placeables, items, and others) there is the opportunity to make changes to individual instances.
For example you might create a generic Hurlock template in the creature editor, with various settings for how tough it is in a fight, what sort of treasure it's carrying, and so forth. When you then set up an area and place a number of these creatures in an area for the player to fight, the creature instances will start out with all their properties set the same as the template. However, if you wish you can edit some specific properties of each instance to change it from that default. You could make one individual Hurlock tougher than its peers, perhaps add a special droppable item to its inventory, or you could choose several Hurlocks and add them to a specific team.
Only some of the properties of an object instance are editable. In the example of the Hurlock, you wouldn't be able to change the creature's appearance.
When you edit a template that has already been used to place instances of that object in an area, all of the instances you've placed will automatically be updated to match. The exception is any per-instance changes you've made, these will remain as you set them.
Moving resources between modules
To move and/or copy content in the toolset you need to either duplicate the resource and select your new module name on the new resource dialog, also change the owner module as well. Or if you want to move the area to the new module then make sure the resource is checked in and right click in the palette, select properties and change the module and owner module from there.
By moving an area to another module you may break dependancies to other resources, however. Use the resource's "properties" window to check what other resources reference it and are referenced by it to help ensure no dependencies are broken.
If the other resources are core then you are fine. But if you created a creature in single player and then places it into area 1 then moved area 1 from single player to a new module then the creature will not show up anymore unless you either move the creature to the new module as well or else move the creature to core.