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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
  • *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
  • 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
  • ...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
  • 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
  • ...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
  • ...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
  • 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
  • ...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

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