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	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Exportable_area&amp;diff=12200</id>
		<title>Exportable area</title>
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				<updated>2010-02-26T19:11:25Z</updated>
		
		<summary type="html">&lt;p&gt;Angrycrow: /* Exportable area properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level editor}}&lt;br /&gt;
&lt;br /&gt;
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 exported for use in the game.&lt;br /&gt;
&lt;br /&gt;
It's possible to have a large level with several different exportable areas. The player will have to go through an area transition to travel between exportable areas, just as if they were separate layouts entirely, but by combining them into one level in the level editor it becomes easier to maintain consistency between them. This is particularly useful in layouts where a player in one exportable area can see into the other exportable area but not reach it directly.&lt;br /&gt;
&lt;br /&gt;
The name of an exportable area layout is limited to seven characters. BioWare uses the following naming system:&lt;br /&gt;
&lt;br /&gt;
*Three-letter prefix that describes the region or plot the layout is for. For example, &amp;quot;ost&amp;quot; for Ostagar and environs.&lt;br /&gt;
*Three-digit number that uniquely identifies the layout within that region. Increments of one hundred are commonly used for major areas to allow sub-regions to be grouped together.&lt;br /&gt;
*A single character identifying variants of the layout. For example, a &amp;quot;d&amp;quot; suffix for the &amp;quot;daytime&amp;quot; version of an exterior layout. &amp;quot;d&amp;quot; is also often used to mean &amp;quot;default&amp;quot;, for areas where day and night are irrelevant (deep in a cave, for example).&lt;br /&gt;
&lt;br /&gt;
So for example the layout &amp;quot;ost101d&amp;quot; is a layout in the Ostagar region with a daytime ambience.&lt;br /&gt;
&lt;br /&gt;
Once you have done this you can convert your level into an area by clicking on Do All Local Posts.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Room)===&lt;br /&gt;
&lt;br /&gt;
The area is created by default whenever a new level file is created.  Its default layout name is “&amp;lt;name of exported…” which must be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
There is no provision for creating multiple areas inside a room based level file.&lt;br /&gt;
&lt;br /&gt;
===Creating an Exportable Area (Terrain)===&lt;br /&gt;
&lt;br /&gt;
It is possible to have multiple exportable areas in each outdoor level file.  These can be created and their properties edited much like any other object in the editor.  If you have an exportable area already, you can select it via the drop down menu shown below.  &lt;br /&gt;
 &lt;br /&gt;
If you want to create or remove an exportable area, use the plus/minus buttons ([[File:IconAddExportableArea.png]] and [[File:IconRemoveExportableArea.png]]).   New areas automatically get an invalid layout name called &amp;quot;&amp;lt;name of exported…&amp;quot;  This needs to be changed to something with seven characters or less.  This is the prefix for all resources created specific to this layout.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; background-color:#ee9999; border:2px #ff0000 solid; padding:4px; margin:4px; text-align:center; font-size:x-small;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; background-color:#eeee99; border:2px #ffff00 solid; padding:4px; margin:4px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; background-color:#99ee99; border:2px #00ff00 solid; padding:4px; margin:4px;&amp;quot;&amp;gt;&lt;br /&gt;
Walkable&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Border&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Vista Border&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The green box is the area the characters will be able to walk in, so make sure you drag it to cover the entire space you want to be walkable. If you place the green square in one of the corners and then drag diagonally you should be able to expand the box.&lt;br /&gt;
* The yellow box is the high level of detail, non-playable border (referred to as the Border).&lt;br /&gt;
* The red box is is the low level of detail, non-playable border (referred to as the Vista Border).&lt;br /&gt;
&lt;br /&gt;
These are used for giving depth/backgrounds to your areas. For example the mountains that surround Ostagar or the castle at Redcliffe.&lt;br /&gt;
 &lt;br /&gt;
After a new layout entry has been created, you can edit it by clicking on the properties button with the desired area selected in the dropdown.&lt;br /&gt;
&lt;br /&gt;
=== Exportable area properties ===&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Area ID|This is the ID of the area, this never needs to be changed.}}&lt;br /&gt;
{{inspector row|Cutoff Height|}}&lt;br /&gt;
{{inspector row|Cutoff System Enabled|}}&lt;br /&gt;
{{inspector row|Layout Name|This is the name which will be given to the layout on export, this name should never be longer than 7 characters, and if it is it will be truncated so that it is.  This is due to the long names our lightmap files receive, and out 32 character limit.}}&lt;br /&gt;
{{inspector row|Name|This is the name that shows up in the drop-down list.}}&lt;br /&gt;
{{inspector row|Start Point Name|Artist can specify the name of a startpoint that he/she wants the character to start at when previewing this level in the game.  They show up in the hierarchy tree, and can be created using the Start Point Tool.}}&lt;br /&gt;
{{inspector section|Atmosphere}}&lt;br /&gt;
{{inspector row|Atmo-Sun Color|RGB color values for the sun. Usually white.}}&lt;br /&gt;
{{inspector row|Atmo-Sun Intensity|Sun power. Multiplies the extintion and In-scattering terms.}}&lt;br /&gt;
{{inspector row|Atmosphere Alpha|}}&lt;br /&gt;
{{inspector row|Distance Multiplier|Modulates the distance at which the fog effect is applied.}}&lt;br /&gt;
{{inspector row|Earth Reflectance|Specifies the amount of natural color to allow objects to emit.}}&lt;br /&gt;
{{inspector row|Mie Multiplier|Modulates the Mie scattering term.}}&lt;br /&gt;
{{inspector row|Moon Alpha|}}&lt;br /&gt;
{{inspector row|Moon Rotation|}}&lt;br /&gt;
{{inspector row|Moon Scale|}}&lt;br /&gt;
{{inspector row|Rayleigh Multiplier|Modulates the rayleigh term.}}&lt;br /&gt;
{{inspector row|Skydome Model|This is the model to use for the skydome.  The resource list that appears when you click here is filtered for models beginning is “sb_”.}}&lt;br /&gt;
{{inspector row|Turbidity|Turbidity factor for the Mie term.}}&lt;br /&gt;
{{inspector section|Atmosphere Cloud}}&lt;br /&gt;
{{inspector row|Color|The cloud layer uses this color.}}&lt;br /&gt;
{{inspector row|Density|Lower values make an overcast sky.  Higher values give a scattered cloud layer.}}&lt;br /&gt;
{{inspector row|Depth|The depth value simulates thickness in the clouds.  The lower the value, the darker and more opaque the base is.  Higher values simulate more light passing through the cloud layer.}}&lt;br /&gt;
{{inspector row|Range1|First UV offset into the noise texture.}}&lt;br /&gt;
{{inspector row|Range2|Second UV offset range into the noise texture.}}&lt;br /&gt;
{{inspector row|Sharpness|:  This is a floating point number between 0 and 1, with 0 being no fog and one being a full white out so to speak.}}&lt;br /&gt;
{{inspector section|Atmosphere Fog}}&lt;br /&gt;
{{inspector row|Fog Cap|The maximum value of fog effect.}}&lt;br /&gt;
{{inspector row|Fog Intensity|The intensity at the far plane.}}&lt;br /&gt;
{{inspector row|Fog Max Color|The color at maximum distance.}}&lt;br /&gt;
{{inspector row|Tactical Fog Multiplier|}}&lt;br /&gt;
{{inspector row|Use Separate Water Fog|}}&lt;br /&gt;
{{inspector row|Vertical Fog Zenith| Height of Fog horizon. Best between 0.000-&amp;gt;1.}}&lt;br /&gt;
{{inspector row|Water Fog Cap|}}&lt;br /&gt;
{{inspector row|Water Fog Intensity|}}&lt;br /&gt;
{{inspector section|Buffer Effect 1, 2 and 3}}&lt;br /&gt;
{{inspector row||The properties available will depend on the specific buffer effect selected.}}&lt;br /&gt;
{{inspector section|Layout Sunlight}}&lt;br /&gt;
{{inspector row|Char. Sunlight Can Be Occluded|}}&lt;br /&gt;
{{inspector row|Character Color|}}&lt;br /&gt;
{{inspector row|Character Color Multiplier|}}&lt;br /&gt;
{{inspector row|Color|This is the color of the sunlight for the layout.}}&lt;br /&gt;
{{inspector row|Color Multiplier|This is the strength of the sunlight.}}&lt;br /&gt;
{{inspector row|Direction|This is the direction of the sunlight.  It can be typed in manually (a Vector in 3d space), or it can be specified by clicking on the “Set Sunlight” button on the right.  Pressing this pops up an icon that shows both the direction of the sunlight and its color.  Use the mouse to change it.}}&lt;br /&gt;
{{inspector row|Enabled|When this is set to true sunlight is enabled, false it is not.  }}&lt;br /&gt;
{{inspector row|Soft Shadow Light Angle|}}&lt;br /&gt;
{{inspector row|Soft Shadow Num Samples|}}&lt;br /&gt;
{{inspector section|Mini Map}}&lt;br /&gt;
{{inspector row|Mini Map Position X|}}&lt;br /&gt;
{{inspector row|Mini Map Position Y|}}&lt;br /&gt;
{{inspector row|Mini Map Size X|}}&lt;br /&gt;
{{inspector row|Mini Map Size Y|}}&lt;br /&gt;
{{inspector section|Model Low-LOD Lightmap}}&lt;br /&gt;
{{inspector row|Downsample Factor|For low-LOD models, this downsample factor is applied to the size of the original lightmap setting.  Texture-size = 1/DSF * original.  The result is clamped to the nearest pow-2.  Note that good values are 1,2,4,8,16 etc.}}&lt;br /&gt;
{{inspector row|Max Size|After downsampling is applied, the texture size is checked against the maximum clamp size.}}&lt;br /&gt;
{{inspector section|Pathfinding}}&lt;br /&gt;
{{inspector row|Character Height|This specifies the average height of a humanoid for the pathfinding info generation.  It is specifically used to generate the bounding volume for a creature for the pathing tests.}}&lt;br /&gt;
{{inspector row|Clearance|This is currently not being used.}}&lt;br /&gt;
{{inspector row|Grid Separation|This is the separation between pathing test points, in the x and y direction.  In the default case there would be a pathing point every 0.5 meters.}}&lt;br /&gt;
{{inspector section|Terrain Setup}}&lt;br /&gt;
{{inspector row|Border Cell Width|This is the number of chunks that will appear in the boundary around the playable area.  In order to specify the playable area, use the “define Area” button.}}&lt;br /&gt;
{{inspector row|Cell Position X|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Y|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Position Z|This is the coordinate of the lower left corner of the exportable area, the numbers are in relation to the chunks and not area or world coordinates.}}&lt;br /&gt;
{{inspector row|Cell Size X|This is the width of the exportable area, in chunks.}}&lt;br /&gt;
{{inspector row|Cell Size Y|This is the length of the exportable area, in chunks}}&lt;br /&gt;
{{inspector row|Cell Size Z|This is the height of the exportable area.  Currently there is only 1 height possible, 1.  This will not change for DA.}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size|This is the size of the lightmap texture for the terrain chunks.  In this case 64 means the texture will be 64x64, which for a chunk size of 64m x 64m will be one texel of lightmap per meter (which is pretty low).}}&lt;br /&gt;
{{inspector row|Lightmap Texture Size (Vista)|This is the size of the lightmap texture for a vista chunk, outside the playable area and the border.  Again 16 means the texture will be 16x16.}}&lt;br /&gt;
{{inspector row|Subdivide Chunks By|}}&lt;br /&gt;
{{inspector row|Vista Cell Width|This is the number of chunks that will appear outside the border cells.  Anything inside the vista area will not be exported at high LOD.}}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;/div&gt;</summary>
		<author><name>Angrycrow</name></author>	</entry>

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