<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://www.datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BloodsongVengeance</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://www.datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BloodsongVengeance"/>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/wiki/Special:Contributions/BloodsongVengeance"/>
		<updated>2026-06-04T05:20:15Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.6</generator>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Invalid_curve&amp;diff=17764</id>
		<title>Invalid curve</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Invalid_curve&amp;diff=17764"/>
				<updated>2011-11-20T17:16:25Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: toolset error directed me to wiki with this error; there wasn't any page, so i made it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;For the Maker's sake, can someone tell this text to word-wrap, please!&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     If you are here because your Toolset popped up with a huge error that told you DON'T TOUCH NOTHIN' until you look up this serious error on the wiki... well, there was nothing here on the wiki about it.  This is what happened to me, and how I avoided the destruction of the universe as we know it.&lt;br /&gt;
&lt;br /&gt;
     It seems to occur if you try to edit keyframes on an animation that has GAD turned on.  My animation was stopping, blinking into the default pose, then going into the background base pose.  I wanted to eliminate the default pose blink, so I put two keyframes near the end of the animation, and dragged the endmost one down to zero.  It didn't like that.&lt;br /&gt;
&lt;br /&gt;
     I saved the cutscene using &amp;quot;Save As&amp;quot; and another name.  Then I closed the Toolset.  This new cutscene seemed to play all right (in the Toolset; haven't gone to game yet).  I also copied my new camera keyframes from it to my original cutscene, just in case the new on was FUBAR.&lt;br /&gt;
&lt;br /&gt;
     Trying to do the same keyframe edit on that animation with GAD reproduced the error.  So, my advice... Don't do that.&lt;br /&gt;
&lt;br /&gt;
     If it's something else, please feel free to add/edit this page.&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Talk:PRCSCR.xls&amp;diff=16768</id>
		<title>Talk:PRCSCR.xls</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Talk:PRCSCR.xls&amp;diff=16768"/>
				<updated>2011-08-03T15:56:19Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: /* This Needs Serious Help */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of one of these files would be great.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
Josh&lt;br /&gt;
&lt;br /&gt;
== This Needs Serious Help ==&lt;br /&gt;
&lt;br /&gt;
creating stuff for/with PRCSCR needs a step-by-step tutorial. and more information. like how to name it, that you need to convert it, where to stick it, etc etc etc.&lt;br /&gt;
&lt;br /&gt;
see information on these threads:&lt;br /&gt;
http://social.bioware.com/forum/1/topic/71/index/750495&lt;br /&gt;
http://social.bioware.com/forum/1/topic/71/index/564274&lt;br /&gt;
and this tutorial:&lt;br /&gt;
http://dragonagemodding.wordpress.com/2009/11/15/creating-a-custom-merchant-for-the-players-camp-part-1/&lt;br /&gt;
&lt;br /&gt;
and there's a bioware project with a gda tool on it; and i just lost the link.  GAH&lt;br /&gt;
~~&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=16767</id>
		<title>2DA ranges in use</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=2DA_ranges_in_use&amp;diff=16767"/>
				<updated>2011-08-03T14:24:37Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: /* PRCSCR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to enumerate row ID ranges that are used by the main game and by various popular addins, to avoid accidental overlap. See also [[Prefixes in use]] and [[Compatibility]].&lt;br /&gt;
&lt;br /&gt;
Note that there's no need for 2DA row IDs to be sequential, so you can use very large row ID numbers to reduce the chances of collision.&lt;br /&gt;
&lt;br /&gt;
Version 1.0 of the toolset had a bug in ExcelProcessor that caused problems with high row ID numbers, but this has been fixed in subsequent releases. See [[Bug: ExcelProcessor doesn't handle row IDs above 8.3 million correctly|the bug report]].&lt;br /&gt;
&lt;br /&gt;
As of now there is a bug that prevents ID's above 255 to be used for some M2DA's. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]] for a list of tables affected.&lt;br /&gt;
&lt;br /&gt;
Another [[Bug: DLC conflicts with standalone campaigns|bug]] affects the rewards M2DA.&lt;br /&gt;
&lt;br /&gt;
== ABI_base ==&lt;br /&gt;
&lt;br /&gt;
According to the [[ABI_base]] page under the ''tooltipstrref'' column, anything over 500000 is considered a debuff. This would limit the range a fair amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 200262'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50001&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 51000 - 51002&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 450000 - 450300&lt;br /&gt;
| ladydesire's [http://social.bioware.com/project/815/ Tevinter Warden class]&lt;br /&gt;
|-&lt;br /&gt;
| 466000 - 466100&lt;br /&gt;
| Apolyon6k's [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 901974-903000 and 401974-403000(modal)&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000 - 1337008&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560500&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680250&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/2646/ 2 Handed Weapon Abilities for Arcane Warriors]&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/3637/ Dual Weapon Abilities for Arcane Warriors]&lt;br /&gt;
|-&lt;br /&gt;
| 300000-300047&lt;br /&gt;
| rebel5555's [http://social.bioware.com/project/2644/ Weapon and Shield Abilities for Arcane Warriors]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== AI_TacticsPresets ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 9'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 15&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== ambient_ai ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000000-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ANIM_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65002&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== APR_base ==&lt;br /&gt;
&lt;br /&gt;
Note that there is a bug involving this 2DA: [[Bug: APR base maximum M2DA row ID is 65535 in the toolset]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 90'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 40010&lt;br /&gt;
| Alschemid - [http://social.bioware.com/project/3175/ Horses] and [http://social.bioware.com/project/3666/ Sandbox]&lt;br /&gt;
|-&lt;br /&gt;
| 55000 - 57000&lt;br /&gt;
| World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 64000 - 64999&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 65000 - 65001&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 65010 - 65025&lt;br /&gt;
| Mutantspicy Oracle and Enchanted Armor [Dragonage Nexus]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== areadata ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== armor_massive_variation ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 8'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| 50-50&lt;br /&gt;
| Alschemid - [http://social.bioware.com/project/3666/ Sandbox]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: the highest working tested ID for this variation is 141. See [http://social.bioware.com/wiki/datoolset/index.php/Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game bug report]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== BITM_base and ItemStats_ ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 30000 - 30500&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 40000 - 40200&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 57000-59000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 77000-79000&lt;br /&gt;
| [Sanguine Sunrise by LukaCrosszeria [http://social.bioware.com/project/4024/ Sanguine Sunrise]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 50000 - 50100&lt;br /&gt;
| Feline Fuelled Games - (by Silk) [http://www.felinefuelledgames.de/ Feline Fuelled Games]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== CLA_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 25'''&lt;br /&gt;
| '''Bioware&lt;br /&gt;
|-&lt;br /&gt;
| 10000 - 10012&lt;br /&gt;
| Ladydesire&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== crafting_recipe_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 7'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== crafting_recipes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 91'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5682000&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== engineevents ==&lt;br /&gt;
&lt;br /&gt;
Those ranges relates to custom events types/ID and not to engineevents based [[Event_override|events overriding]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 500&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 510 - 511&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== guitypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 600 - 600&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 601 - 601&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1888/ Advanced Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 666000 - 666020&lt;br /&gt;
| Apolyon6k's [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000 - 1337001&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 1974100-1974200&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Heraldry ==&lt;br /&gt;
There is a [[Bug:_High_M2DA_ID_ranges_might_work_in_the_toolset,_but_not_in_game | bug]] with this table. The range 0-255 is known to work.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (using 201 onwards temporarily) &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemprps ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10022'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 77000-79000&lt;br /&gt;
| Sanguine Sunrise by LukaCrosszeria [http://social.bioware.com/project/4024/ Sanguine Sunrise]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 2555000-2555010&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873322&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 2560000-2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== itemsets ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 2555000-2555010&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680500&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 2000000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7771000 - 7771500&lt;br /&gt;
| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth] (reserved by Starlight on Questorion's behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ItemVariations (all) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 30'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000'''&lt;br /&gt;
| '''Bioware - reserved (guessed)'''&lt;br /&gt;
|-&lt;br /&gt;
| 12000 - 12100&lt;br /&gt;
| [http://social.bioware.com/project/1923/ Adonnay's Weaponry] (reserved by mikemike37 on his behalf)&lt;br /&gt;
|-&lt;br /&gt;
| 77 - 99&lt;br /&gt;
| Sanguine Sunrise by LukaCrosszeria [http://social.bioware.com/project/4024/ Sanguine Sunrise]&lt;br /&gt;
|-&lt;br /&gt;
| 140 - 160&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 101000 - 400000&lt;br /&gt;
| [http://social.bioware.com/project/2157/ Dark Times: The Confederacy of Malkuth] (reserved by Starlight on Questorion's behalf)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
note: ItemVariations are affected by the bug which prevents ID's above 255 from appearing properly in the game. See [[Bug: High M2DA ID ranges might work in the toolset, but not in game|Bug report]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== M2DA_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1016, 2000 - 2010, 10011 - 10142, ...? '''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5000 - 5014&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/861/ Advanced Tactics]&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 77000 - 79000&lt;br /&gt;
| [http://social.bioware.com/project/4024/ Sanguine Sunrise] by LukaCrosszeria &lt;br /&gt;
|-&lt;br /&gt;
| 100000 - 100000&lt;br /&gt;
| Anakin's [http://social.bioware.com/project/1907/ Event Manager]&lt;br /&gt;
|-&lt;br /&gt;
| 690000 - 690100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000 - 1337001&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 2300000 - 2300100&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation] (M2DA prefix: COC)&lt;br /&gt;
|-&lt;br /&gt;
| 2560000 - 2560050&lt;br /&gt;
| Timelord's [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|-&lt;br /&gt;
| 5000000 - 5000010&lt;br /&gt;
| Noob766's [http://social.bioware.com/project/3827/ Companion Compatibility pack]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680050 - 5680055&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/3185/ Flexible craft UI]&lt;br /&gt;
|-&lt;br /&gt;
| 5681000 - 5681005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/2896/ DACrafting framework]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 6660000 - 6660050&lt;br /&gt;
| Apolyon6k - [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 7000000 - 7000050&lt;br /&gt;
| FtG - [http://social.bioware.com/project/1688/ UI Mod]&lt;br /&gt;
|-&lt;br /&gt;
| 7000051 - 7000055&lt;br /&gt;
| FtG - [http://social.bioware.com/project/3663/ Custom Loading Screen]&lt;br /&gt;
|-&lt;br /&gt;
| 7000056 - 7000071&lt;br /&gt;
| FtG - [http://social.bioware.com/forum/1/topic/75/index/5569843 Portrait dialogue and custom tokens (test release)]&lt;br /&gt;
|-&lt;br /&gt;
| 7000075-7000080&lt;br /&gt;
| FtG - [http://ftg.wikidot.com/ftg-quickbar Quickbar]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000 - 7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone] &lt;br /&gt;
|-&lt;br /&gt;
| 7777770 - 7777799&lt;br /&gt;
| Magic - [http://social.bioware.com/project/1429/ Void Walker] (M2DA prefix: VWK)&lt;br /&gt;
|-&lt;br /&gt;
| 9000000 - 9000050&lt;br /&gt;
| Ambaryerno - [http://social.bioware.com/project/415/ Arms and Armor]&lt;br /&gt;
|- &lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| 1553521700 - 1553521750&lt;br /&gt;
| Alschemid - [http://social.bioware.com/project/3666/ Sandbox]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialrules ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873323&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== materialtypes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 88'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680300&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 536873321 - 536873340&lt;br /&gt;
| Elys' [http://social.bioware.com/project/522/ Mysterious Gifts]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PartyPicker ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 11'''&lt;br /&gt;
| '''Bioware - Main campaign'''&lt;br /&gt;
|-&lt;br /&gt;
| '''????'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 101-199&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 200 - 299&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 300 - 350&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 1974-1980&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 5711-5720&lt;br /&gt;
| [http://social.bioware.com/project/3926/ Castle Drakhaoul] by Marshal57'&lt;br /&gt;
|-&lt;br /&gt;
| 6660 - 6665&lt;br /&gt;
| Apolyon6k's [http://social.bioware.com/project/3842/ The magic of innocence]&lt;br /&gt;
|-&lt;br /&gt;
| 77000 - 79000&lt;br /&gt;
| [http://social.bioware.com/project/4024/ Sanguine Sunrise] by LukaCrosszeria &lt;br /&gt;
|-&lt;br /&gt;
| 6900000 - 6900200&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1553521700 - 1553521710&lt;br /&gt;
| Alschemid - [http://social.bioware.com/project/3666/ Sandbox]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRCSCR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000 - 38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 77000 - 79000&lt;br /&gt;
| [http://social.bioware.com/project/4024/ Sanguine Sunrise] by LukaCrosszeria &lt;br /&gt;
|-&lt;br /&gt;
| 690000 - 690100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 1337000&lt;br /&gt;
| amcnow's [http://social.bioware.com/project/3823/ Respecification]&lt;br /&gt;
|-&lt;br /&gt;
| 2000000 - 2000050&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=942 Oracle,mutantspicy's magic vault, and other custom armors]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680020&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 6000000 - 6000050&lt;br /&gt;
| TreDawn - [http://social.bioware.com/project/1750/ Nesiara Companion]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000 - 7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 9130000 - 9130100&lt;br /&gt;
| [http://social.bioware.com/user_bw_projects.php BloodsongVengeance]&lt;br /&gt;
|-&lt;br /&gt;
| 10100000&lt;br /&gt;
| Camp [http://social.bioware.com/project/463/ storage chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100011 - 10100013&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2620/ Camp Merchant Chest]&lt;br /&gt;
|-&lt;br /&gt;
| 10100014 - 10100016&lt;br /&gt;
| Didymos' [http://social.bioware.com/project/2717/ Item Sets Fix]&lt;br /&gt;
|-&lt;br /&gt;
| 10100100 - 10100110&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000 - 40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 42006090 - 42006100&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1120 Morrigan Restoration Patch]&lt;br /&gt;
|-&lt;br /&gt;
| 1000197400 - 1000197410&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon]&lt;br /&gt;
|-&lt;br /&gt;
| 1109197751 - 1109197799&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1020 Awakening Runes Fixes], [http://dragonagenexus.com/downloads/file.php?id=1112 Awakening Blackblade Armor Dragon Drop Fix]&lt;br /&gt;
|-&lt;br /&gt;
| 1140150041 - 1140150091&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/789/ Ser Gilmore NPC]&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|-&lt;br /&gt;
| 1553521700 - 1553521710&lt;br /&gt;
| Alschemid - [http://social.bioware.com/project/3666/ Sandbox]&lt;br /&gt;
|-&lt;br /&gt;
| 1672464532 - 1672464542&lt;br /&gt;
| DLAN_Immortality - [http://social.bioware.com/project/2991/ Ser Gilmore NPC Awakening]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== placeable_types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 14000 - 16000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 17000 - 19000&lt;br /&gt;
| Standalone modules (see discussion tab)&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 43050-43061&lt;br /&gt;
| Eshme's [http://social.bioware.com/project/1929/ Sleeping Tent]  (Greater 65535 is showing bugs so this is until it is fixed)&lt;br /&gt;
|-&lt;br /&gt;
| 43062-43065&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|-&lt;br /&gt;
| 56000-56200&lt;br /&gt;
| [http://social.bioware.com/project/2472/#details Mikes Invisible Boxes]&lt;br /&gt;
|-&lt;br /&gt;
| 2696549 - 2696700&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden] (NOTE: I'm using the 6000-6200 range until Bioware fixes the bug which prevents m2da ID ranges above 900000 from showing up in game.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / Author: frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 1974-1978&lt;br /&gt;
| Idomeneas' [http://social.bioware.com/project/3152/ Valeria Addon] (They are low so they'll show in game, recall the toolset bug)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== popups ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 1000001-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PRJ_base ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680050&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== String ID ==&lt;br /&gt;
It is not generally necessary to register String ID ranges here. The values generated by the toolset are sufficiently random to minimise the risk of collision. Exception : the Community Contest reserved the range below so that the builders will stick to that and can import VO without having to renumber the VO files.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 10000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 89000000  - 89999999&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== tint_override ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 500 - 520&lt;br /&gt;
| PavelNovotny - [http://social.bioware.com/project/517/ Gay Bars of Ferelden]&lt;br /&gt;
|-&lt;br /&gt;
| 6900 - 6920&lt;br /&gt;
| [http://www.dragonagenexus.com/downloads/file.php?id=1617 Karma's Origins Companions]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001-1001000&lt;br /&gt;
| [http://social.bioware.com/project/178/ Crown of Creation]&lt;br /&gt;
|-&lt;br /&gt;
| 30000000-40000000&lt;br /&gt;
| MCC's Senderfall: The Last Bastion (To author: unreasonable range, please correct)&lt;br /&gt;
|-&lt;br /&gt;
| 1109197701 - 1109197750&lt;br /&gt;
| Schwinni - [http://dragonagenexus.com/downloads/file.php?id=1064 Helmets without wings and retints]&lt;br /&gt;
|-&lt;br /&gt;
| 1553521700 - 1553521750&lt;br /&gt;
| Alschemid - [http://social.bioware.com/project/3666/ Sandbox]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ts_material ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| 1405261000 - 1405261999&lt;br /&gt;
| nezroy - [http://social.bioware.com/project/1834/ Warden Shields], [http://www.dragonagenexus.com/downloads/file.php?id=793 Leliana Item Set]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TS_Category ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680005&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 1000001 - 1100000&lt;br /&gt;
| DA Workshop / by frosti [http://www.dragon-age-workshop.de/forum/viewforum.php?f=19/ Icewind Dale Remake]&lt;br /&gt;
|-&lt;br /&gt;
| 7570000-7770000&lt;br /&gt;
| [World of Grone (by Shodushi) [http://social.bioware.com/project/2194/ World of Grone]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== vfx_base ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 1000000'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| 24000 - 26000&lt;br /&gt;
| [http://social.bioware.com/wiki/datoolset/index.php/Community_Contest_Main_Page Community Contest]&lt;br /&gt;
|-&lt;br /&gt;
| 37000-38000&lt;br /&gt;
| [http://bg2redux.student.utwente.nl/trac/wiki Baldur's Gate Redux]&lt;br /&gt;
|-&lt;br /&gt;
| 5680000 - 5680010&lt;br /&gt;
| Phaenan's [http://social.bioware.com/project/672/ The Winter Forge]&lt;br /&gt;
|-&lt;br /&gt;
| 5680011 - 5680019&lt;br /&gt;
| BioSpirit's [http://social.bioware.com/project/1647/ Hilltop Under Siege]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== worldmaps (has to be less than 256) ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| '''0 - 6'''&lt;br /&gt;
| '''Bioware - reserved'''&lt;br /&gt;
|-&lt;br /&gt;
| '''151 - 151'''&lt;br /&gt;
| Alschemid - [http://social.bioware.com/project/3666/ Sandbox]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''210 - 220'''&lt;br /&gt;
| [http://social.bioware.com/project/1845/ Blood and Lyrium]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Ambient_ai.xls&amp;diff=15970</id>
		<title>Ambient ai.xls</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Ambient_ai.xls&amp;diff=15970"/>
				<updated>2011-03-13T14:15:39Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: posted link to the xls file i uploaded to google docs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Ambient behaviour]] for details on how this information is used.&lt;br /&gt;
&lt;br /&gt;
{{2da start|ambient_anim_patterns}}&lt;br /&gt;
{{2da column|Label|string|Anything in green MUST be played in order.}}&lt;br /&gt;
{{2da column|NoPlayNext|int|Sets bPlayNext parameter used with CommandPlayAnimation() function to FALSE.}}&lt;br /&gt;
{{2da column|ActionTotal|int|}}&lt;br /&gt;
{{2da column|Action0|float|Format: Animation.Loops}}&lt;br /&gt;
{{2da column|Action1|float|}}&lt;br /&gt;
{{2da column|Action2|float|}}&lt;br /&gt;
{{2da column|Action3|float|}}&lt;br /&gt;
{{2da column|Action4|float|}}&lt;br /&gt;
{{2da column|Action5|float|}}&lt;br /&gt;
{{2da column|Action6|float|}}&lt;br /&gt;
{{2da column|Action7|float|}}&lt;br /&gt;
{{2da column|Action8|float|}}&lt;br /&gt;
{{2da column|Action9|float|}}&lt;br /&gt;
{{2da column|Action10|float|}}&lt;br /&gt;
{{2da column|Action11|float|}}&lt;br /&gt;
{{2da column|Action12|float|}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[https://spreadsheets.google.com/ccc?key=0AsMdSm0VGixjdGtKRzJnaC0xcWhsQUlNZnpLMkRJTHc&amp;amp;hl=en&amp;amp;authkey=CNrsmsQI#gid=1 ambient_ai.xls on Google Docs.] &lt;br /&gt;
&lt;br /&gt;
[[Category:Ambient behavior]]&lt;br /&gt;
[[Category:XLS files]]&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=15309</id>
		<title>Area layouts used in the single player module</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Area_layouts_used_in_the_single_player_module&amp;diff=15309"/>
				<updated>2010-12-28T20:39:07Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: can never find this by searching for lvl, level, layout, area or list.  trying to make it more findable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will help those that dont want to go through every area layout to find the one they want. Hope this helps -RandyG&lt;br /&gt;
*Updated - Slonison&lt;br /&gt;
*Added screenshots for areas - Barrett R&lt;br /&gt;
&lt;br /&gt;
The .lvl files for most of these areas can be downloaded from [http://social.bioware.com/project/1331/#files the Single player and core resource source files] project, if you wish to modify the layouts in the [[level editor]].&lt;br /&gt;
&lt;br /&gt;
== arena ==&lt;br /&gt;
*[[:Image:Arena.jpg|arena]] - Small Castle Arena &lt;br /&gt;
*[[:Image:Arena2.jpg|arena2]] - Large Castle Arena&lt;br /&gt;
&lt;br /&gt;
== brc ==&lt;br /&gt;
*[[:Image:Brc000d.jpg|brc000d]] - Dalish Camp&lt;br /&gt;
*[[:Image:Brc100d.jpg|brc100d]] - Brecilian Forest: West Brecilian Forest&lt;br /&gt;
*[[:Image:Brc101d.jpg|brc101d]] - Brecilian Forest: East Brecilian Forest&lt;br /&gt;
*[[:Image:Brc200d.jpg|brc200d]] - Dalish Elf Origins: Elven Ruins&lt;br /&gt;
*[[:Image:Brc201d.jpg|brc201d]] - Cavern (Unused?)&lt;br /&gt;
*[[:Image:Brc202d.jpg|brc202d]] - The Brecilian Ruins: Lower Ruins&lt;br /&gt;
*[[:Image:Brc203d.jpg|brc203d]] - The Brecilian Ruins: Lair of the Werewolves&lt;br /&gt;
*[[:Image:Brc204d.jpg|brc204d]] - The Brecilian Ruins: Ruins Upper Levels&lt;br /&gt;
*[[:Image:Brc300d.jpg|brc300d]] - Dalish Elf Origins: Forest Clearing&lt;br /&gt;
*[[:Image:Brc501d.jpg|brc501d]] - Darkspawn Encounter: Field near a Lake&lt;br /&gt;
*[[:Image:Brc502d.jpg|brc502d]] - Encounter: Twisted Forest&lt;br /&gt;
*[[:Image:Brc503d.jpg|brc503d]] - Encounter: Twisting Roads&lt;br /&gt;
*[[:Image:Brc504d.jpg|brc504d]] - Encounter: Kadan-Fe Camp&lt;br /&gt;
*[[:Image:Brc505d.jpg|brc505d]] - Encounter: Marjolaine's Assassins (Road with river and waterfall)&lt;br /&gt;
*[[:Image:Brc997d.jpg|brc997d]] - Dalish Elf Origins: Dalish Camp&lt;br /&gt;
*[[:Image:Brc999d.jpg|brc999d]] - Player Camp&lt;br /&gt;
&lt;br /&gt;
== combat ==&lt;br /&gt;
*[[:Image:Combat.jpg|combat]] - Open Combat Area&lt;br /&gt;
*[[:Image:Combat2.jpg|combat2]] - Open Combat Area&lt;br /&gt;
&lt;br /&gt;
== den ==&lt;br /&gt;
*[[:Image:den000d.jpg|den000d]] - Denerim: Palace District: Palace Exterior (during attack)&lt;br /&gt;
*[[:Image:den001d.jpg|den001d]] - Denerim: Palace District: Royal Palace&lt;br /&gt;
*[[:Image:den005d.jpg|den005d]] - Denerim: Palace District: Arl of Denerim's: Interiors&lt;br /&gt;
*[[:Image:den009d.jpg|den009d]] - Haven Village: Store&lt;br /&gt;
*[[:Image:den011d.jpg|den011d]] - Denerim: Palace District: Arl of Denerim's: Dungeon&lt;br /&gt;
*[[:Image:den012d.jpg|den012d]] - Denerim: Palace District: Arl of Denerim's: Exterior&lt;br /&gt;
*[[:Image:den020d.jpg|den020d]] - Denerim: Market District: Gnawed Noble's Tavern&lt;br /&gt;
*[[:Image:den101d.jpg|den101d]] - Denerim: Market District: Brother Genetivi's House&lt;br /&gt;
*[[:Image:den200d.jpg|den200d]] - Denerim: Alienage: Day&lt;br /&gt;
*[[:Image:den200n.jpg|den200n]] - Denerim: Alienage: Night (during attack)&lt;br /&gt;
*[[:Image:den201d.jpg|den201d]] - Denerim: Alienage: City Elf Origin's Home&lt;br /&gt;
*[[:Image:den202d.jpg|den202d]] - Denerim: Alienage: Alarith's Store&lt;br /&gt;
*[[:Image:den203d.jpg|den203d]] - Denerim: Alienage: Slum Apartments&lt;br /&gt;
*[[:Image:den204d.jpg|den204d]] - Denerim: Alienage: Tevinter Hospice&lt;br /&gt;
*[[:Image:den206d.jpg|den206d]] - Denerim: Alienage: Slaver Compound&lt;br /&gt;
*[[:Image:den207d.jpg|den207d]] - Denerim: Alienage: Valendrian's House&lt;br /&gt;
*[[:Image:den308d.jpg|den308d]] - Haven Village: Chantry&lt;br /&gt;
*[[:Image:den312d.jpg|den312d]] - Denerim: South Docks: The Pearl&lt;br /&gt;
*[[:Image:den400d.jpg|den400d]] - Denerim: Market District&lt;br /&gt;
*[[:Image:den401d.jpg|den401d]] - Denerim: Market District: Arl Eamon's Estate (First Floor)&lt;br /&gt;
*[[:Image:den403d.jpg|den403d]] - Denerim: Market District: Magic Shop&lt;br /&gt;
*[[:Image:den404d.jpg|den404d]] - Denerim: House (small, multiple uses)&lt;br /&gt;
*[[:Image:den405d.jpg|den405d]] - Denerim: House (large, Marjolaine encounter)&lt;br /&gt;
*[[:Image:den407d.jpg|den407d]] - Denerim: Market District: Master Wade's Emporium&lt;br /&gt;
*[[:Image:den408d.jpg|den408d]] - Denerim: Market District: Arl Eamon's Estate (Basement)&lt;br /&gt;
*[[:Image:den500d.jpg|den500d]] - Denerim: Fort Drakon (Main Floor, during attack)&lt;br /&gt;
*[[:Image:den501d.jpg|den501d]] - Denerim: Fort Drakon (Second Floor, during attack)&lt;br /&gt;
*[[:Image:den502d.jpg|den502d]] - Denerim: Fort Drakon (Rooftop, during attack)&lt;br /&gt;
*[[:Image:den504d.jpg|den504d]] - Denerim: Fort Drakon (Exteriors, during attack)&lt;br /&gt;
*[[:Image:den505d.jpg|den505d]] - Denerim: Fort Drakon (Main Floor)&lt;br /&gt;
*[[:Image:den510d.jpg|den510d]] - Denerim: City Gates (during attack)&lt;br /&gt;
*[[:Image:den520d.jpg|den520d]] - Denerim: Market District (during attack)&lt;br /&gt;
*[[:Image:den600d.jpg|den600d]] - Denerim: Alienage: Abandoned Orphanage&lt;br /&gt;
*[[:Image:den601d.jpg|den601d]] - Denerim: South Docks: Bloodmage HQ&lt;br /&gt;
*[[:Image:den602d.jpg|den602d]] - Denerim: Bann of West Hill's Estate&lt;br /&gt;
*[[:Image:den900d.jpg|den900d]] - Denerim: Back Alley (Narrow)&lt;br /&gt;
*[[:Image:den901d.jpg|den901d]] - Denerim: Back Alley (Wide)&lt;br /&gt;
*[[:Image:den998d.jpg|den998d]] - Denerim: Docks: Grey Warden Cache&lt;br /&gt;
&lt;br /&gt;
== hrt ==&lt;br /&gt;
*[[:Image:hrt000d.jpg|hrt000d]] - Lothering&lt;br /&gt;
*[[:Image:hrt001d.jpg|hrt001d]] - Lothering: Chantry&lt;br /&gt;
*[[:Image:hrt002d.jpg|hrt002d]] - Lothering: Dane's Refuge&lt;br /&gt;
*[[:Image:hrt201d.jpg|hrt201d]] - Highever/Cousland Castle: Human Noble Origins&lt;br /&gt;
*[[:Image:hrt201n.jpg|hrt201n]] - Highever/Cousland Castle: Human Noble Origins: Attack&lt;br /&gt;
&lt;br /&gt;
== lak ==&lt;br /&gt;
*[[:Image:lak100c.jpg|lak100c]] - Redcliffe Village (Attack)&lt;br /&gt;
*[[:Image:lak100d.jpg|lak100d]] - Redcliffe Village (Day)&lt;br /&gt;
*[[:Image:lak100n.jpg|lak100n]] - Redcliffe Village (Night)&lt;br /&gt;
*[[:Image:lak101d.jpg|lak101d]] - Redcliffe: General Store (Oil Drums)&lt;br /&gt;
*[[:Image:lak102d.jpg|lak102d]] - Redcliffe: Katelyn's Home&lt;br /&gt;
*[[:Image:lak103d.jpg|lak103d]] - Redcliffe: Tavern&lt;br /&gt;
*[[:Image:lak104d.jpg|lak104d]] - Home 3 Rooms&lt;br /&gt;
*[[:Image:lak105d.jpg|lak105d]] - Redcliffe: Blacksmith's Store&lt;br /&gt;
*[[:Image:lak106d.jpg|lak106d]] - Redcliffe: Chantry&lt;br /&gt;
*[[:Image:lak107d.jpg|lak107d]] - Redcliffe: House (along wooden path)&lt;br /&gt;
*[[:Image:lak108d.jpg|lak108d]] - Redcliffe: Dwyn's Home&lt;br /&gt;
*[[:Image:lak109d.jpg|lak109d]] - Redcliffe: Windmill&lt;br /&gt;
*[[:Image:lak110d.jpg|lak110d]] - Redcliffe: Katelyn's Home (Upstairs)&lt;br /&gt;
*[[:Image:lak200d.jpg|lak200d]] - Redcliffe: Castle Courtyard&lt;br /&gt;
*[[:Image:lak201d.jpg|lak201d]] - Redcliffe: Castle (1st Floor)&lt;br /&gt;
*[[:Image:lak202d.jpg|lak202d]] - Redcliffe: Castle (2nd Floor)&lt;br /&gt;
*[[:Image:lak203d.jpg|lak203d]] - Redcliffe: Castle (Basement)&lt;br /&gt;
*[[:Image:lak250d.jpg|lak250d]] - The Fade (Connor)&lt;br /&gt;
*[[:Image:lak300d.jpg|lak300d]] - Lake Calenhad&lt;br /&gt;
*[[:Image:lak302d.jpg|lak302d]] - The Circle Tower (Basement)&lt;br /&gt;
*[[:Image:lak303d.jpg|lak303d]] - The Circle Tower: Apprentice Quarters (1st Floor)&lt;br /&gt;
*[[:Image:lak304d.jpg|lak304d]] - The Circle Tower: Senior Mage Quarters (2nd Floor)&lt;br /&gt;
*[[:Image:lak307d.jpg|lak307d]] - The Circle Tower: Harrowing Chamber (5th Floor)&lt;br /&gt;
*[[:Image:lak308d.jpg|lak308d]] - The Circle Tower: Storage (Spiders)&lt;br /&gt;
*[[:Image:lak400d.jpg|lak400d]] - Haven Village&lt;br /&gt;
*[[:Image:lak401d.jpg|lak401d]] - Ruined Temple (1st Floor)&lt;br /&gt;
*[[:Image:lak403d.jpg|lak403d]] - Ruined Temple: Mountain Peak&lt;br /&gt;
*[[:Image:lak404d.jpg|lak404d]] - Ruined Temple: The Gauntlet&lt;br /&gt;
*[[:Image:lak405d.jpg|lak405d]] - Ruined Temple (2nd Floor)&lt;br /&gt;
*[[:Image:lak503d.jpg|lak503d]] - The Circle Tower: Apprentice Quarters (1st Floor) Attack&lt;br /&gt;
*[[:Image:lak504d.jpg|lak504d]] - The Circle Tower: Senior Mage Quarters (2nd Floor) Attack&lt;br /&gt;
*[[:Image:lak505d.jpg|lak505d]] - The Circle Tower: The Great Hall (3rd Floor) Attack&lt;br /&gt;
*[[:Image:lak506d.jpg|lak506d]] - The Circle Tower: Templar Quarters (4th Floor) Attack&lt;br /&gt;
*[[:Image:lak507d.jpg|lak507d]] - The Circle Tower: Harrowing Chamber (5th Floor) Attack&lt;br /&gt;
*[[:Image:lak510d.jpg|lak510d]] - Weisshaupt Fortress&lt;br /&gt;
*[[:Image:lak511d.jpg|lak511d]] - Weisshaupt: The Burning Tower&lt;br /&gt;
*[[:Image:lak512d.jpg|lak512d]] - Weisshaupt: The Darkspawn Invasion&lt;br /&gt;
*[[:Image:lak513d.jpg|lak513d]] - Weisshaupt: The Mage's Asunder&lt;br /&gt;
*[[:Image:lak514d.jpg|lak514d]] - Weisshaupt: The Templar's Nightmare&lt;br /&gt;
*[[:Image:lak515d.jpg|lak515d]] - Weisshaupt: Inner Sanctum&lt;br /&gt;
*[[:Image:lak519d.jpg|lak519d]] - Rocky Structure&lt;br /&gt;
*[[:Image:lak526d.jpg|lak526d]] - Weisshaupt: A Nightmare&lt;br /&gt;
&lt;br /&gt;
== lgt ==&lt;br /&gt;
*[[:Image:lgt101d.jpg|lgt101d]] - Lake Calenhad: The Spoiled Princess&lt;br /&gt;
*[[:Image:lgt300d.jpg|lgt300d]] - Frostback Mountain&lt;br /&gt;
*[[:Image:lgt600d.jpg|lgt600d]] - Outside Broken Bridge (Abandoned Meadow)&lt;br /&gt;
*[[:Image:lgt601d.jpg|lgt601d]] - Outside Broken Bridge 2 (Roadside)&lt;br /&gt;
*[[:Image:lgt602d.jpg|lgt602d]] - Outside Broken Bridge 3 (Old Tegrin)&lt;br /&gt;
*[[:Image:lgt603d.jpg|lgt603d]] - Outside Broken Bridge 4 (Hillside Path)&lt;br /&gt;
*[[:Image:lgt604d.jpg|lgt604d]] - Outside Broken Bridge 5 (Zevran Attack)&lt;br /&gt;
*[[:Image:lgt605d.jpg|lgt605d]] - Outside Broken Bridge 6&lt;br /&gt;
&lt;br /&gt;
== orz ==&lt;br /&gt;
*[[:Image:orz000d.jpg|orz000d]] - Orzammar: Hall of Heroes&lt;br /&gt;
*[[:Image:orz100d.jpg|orz100d]] - Orzammar Commons&lt;br /&gt;
*[[:Image:orz101d.jpg|orz101d]] - Orzammar Commons: Tapster's Tavern&lt;br /&gt;
*[[:Image:orz102d.jpg|orz102d]] - Orzammar Commons: Janar's Armorers&lt;br /&gt;
*[[:Image:orz103d.jpg|orz103d]] - Orzammar Commons: Jarvia's Carta Hideout&lt;br /&gt;
*[[:Image:orz105d.jpg|orz105d]] - Orzammar Commons: Figor's Imports&lt;br /&gt;
*[[:Image:orz106d.jpg|orz106d]] - Small Home&lt;br /&gt;
*[[:Image:orz107d.jpg|orz107d]] - Orzammar Commons: Orzammar Chantry&lt;br /&gt;
*[[:Image:orz200d.jpg|orz200d]] - Orzammar Dust Town&lt;br /&gt;
*[[:Image:orz201d.jpg|orz201d]] - Orzammar Dust Town: Slums Home&lt;br /&gt;
*[[:Image:orz203d.jpg|orz203d]] - Orzammar Dust Town: Alimar's Emporium&lt;br /&gt;
*[[:Image:orz300d.jpg|orz300d]] - Orzammar Diamond Quarter&lt;br /&gt;
*[[:Image:orz301d.jpg|orz301d]] - Orzammar Diamond Quarter: The Assembly&lt;br /&gt;
*[[:Image:orz302d.jpg|orz302d]] - Orzammar Diamond Quarter: Harrowmont's Estate&lt;br /&gt;
*[[:Image:orz303d.jpg|orz303d]] - Orzammar Diamond Quarter: Royal Palace&lt;br /&gt;
*[[:Image:orz304d.jpg|orz304d]] - Orzammar Diamond Quarter: Shaperate&lt;br /&gt;
*[[:Image:orz500d.jpg|orz500d]] - Orzammar Commons: The Proving&lt;br /&gt;
*[[:Image:orz601d.jpg|orz601d]] - Orzammar Prison&lt;br /&gt;
*[[:Image:orz700d.jpg|orz700d]] - The Deep Roads: Caridin's Cross&lt;br /&gt;
*[[:Image:orz701d.jpg|orz701d]] - The Deep Roads: Aeducan Thaig&lt;br /&gt;
*[[:Image:orz702d.jpg|orz702d]] - The Deep Roads: Ortan Thaig&lt;br /&gt;
*[[:Image:orz703d.jpg|orz703d]] - The Deep Roads: Unfinished Area (No Lava)&lt;br /&gt;
*[[:Image:orz704d.jpg|orz704d]] - The Deep Roads: Drawf Noble Origins: Thaig Chamber&lt;br /&gt;
*[[:Image:orz800d.jpg|orz800d]] - The Deep Roads: Dwarf Noble Origins: Deep Roads Outskirts&lt;br /&gt;
*[[:Image:orz900d.jpg|orz900d]] - The Deep Roads: The Dead Trenches&lt;br /&gt;
*[[:Image:orz901d.jpg|orz901d]] - The Deep Roads: Anvil of the Void&lt;br /&gt;
*[[:Image:orz999d.jpg|orz999d]] - The Deep Roads: Unused Map?&lt;br /&gt;
&lt;br /&gt;
== ost ==&lt;br /&gt;
*[[:Image:ost000a.jpg|ost000a]] - Ostagar Camp Night&lt;br /&gt;
*[[:Image:ost000c.jpg|ost000c]] - Ostagar Camp Attack&lt;br /&gt;
*[[:Image:ost000t.jpg|ost000t]] - Ostagar Camp Day&lt;br /&gt;
*[[:Image:ost001d.jpg|ost001d]] - Tower of Ishal (First Floor)&lt;br /&gt;
*[[:Image:ost002d.jpg|ost002d]] - Tower of Ishal (Second Floor)&lt;br /&gt;
*[[:Image:ost003d.jpg|ost003d]] - Tower of Ishal (Third Floor)&lt;br /&gt;
*[[:Image:ost004d.jpg|ost004d]] - Tower of Ishal (Top Floor)&lt;br /&gt;
*[[:Image:ost100d.jpg|ost100d]] - Korcari Wilds&lt;br /&gt;
*[[:Image:ost101d.jpg|ost101d]] - Outside Flemeth's Hut&lt;br /&gt;
*[[:Image:ost102d.jpg|ost102d]] - Inside Flemeth's Hut&lt;br /&gt;
&lt;br /&gt;
== oth ==&lt;br /&gt;
*[[:Image:oth000d.jpg|oth000d]] - The Fade (Harrowing)&lt;br /&gt;
*[[:Image:oth001d.jpg|oth001d]] - The Fade (Circle of Magi)&lt;br /&gt;
*[[:Image:oth999d.jpg|oth999d]] - Party picker&lt;br /&gt;
&lt;br /&gt;
== rmt ==&lt;br /&gt;
*[[:Image:rmtst.jpg|rmtst]] - Warehouse 3 Rooms Morning&lt;br /&gt;
*[[:Image:rmtst01.jpg|rmtst01]] - Warehouse 3 Rooms Night&lt;br /&gt;
*[[:Image:rmtst03.jpg|rmtst03]] - Warehouse 3 Rooms Afternoon&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
[[Category:Art resources]]&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Art_Resources&amp;diff=15308</id>
		<title>Art Resources</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Art_Resources&amp;diff=15308"/>
				<updated>2010-12-28T20:35:59Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: bloodsong adds another link to the layout list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Art Resources are all Art created and stored into the Dragon Age Filesystem. Creators of Worldmaps will need Art Resources to shape them with Models, while creators of Facemorphs need Models of Faces. With that ,they are also creating Art Resources.&lt;br /&gt;
This is Part of the [[Art]] Category.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Art Resources are the part of the Game which is what you hear and see. However the properties of each of the things is not. What they are instead is a property of a [[Designer Resources|Designer Resource]]. A sword, which is a [[Designer Resources|Designer Resource]], for example has attack properties, and another of these properies tell which [[Model]] it uses.&lt;br /&gt;
&lt;br /&gt;
Art Resources are almost solely required by [[Designer Resources]], and as such do not make its way into the Game directly.&lt;br /&gt;
&lt;br /&gt;
Any Resource is stored in the Dragon Age Filesystems [[ERF]] Files. They are created by external Tools and the Dragon Age Toolset, by multiple ways. The most common and diverse Resource is that of [[Model|Models]].&lt;br /&gt;
The Filename Scheme for Resources follows a general [[Naming conventions|Naming Structure]], due to its Amount and easier Management. It is also split into many [[ERF]] Files for different kinds of Resources.&lt;br /&gt;
&lt;br /&gt;
=== Filestructure ===&lt;br /&gt;
&lt;br /&gt;
[[ERF]] Files for Dragon Age are stored in the Folder and Subfolders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;(Dragon Age Install Dir)\packages\core\&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Browsing the Filestructure, see Article: [[ERF]]&lt;br /&gt;
*List of Filestypes: [[File types]]&lt;br /&gt;
&lt;br /&gt;
== Modding and Creating ==&lt;br /&gt;
&lt;br /&gt;
When talking Art Resources, its creation requires mostly knowing only about the Resourcetype in question. Anything about creation, exporting, formats is explained for each on their own. &lt;br /&gt;
&lt;br /&gt;
A common activity in modding is overriding existing Art Resources. This is the process of recreating a special type and mimicing the Filename of the original, so that the [[Designer Resources|Designer Resource]] ,or anything that previously read that File, will now pick the modded one. Art Resources, along with [[2DA|2DA Resources]], need to be manually arranged into the Filesystem. This is normally an Override Folder of some sort, and those Resources are initially stored as single Files. &lt;br /&gt;
&lt;br /&gt;
Generally, the Game and the Toolset reads multiple override Folders [[Source directory priorities|after a list of priorities]], so it wouldnt matter. However when the Art Resource should be integrated into a [[Module|custom Module]], it should be placed alongside the override folder of that [[Module]]. The reason is that the Toolset creates [[DAZIP|&amp;quot;DAZIP&amp;quot;]] [[Builder to player]] installable packages, where you select which Folder to integrate. Thus the Resources needed for the [[Module]] should not be scattered around the Filesystem.&lt;br /&gt;
&lt;br /&gt;
Only the [[Builder to player]] Functionality packs those Resources into [[ERF|ERF Files]] again.&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Tutorials]]''&lt;br /&gt;
&lt;br /&gt;
== Resourcetypes ==&lt;br /&gt;
&lt;br /&gt;
=== Models ===&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Model]]&lt;br /&gt;
&lt;br /&gt;
=== Materials / Textures / Tints ===&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Material editor]]&lt;br /&gt;
&lt;br /&gt;
In closer relation to Models see Article: [[Model]]&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Animation blend tree editor]]&lt;br /&gt;
&lt;br /&gt;
=== Morphs ===&lt;br /&gt;
&lt;br /&gt;
Facemorphs, are generated with the face-morphing tool.&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Morph]]&lt;br /&gt;
&lt;br /&gt;
You can download the source files for all the morphs in the main campaign from here: [http://social.bioware.com/project/1331/#files]&lt;br /&gt;
&lt;br /&gt;
=== FaceFX ===&lt;br /&gt;
&lt;br /&gt;
Handles facial expressions and lip-synching.&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[FaceFX]]&lt;br /&gt;
&lt;br /&gt;
=== Visual effects ===&lt;br /&gt;
&lt;br /&gt;
See Main Article : [[VFX editor]]&lt;br /&gt;
&lt;br /&gt;
You can download the source files for all the visual effects in the main campaign from here: [http://social.bioware.com/project/1331/#files]&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
See Main Article : [[Sound and music]]&lt;br /&gt;
&lt;br /&gt;
=== Level/Area layouts  ===&lt;br /&gt;
&lt;br /&gt;
''(Note that this is distinct from the Area editor)''&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Level editor]]&lt;br /&gt;
&lt;br /&gt;
You can download the source files for all the level layouts in the main campaign from here: [http://social.bioware.com/project/1331/#files]&lt;br /&gt;
&lt;br /&gt;
See also [[Area layouts used in the single player module]] for a listing of what each one is.&lt;br /&gt;
&lt;br /&gt;
[[Category:Art resources]]&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Area&amp;diff=15307</id>
		<title>Area</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Area&amp;diff=15307"/>
				<updated>2010-12-28T20:35:10Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: bloodsong adds links to the layouts list.  yes, all over the place!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox area}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Areas are the spaces within which characters move around and perform actions. Items, placeables, creatures, triggers, and ambient sounds can be located inside of areas.&lt;br /&gt;
&lt;br /&gt;
An area has its own coordinate system and a consistent art style so that its resources can be packaged together. Areas are limited in size. In DA, the player will travel between areas by doing 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 perception and movement. Artists construct areas using the Environment Editor.&lt;br /&gt;
&lt;br /&gt;
The area editor displays the selected environment in a graphics window. The currently placed objects are displayed in a tree view. Using the mouse or keyboard, the user can move objects around.&lt;br /&gt;
&lt;br /&gt;
When an area is displayed in the main display, placeables and creatures can be placed within it by first selecting the item in the palette window list and then moving the mouse pointer to the correct location within the area. The object will appear and move with the mouse pointer until you left-click to affix it in place.&lt;br /&gt;
&lt;br /&gt;
== Camera control and moving objects ==&lt;br /&gt;
&lt;br /&gt;
Since camera control and the movements of objects is a process common to areas, stages, and cutscenes, the documentation for this can be found at [[3D control]]s.&lt;br /&gt;
&lt;br /&gt;
== Toolbars ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Area toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Set camera to object style&amp;quot; causes the camera to remain pointed at the selected object; rotating the camera causes it to &amp;quot;orbit&amp;quot; around this point. &amp;quot;Set camera to camera style&amp;quot; allows the camera to be rotated in position and moved freely around the area.&lt;br /&gt;
* &amp;quot;Focus on selected object&amp;quot; moves the focus of the area display window to the currently selected object, if you have one selected. &amp;quot;Zoom to object&amp;quot; focuses on the currently selected object and also moves the viewpoint in close to it.&lt;br /&gt;
* Fade cutaway and fade punch through affect how the ceiling and other upper view-obstructing parts of the area layout are rendered see-through.&lt;br /&gt;
* The &amp;quot;display dynamic shadows&amp;quot; setting doesn't affect shadows that are directly &amp;quot;baked in&amp;quot; to the area's texture.&lt;br /&gt;
* Setting the display window to continually refresh animates certain parts of the area that have decorative animations (such as torch flames).&lt;br /&gt;
&lt;br /&gt;
== Object list ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Area object palette right click menu.png|right]]&lt;br /&gt;
&lt;br /&gt;
All of the resources currently placed within an area are listed in a menu beside the main display window. The resources are grouped according to their type and sorted alphabetically within their groups. This resource list is very handy for finding specific objects that have been placed in large and complex levels; nothing ever gets &amp;quot;lost&amp;quot; in the clutter.&lt;br /&gt;
&lt;br /&gt;
Right-clicking on the object's name in the list opens a popup menu with a variety of options.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Copy&amp;quot; places a copy of the object into the clipboard.&lt;br /&gt;
*&amp;quot;Expand all,&amp;quot; &amp;quot;collapse all,&amp;quot; and &amp;quot;expand&amp;quot; manipulate the tree view.&lt;br /&gt;
*&amp;quot;Open Resource&amp;quot; opens the selected resource in the designer toolset. The other options available on this menu may allow you to skip this step and edit the resource's properties directly, however:&lt;br /&gt;
*&amp;quot;Open Script&amp;quot; opens the event script resource attached to the object.&lt;br /&gt;
*&amp;quot;Open Conversation&amp;quot; opens the default conversation resource attached to the object. If no default conversation is defined for this object it opens the object itself instead.&lt;br /&gt;
*&amp;quot;Open Inventory&amp;quot; opens the inventory of the object, allowing items to be added or removed.&lt;br /&gt;
*&amp;quot;Open Variables&amp;quot; opens the window for setting default variable values for the object.&lt;br /&gt;
*&amp;quot;Zoom to Object&amp;quot; moves the camera to focus on the object within the area display window.&lt;br /&gt;
*&amp;quot;Properties&amp;quot; shows the object's properties in the object inspector. Generally, clicking on this option is redundant since as soon as the object is selected from the list its properties will be displayed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Editing objects ===&lt;br /&gt;
&lt;br /&gt;
The Object Inspector Window is used to allow the user to edit properties for the objects in the area editor. Since DA is using a template model, the properties of a template can not be modified or overridden by placed instances in an area. Only a few properties can be customized on a case-by-case basis.&lt;br /&gt;
&lt;br /&gt;
If you find yourself wanting to apply changes to several objects at once (items, stores, creatures, even areas), you are likely to want to try multi-edit. You can select several objects (eg by control-clicking) and any changes you make to properties in the object inspector will apply to all of them. To make this feature really usable and useful you might want to turn off the Automatically Open New Resources and the Automatically Open Checked Out Resources options in the General section of the options menu.&lt;br /&gt;
&lt;br /&gt;
== Volume objects ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Area editor volume object.png|right]]&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[volume object]]''&lt;br /&gt;
&lt;br /&gt;
There are four types of object that are defined by enclosed polygons drawn within the area:&lt;br /&gt;
* [[trigger]]s&lt;br /&gt;
* [[audio volume]]s&lt;br /&gt;
* [[reverb volume]]s&lt;br /&gt;
* [[music volume]]s.&lt;br /&gt;
&lt;br /&gt;
Their areas are defined by clicking once for each vertex, with the final vertex being marked with a double-click that connects the final vertex to the initial vertex and closes the polygon. The interior of the area is shaded blue and when the area is selected the corner points are marked with large yellow spheres that can be dragged with the mouse pointer to adjust their location. To abort drawing an area before you've finished placing the vertexes, press the escape key.&lt;br /&gt;
&lt;br /&gt;
Volumes extend vertically through space. Parts of a volume might be visually obscured by the ground or by other objects in an area, but the volume still exists and entering or exiting it works normally.&lt;br /&gt;
&lt;br /&gt;
== Sound objects ==&lt;br /&gt;
&lt;br /&gt;
In addition to being assigned to volumes, [[sound objects|Sound]] can be placed within the area as point sources. A sound source can be activated or deactivated by setting the &amp;quot;Active&amp;quot; property. They are omnidirectional by default, but can be focused into a &amp;quot;spotlight&amp;quot; of sound by setting the ConeInside and ConeOutside angle parameters (360 degrees is omnidirectional). The ConeOutside angle is always greater than the ConeInside angle. The sound volume of the ConeOutside area is set with the ConeOutsideVolume parameter and the overall volume of the sound source can be set with the Volume parameter (both in dB, relative to event setting).  The pitch of the sound can also be adjusted with the Pitch property (in octaves, relative to event setting).&lt;br /&gt;
&lt;br /&gt;
The FadeIn and FadeOut properties (in milliseconds) determine how rapidly the sound rises or falls in volume when the sound's area is entered or exited.&lt;br /&gt;
&lt;br /&gt;
MaxRange and MinRange (in meters) determines the distance from the source over which the sound can be heard, with MaxRangeMult determining how the sound drops off over that distance.&lt;br /&gt;
&lt;br /&gt;
Finally, the Occludable true/false property determines whether surrounding walls will block the sound.&lt;br /&gt;
&lt;br /&gt;
== Waypoints ==&lt;br /&gt;
&lt;br /&gt;
[[Waypoint]]s are markers you can place in an area either for use as reference points in scripting or for placing notes on the map. To place a waypoint, right-click on the area editor and select &amp;quot;insert waypoint&amp;quot; from the dropdown menu. The waypoint will be created and can be positioned within the area just like any other placeable object. See [[waypoint]] for more details on their properties.&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
&lt;br /&gt;
[[Stage]]s are layouts that define how a group of creatures are arranged and where cameras are placed during a conversation. See: &amp;quot;[[Stage]]&amp;quot; for details about how to create a stage. To place a stage within an area, simply select the stage from the palette window and click on the location within the area you want to create it. The stage can be moved and rotated to adjust its position.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
[[Creature]]s are the most common entities the player is going to interact with; see [[Creature]] for details on how to define them.&lt;br /&gt;
&lt;br /&gt;
When placing a creature within an area, you will be able to customize some (but not all) of its details to suit the situation it finds itself in. Selecting the creature within the area brings up the following relevant properties in the object inspector:&lt;br /&gt;
&lt;br /&gt;
*Active: True/false, determines whether the creature is visible&lt;br /&gt;
*Rank: sets how much of a combat challenge the creature should present to the player&lt;br /&gt;
*Team: Used for keeping track of groups of creatures, for example a script may trigger when all members of a certain team have been killed.&lt;br /&gt;
*Trackable:&lt;br /&gt;
*Treasure Category: Determines what kinds of treasure is automatically generated for this creature.&lt;br /&gt;
*WeaponsDrawn: True/false, determines whether the creature is prepared for combat&lt;br /&gt;
&lt;br /&gt;
The orientation parameter for creatures only sets its facing angle around the vertical axis.&lt;br /&gt;
&lt;br /&gt;
== Merchants ==&lt;br /&gt;
&lt;br /&gt;
[[Merchant]]s are triggered by a script that's usually itself triggered by a conversation node belonging to a creature (the 'merchant' that the player will actually see and interact with). The merchant object placed in the area map won't be interacted with directly.&lt;br /&gt;
&lt;br /&gt;
== Placeables ==&lt;br /&gt;
&lt;br /&gt;
[[Placeable]]s, also known as Interactive Objects, are parts of the scenery that the player can interact directly with and that can themselves respond in various ways to events. The internal details of placeables are defined in their own section of the editor.&lt;br /&gt;
&lt;br /&gt;
Once placed in an area, the following properties can be set:&lt;br /&gt;
*Active: Determines whether the placeable is visible and interactive or not.&lt;br /&gt;
*Initial State: Some placeables will have two or more states they can be in, for example a chest may be open, closed, closed and locked, or destroyed. This sets what state the placeable starts out in when it's first spawned.&lt;br /&gt;
*Pick Lock Level: All placeables can be locked, though this normally only has a useful effect for things like chests and doors. This property sets how difficult a task it is for a character to unlock the placeable.&lt;br /&gt;
*Rank:&lt;br /&gt;
*Team:&lt;br /&gt;
*Treasure Category:&lt;br /&gt;
&lt;br /&gt;
Placeables can be reoriented along all three axes.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Active&amp;quot; vs. &amp;quot;Inactive&amp;quot; objects ==&lt;br /&gt;
&lt;br /&gt;
In-game, objects can be set active or inactive by script. Inactive objects are still accessible to script calls but have their command queues cleared. Objects placed in an area not on the current area list are not accessible by tag based searches. I don't remember if they are accessible by local objects,{{undocumented}} but it is generally best to act as if they are not accessible unless in the same area list (or a general object loaded into memory like a party member or a map or a map location).&lt;br /&gt;
&lt;br /&gt;
== Refreshing resources ==&lt;br /&gt;
&lt;br /&gt;
To improve toolset performance, many resources are cached and will need to be refreshed before changes you've made will show up in other editors. This can come up a lot in the area editor since it brings together a wide variety of other resources such as creatures, placeables, sounds, and so forth.&lt;br /&gt;
&lt;br /&gt;
If you've edited a resource that's used in an area you have open you can manually force a refresh by selecting the &amp;quot;Refresh&amp;quot; option from the View menu, or by pressing F5.&lt;br /&gt;
&lt;br /&gt;
[[File:Refresh resources menu.png]]&lt;br /&gt;
&lt;br /&gt;
== areadata 2DA ==&lt;br /&gt;
&lt;br /&gt;
See [[areadata.xls]]&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{Variable table start}}&lt;br /&gt;
{{variable table row| AREA_COUNTER_1 to 10 | int | | Available for use by scripting.}}&lt;br /&gt;
{{variable table row| AREA_DEBUG | int | | {{undocumented}} }}&lt;br /&gt;
{{variable table row| AREA_DO_ONCE_A and B | int | | {{undocumented}} }}&lt;br /&gt;
{{variable table row| AREA_GAME_MODE_OVERRIDE | int | | {{undocumented}} }}&lt;br /&gt;
{{variable table row| AREA_ID | int | | References a row in [[areadata.xls]] for combat balance and other information}}&lt;br /&gt;
{{variable table row| AREA_PARTY_CAMP | int | | {{undocumented}} }}&lt;br /&gt;
{{variable table row| AREA_WORLD_MAP_ENABLED | int | | If this is set to 1, the party can switch to travel on the world map at any point within the area. }}&lt;br /&gt;
{{variable table row| CODEX_PLOT_FLAG_1 to 10 | int | | When the area is entered, any codex entries listed here will be given to the player. }}&lt;br /&gt;
{{variable table row| CODEX_PLOT_NAME_1 to 10 | string | | The plot names containing the codex plot flags listed above.}}&lt;br /&gt;
{{variable table row| ENTERED_FOR_THE_FIRST_TIME | int | | Defaults to false. If false, set true when an area is first entered and exploration XP is awarded. }}&lt;br /&gt;
{{variable table row| INJURY_FLAG | int | | {{undocumented}} }}&lt;br /&gt;
{{variable table row| PARTY_PICKER_ENABLED | int | | The player may change the composition of their party at will within this area, drawing from their pool of available party members.}}&lt;br /&gt;
{{variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{Inspector start}}&lt;br /&gt;
{{Inspector section|General}}&lt;br /&gt;
{{Inspector row|Area Layout|One of the existing area models in the database.  (See [[Area layouts used in the single player module]] for a list.) See also: [[Level editor]]}}&lt;br /&gt;
{{Inspector row|AreaList| Assigns this area to an [[area list]].}}&lt;br /&gt;
{{Inspector row|Comments|General information about this resource}}&lt;br /&gt;
{{Inspector row|Name| Name of this area as seen within the game.}}&lt;br /&gt;
{{Inspector row|NameRequiresReTranslation|A true/false flag used during game development for [[localization]] work}}&lt;br /&gt;
{{Inspector row|Resource Name|A unique string identifier the toolset and the game both use to refer to this resource}}&lt;br /&gt;
{{Inspector row|Script|Event script associated with this area}}&lt;br /&gt;
{{Inspector row|Variable 2da| 2da file containing a variable table. Only the values in the table can be set and retrieved by scripting.}}&lt;br /&gt;
{{Inspector row|Variables| Opens the variable table for editing, allows the initial values of the variables to be defined.}}&lt;br /&gt;
&lt;br /&gt;
{{Inspector section|Actions}}&lt;br /&gt;
{{Inspector row|No Teleport| Sets whether you can jump to the party camp or world map from any point in the area - used in non-hostile regions where there should never be a significant obstruction to reaching the exit aside from the tedium of running there.}}&lt;br /&gt;
{{Inspector row|Non Hostile| may be legacy - may have been to mark certain areas as being combat-free{{undocumented}} }}&lt;br /&gt;
&lt;br /&gt;
{{Inspector section|Audio}}&lt;br /&gt;
{{Inspector row|Music Preset| A music preset that applies throughout the area.}}&lt;br /&gt;
{{Inspector row|Reverb Preset| A reverb preset that applies to all sounds throughout the area. }}&lt;br /&gt;
&lt;br /&gt;
{{Inspector section|Map}}&lt;br /&gt;
{{Inspector row|Area Map|{{undocumented}} }}&lt;br /&gt;
{{Inspector row|Area Map Height|{{undocumented}} }}&lt;br /&gt;
{{Inspector row|Area Map North| How many degrees clockwise you would need to rotate the area for 'up' to be north on the map.}}&lt;br /&gt;
{{Inspector row|Area Map Width|{{undocumented}} }}&lt;br /&gt;
{{Inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=LVL&amp;diff=15306</id>
		<title>LVL</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=LVL&amp;diff=15306"/>
				<updated>2010-12-28T20:32:45Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: bloodsong adds links to the lvl list (cuz i can never find it!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The LVL format is used by the [[level editor]]. It is a rebranded [[ERF]] file; if you rename it with an .erf extension you can open it with the [[ERF editor]] and extract resources from it.&lt;br /&gt;
&lt;br /&gt;
For a list of LVL files used in the Single Player Campaign, see [[Area layouts used in the single player module]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
[[Category:File types]]&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=15305</id>
		<title>Level editor</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Level_editor&amp;diff=15305"/>
				<updated>2010-12-28T20:31:41Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: bloodsong adds links to the area layout list (cuz i can never find it!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox level editor}}&lt;br /&gt;
|}&lt;br /&gt;
The level editor is used to generate the level layouts (also called Area layouts) that are the basis for creating [[area]]s. A level layout is a non-interactive [[Art Resources|resource]]; the objects placed within it serve only to provide the physical structure and appearance of the area. If you need the player to interact with objects within an area you'll need to use interactive [[placeable]]s instead.&lt;br /&gt;
&lt;br /&gt;
Note that unlike the [[Area]] editor, only two modes of camera control are currently supported: &amp;quot;flycam&amp;quot; mode ([[Image:IconFlycamStyle.png]] button in the toolbar) and 3DS Max mode ([[Image:Icon3DSMaxStyle.png]] button). NWN style is not currently supported.  (Use a combination of the mouse wheel + Ctrl or/and Alt (dependant on camera mode) to control the camera.  In either mode Numpad 5 will reset the camera.)&lt;br /&gt;
&lt;br /&gt;
Area layouts are an [[Art Resources|Art Resource]].&lt;br /&gt;
&lt;br /&gt;
You can download the source files for the levels in the main campaign from here: [http://social.bioware.com/project/1331/#files].  (See also [[Area layouts used in the single player module]] for a listing of what each one is.)&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
*Sector:  A sector is a square of geometry and is currently exported to the game as a “Chunk”.  For all intents and purposes, we can consider a sector and a chunk to cover the same area.   The different term is kept to distinguish between source (sector) and output (chunk).  Sectors are always square.&lt;br /&gt;
*Chunk:  A Chunk is the game-side basic building blocks of Terrain based levels.  Each Chunk is self-contained, has its own levels of Detail (LOD), RIMs, model lists, tree lists, etc.  It is what is streamed in and out during gameplay.&lt;br /&gt;
*Base Resolution:  This is the starting resolution of each cell, and can be specified in the wizard.&lt;br /&gt;
*Cell:  A cell is the basic building block of the terrain geometry.  Each cell starts off at the base resolution as a square and is made up of 2 polygons.&lt;br /&gt;
*Blend Mask:  The blend mask is the mask that is used to paint textures on the terrain. It is a blend16 algorithm, where it blends the highest 4 texture values (out of a possible 16) on each texel to come up with a texture mapped terrain.&lt;br /&gt;
*Texture Palette:  The texture palette is essentially a list of textures, one after the other.  When an artist wants to use a texture to paint on the terrain he/she would add a texture to this palette.&lt;br /&gt;
*Blend Texel:  These are the building blocks that make up the blend Mask. Each texel is comprised of 4 sets values and each value set is essentially a percentage of how much of that texture on the palette shows up, and a mapping of where it maps onto the mask.&lt;br /&gt;
*Tessellation:  Tessellation is the breaking up of a cell into more resolution of polygons.  For each tessellation level it breaks up each polygon into 4 equal parts.  &lt;br /&gt;
&lt;br /&gt;
== Camera controls ==&lt;br /&gt;
&lt;br /&gt;
=== Movement speed ===&lt;br /&gt;
&lt;br /&gt;
In a level editor, camera movement speed in &amp;quot;flycam&amp;quot; mode can be increased and decreased by holding down a left CTRL and using a mouse wheel. &lt;br /&gt;
&lt;br /&gt;
== Interior and exterior levels ==&lt;br /&gt;
&lt;br /&gt;
There are two basic types of levels; interior and exterior. Many features of these two level types are the same and level editor documentation will generally be applicable to both types unless specifically noted. Their key difference is that exterior levels have a terrain mesh (the &amp;quot;ground&amp;quot;) and interior levels don't. Note however that there's no reason why you couldn't use one level type to &amp;quot;fake&amp;quot; the other - for example you could create a an entirely underground cave using an &amp;quot;exterior&amp;quot; level with the terrain mesh as the cave's floor.&lt;br /&gt;
&lt;br /&gt;
== Toolbar ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar labeled.png]]&lt;br /&gt;
&lt;br /&gt;
See sections below for detailed information on level editor specific toolbar buttons.&lt;br /&gt;
&lt;br /&gt;
=== Terrain mesh ===&lt;br /&gt;
&lt;br /&gt;
The [[terrain mesh]] is a deformable surface used in exterior levels to provide a &amp;quot;ground&amp;quot;. This toolbar contains the tools that deals with the terrain mesh:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor toolbar terrain editing.png]]&lt;br /&gt;
&lt;br /&gt;
Each of these buttons brings up a &amp;quot;brush&amp;quot; that's used for various tasks. See [[Terrain mesh]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Other tools ===&lt;br /&gt;
* Chunk boundary visualization - The chunk visualization tool is a button that will highlight where all the chunk/sector boundaries are, allowing the artist to plan the level accordingly.  As you can see, it also highlights the models that fall into a colored chunk so that you can see which chunk these will fall into on export.&lt;br /&gt;
* Highlight impassible terrain - The game imposes limits on the slope of a walkable surface.  Toggling this viewport button will display red highlights on the terrain wherever this limit is exceeded.&lt;br /&gt;
* Fade Cutaway Toggle - Cutoff, or 2 meter cutoff as it is called, is where we cut off the tops of models in interiors when we go into tactical camera mode, or overhead camera.  This way we can still see the players.  The cutoff tool allows the artists to visually see from the editor what will get removed when going into the tactical camera.&lt;br /&gt;
* Fade Punchthrough Toggle - Punch through is a system that allows the artists to put a flag on a model to say that it will get “punch through”.  What this means is that when the game user is in tactical (overhead) camera mode, any model that is between the main character and the camera will get a punch through mask applied to it.   This tool allows the artists to see in the editor what will get punched through in the game.&lt;br /&gt;
* Visualize Collision Objects - Turning on the visualize collision toggle will display all collision shapes in green/red wireframes. The green-red tinting is provided to make it easier to distinguish multiple objects from one another.&lt;br /&gt;
* Continuous Refresh Toggle - When the continuous refresh toggle is activated, the viewport will constantly redraw whenever it has free CPU time.  This is useful for visualizing VFX and another animated models.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
&lt;br /&gt;
There are many different types of [[lighting]] and light combinations that can be placed in the editor.&lt;br /&gt;
&lt;br /&gt;
There are also many tools used to create lighting and generate lighting and even visualize lighting in the editor.  The goal with the editor is to give the artist the same experience as he/she would see in the game.  This will help them to be able to create the levels and tweak lighting quickly without having to stop to see it in-game.&lt;br /&gt;
&lt;br /&gt;
Lights for the game are split into two categories based on what they affect: levels and characters.  Character lights will affect the player, NPCs, and creatures.  The level lights will affect static geometry and designer placeables.&lt;br /&gt;
&lt;br /&gt;
See [[Lighting]] for more detail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
[[Model]]s are used to create any other objects that may be used as part of the level art - walls, floors, ceilings, non-interactive furnishings, visual effects, etc. ([[Image:IconModelPlacement.png]])&lt;br /&gt;
&lt;br /&gt;
:''See Article: [[Model Placement|Model Placement]]&lt;br /&gt;
&lt;br /&gt;
Trees and Vegetation is added using the &amp;quot;scatter object&amp;quot; mode ([[Image:IconScatterObject.png]]).&lt;br /&gt;
&lt;br /&gt;
:''See Article: [[Vegetation|Vegetation Placement]]&lt;br /&gt;
&lt;br /&gt;
===Animations===&lt;br /&gt;
&lt;br /&gt;
Some models have animations associated with them which may be set through the DefaultAnimation field of the Object Properties. For example, if you want a windmill or water wheel to turn you need to set that animation in the level editor. The animations for those two models are:&lt;br /&gt;
&lt;br /&gt;
Windmill - wind&lt;br /&gt;
&lt;br /&gt;
Waterwheel - turn&lt;br /&gt;
&lt;br /&gt;
== Room visibility and connectivity==&lt;br /&gt;
&lt;br /&gt;
Interior based levels have explicit connections between rooms, unlike exteriors where there is an implicit connection between two neighboring chunks.  For this reason the connectivity must be set up by the artists.  This should be done through planning and iteration as it will affect the streaming and performance of the level in the game.  &lt;br /&gt;
 &lt;br /&gt;
If you select a room, you will see that that room appears highlighted in red.  The Room Properties window can be brought up by pressing the Room Properties button. This behavior can be disabled by unchecking the Highlight visible rooms checkbox.  All of the rooms that are visible to this room show up in green.  You will see the list of these rooms show up in the Visible Rooms list in the picture above.  &lt;br /&gt;
&lt;br /&gt;
The ideal way to generate this visibility information is to press the button called “Generate Visibility Graph”.  This will take a little bit of time, so sit back after you press it and be patient.  What it does is take a render of each room in the level and generate a list of all rooms that can be seen from it. &lt;br /&gt;
&lt;br /&gt;
NOTE: You must have generated pathfinding data for the level before you generate the visibility info, as it uses the pathing points in this process.&lt;br /&gt;
&lt;br /&gt;
Of course this can be tweaked manually afterwards using the add and remove buttons.  However if you ever press the Generate button again it will wipe out all manual changes.&lt;br /&gt;
&lt;br /&gt;
The visibility system is used for streaming as well as the fog of war system, and determining what rooms are visible to the player depending on his/her current room.  There is one other factor however to this, the connectivity system, which is detailed next.&lt;br /&gt;
&lt;br /&gt;
The Room Connectivity System is necessary because there are things that can block visibility from one room to another.  For instance if I’m looking up a hallway and I can see 3 rooms in the distance, but then I close the door in front of me, the game needs a way to know that those rooms are now invisible.  This is where this system comes in.&lt;br /&gt;
&lt;br /&gt;
The room connectivity system can be visualized by the other checkbox under the Connected Rooms list in the Rooms properties window.&lt;br /&gt;
 &lt;br /&gt;
Notice that the rooms connected to the current room show up in brown.  This is a reminder that you are looking at connectivity and not visibility.  As you can see only the rooms that are DIRECTLY connected to the selected room should be in this list.  This has to built up manually, by clicking add and then clicking on the rooms that are connected to it.   The add button in this case is more of a node, click it, then click the rooms you want to add, then you have to click it again to turn it off.  This was done to make adding all the rooms faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Black boxes ==&lt;br /&gt;
&lt;br /&gt;
When creating an indoor layout you'll need to manually insert &amp;quot;black box&amp;quot; objects on the outer sides of the layout's walls. This allows the player to see through the walls when the camera is outside them, and obscures any parts of models that protrude out where the player shouldn't be able to see them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trees, grass, and shrubberies ==&lt;br /&gt;
&lt;br /&gt;
Trees, grass and shrubberies are handled somewhat differently from other models. They are created using a program called SpeedTree that includes information allowing them to respond to the wind. To place trees on a level, you first need to add that tree type's tree controller:&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor insert tree controller.png]]&lt;br /&gt;
&lt;br /&gt;
Once this is done you can use the scatter object tool ([[Image:IconScatterObject.png]]) to place specific examples of the vegetation you've added controllers for.&lt;br /&gt;
&lt;br /&gt;
See [[Vegetation]] for a gallery of the vegetation types included with the core resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scatter Object Tool ===&lt;br /&gt;
The scatter object system allows the artist to place down both trees (and grass) and instanced models.  An example of an instanced model would be some rocks scattered around on the ground.  Objects that are scattered across the terrain level will be placed randomly inside the brush, and will also randomly fluctuate in size and orientation as well.&lt;br /&gt;
&lt;br /&gt;
The Scatter object tool allows the artist to paint scatter object on the terrain.  These scatter objects cannot be selected individually, but can only be added or removed with this tool.  Left clicking adds scatter objects within the brush, right clicking removes them.   &lt;br /&gt;
&lt;br /&gt;
*Fill Rate:  This is the rate at which the objects are scattered inside the brush.&lt;br /&gt;
*Radius:  This is the radius of the brush that adds/removes scatter objects.&lt;br /&gt;
&lt;br /&gt;
When the artist is painting scatter objects, he/she gets a palette, or Scatter Object Selection, from which to select which scatter object to paint.  Currently there are 2 tabs, one for trees and the other for instanced models.&lt;br /&gt;
 &lt;br /&gt;
The artist can add items to this list by right clicking on the Terrain World and selecting Insert, and then choosing either new Tree Scatter Object or new Model Scatter object.  In each case the artist will be able to browse a list of available resources.&lt;br /&gt;
 &lt;br /&gt;
*Ignore Density Setting:  This allows the artist to ignore the density setting and paint scatter objects in much the same way as one would use a can of spraypaint.&lt;br /&gt;
*Maximum Density:  This allows the artist to specify the maximum density of scatter objects in the brush radius, and the brush will only paint up to this maximum.&lt;br /&gt;
*Maximum Scale:  This caps the maximum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Minimum Scale:  This caps the minimum scale of the scatter objects, 1 being the same size as the original.&lt;br /&gt;
*Number of Painted Object:  Lists the current number of this type of object that has been painted in the level (un-editable).&lt;br /&gt;
*Orient On Terrain Surface:  When this is set to true, the objects will orient themselves according to the orientation of the terrain on which they are placed.  For instance if you put a rock on the side of a hill, it will still appear “flat” to the ground. NOTE: Currently this does not work for trees or grass, they will always be complete vertical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Water tools ==&lt;br /&gt;
&lt;br /&gt;
See [[Water]] for detailed documentation on placing water in the level editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wind ==&lt;br /&gt;
&lt;br /&gt;
Each level can have one active wind object in it. The location of the wind object doesn't matter. The wind object defines how wind behaves on this level, which is used for such things as flapping banners and swaying trees.&lt;br /&gt;
&lt;br /&gt;
To insert a wind object, right click on the terrain, and choose Insert &amp;gt; New Wind Object.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor wind object.png|center|]]&lt;br /&gt;
&lt;br /&gt;
For other weather effects, see [[Weather]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathfinding ==&lt;br /&gt;
&lt;br /&gt;
Pathfinding is generated by clicking the toolbar button [[Image:IconGeneratePathfinding.png]]. The pathfinding process lays down a grid of points that are marked &amp;quot;accessable&amp;quot; if they can be reached from a pathfinding start spot via passable terrain. This is essentially a flood-fill algorithm.&lt;br /&gt;
&lt;br /&gt;
In the case of exterior areas, you must select an [[exportable area]] before it will generate it, the error message will reflect this.&lt;br /&gt;
&lt;br /&gt;
To see the existing pathfinding grid, click on the [[Image:IconDisplayPathfinding.png]] toolbar button or select &amp;quot;Pathfinding nodes&amp;quot; under the &amp;quot;View&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Passable&amp;quot; or &amp;quot;impassable&amp;quot; depends on a variety of factors such as the slope of the land, obstructions, or water depth. Accessibility Start points are represented by a blue ring with a red arrow. Note that these are different from [[waypoint]]s, and are only used by the level editor for pathfinding purposes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Level editor pathfinding start spot.png|thumb|center|300px]]&lt;br /&gt;
&lt;br /&gt;
Models will often contain collision volumes that will automatically make the places they're located impassible. Likewise, you can set a certain depth of water as being impassible and pathfinding will take this into account. &lt;br /&gt;
&lt;br /&gt;
In order to get pathfinding to work, you must generate your starting point AFTER you create the exportable area, and use the name that is automatically generated for the starting point. DO NOT change the name of the starting point otherwise pathfinding will fail.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Collision ===&lt;br /&gt;
&lt;br /&gt;
You will need to block off terrain using the Terrain Block tools [[File:terrainBlockButtons.png]].  The first button toggles the display of the terrain blocks, the second button enables you to place terrain blocks, and the third snaps existing blocks to terrain verticies.  Left-clicking will start a new block, with additional left-clicks chaining the blocks together.  Right-clicking will end the current chain.  In addition, right-clicking on an existing block will delete it.&lt;br /&gt;
&lt;br /&gt;
An example of a terrain block chain showing the path finding&lt;br /&gt;
&lt;br /&gt;
[[File:terrainBlockExample.png|thumb|center|600px]]&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key || Function&lt;br /&gt;
|-&lt;br /&gt;
| R || Standard Selection&lt;br /&gt;
|-&lt;br /&gt;
| Q || 3D Axis Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| E || Rotation Manipulator&lt;br /&gt;
|-&lt;br /&gt;
| T || Local Coordinates (Toggle)&lt;br /&gt;
|-&lt;br /&gt;
! Key || Camera Functions&lt;br /&gt;
|-&lt;br /&gt;
| W || Camera Forward / In&lt;br /&gt;
|-&lt;br /&gt;
| S || Camera Back / Out&lt;br /&gt;
|-&lt;br /&gt;
| A || Camera Pan Left&lt;br /&gt;
|-&lt;br /&gt;
| D || Camera Pan Right&lt;br /&gt;
|-&lt;br /&gt;
! Key || Brush Size&lt;br /&gt;
|-&lt;br /&gt;
| - || Decrease Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
| = || Increase Brush Radius&lt;br /&gt;
|-&lt;br /&gt;
! Key || Editing&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-X || Cut Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-C || Copy Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-V || Paste Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Z || Undo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-Y || Redo last action&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-A || Select All&lt;br /&gt;
|-&lt;br /&gt;
! Key || General&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-S || Save Map&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-O || Open Map&lt;br /&gt;
|-&lt;br /&gt;
| F5 || Refresh Screen&lt;br /&gt;
|-&lt;br /&gt;
| Del || Delete Selected Object&lt;br /&gt;
|-&lt;br /&gt;
| 5 (Numpad) || Camera Reset/Home (Looks at bottom right corner of map)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-H || Hide Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-/ (Numpad) || UnHides Selected Object(s)&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-* || UnHides all hidden objects&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl-\ || Invert Selection &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Groups are your friend.&lt;br /&gt;
&lt;br /&gt;
Selecting a group will select all models inside that group folder.&lt;br /&gt;
This allows you to move several objects at the same time as well as apply other settings to that entire group.&lt;br /&gt;
&lt;br /&gt;
This also makes placing several grouped objects like torches with flame and lights very quick and easy.&lt;br /&gt;
For example, Setting several candles with flame effects would take a lot of time to place each candle stick individually, and then placing the flame effect exactly on top of the candle for each. By using group folders you only need to set this up once. To place more candles simply select the group folder, Ctrl+C to copy, select its parent group, or other place you want to put the next candle and Ctrl+V to past the new group. Then simply drag it to where you want it.&lt;br /&gt;
&lt;br /&gt;
[[File:Tip_1.jpg|thumb|center|600px]]&lt;br /&gt;
&lt;br /&gt;
In addition, the Selection Lock and Visible properties of objects can be useful when trying to manipulate objects when larger objects obscure or get in the way of the desired selection. This is especially handy with water meshes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Level layouts]]&lt;br /&gt;
&lt;br /&gt;
== Manage exports==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Manage Exports&amp;quot; window is accessible from the Tools -&amp;gt; Exports -&amp;gt; Do All Export Operations menu option. It brings up a window where you can select from all steps in the level-exporting process:&lt;br /&gt;
&lt;br /&gt;
[[File:Manage exports.png|center|]]&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Area_tutorial&amp;diff=15304</id>
		<title>Area tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Area_tutorial&amp;diff=15304"/>
				<updated>2010-12-28T20:29:09Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: bloodsong adds lots of links to the area layouts list (because i can never find it!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox area}}&lt;br /&gt;
== Creating the area ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you have created a new module (see [[creating a module]]), the first thing you will likely want to do is create one or more areas where your adventure is going to be set. There are several ways to reach the &amp;quot;new area&amp;quot; command; you can right-click on the resource palette window, or select &amp;quot;new&amp;quot; from the file menu.&lt;br /&gt;
&lt;br /&gt;
[[Image:New resource.png|thumb|center|New resource menu]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Areas are represented with the [[Image:IconArea.png]] icon. When you select it you'll be presented with a &amp;quot;Create New Resource&amp;quot; window:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Create new resource.png|center|]]&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Resref names should be useful to the designer&lt;br /&gt;
* Set the &amp;quot;area layout&amp;quot; property to assign terrain to an area&lt;br /&gt;
* &amp;quot;Resource Name&amp;quot; and &amp;quot;Tag&amp;quot; are only seen by developers&lt;br /&gt;
* &amp;quot;Name&amp;quot; may be seen by players&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of the fields are already filled in with good defaults for the module you're working with. You'll need to supply a &amp;quot;ResRef Name&amp;quot;, which is the name by which the resource will be known internally to the toolset. (This is the &amp;quot;Name&amp;quot; field on the &amp;quot;Create New Resource&amp;quot; dialog box.) You'll probably want to use a name that will remind you, the module designer, of the purpose or important features of the area. Changing a resource's name is difficult to do later. We're going to call the first area of the tutorial &amp;quot;hut_exterior&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After creating the area you'll be presented with a completely blank area editor. There will be no environment or objects of any kind. To specify what environment you'll be placing objects into, open the object inspector and select the &amp;quot;Area Layout&amp;quot; property. There will be an ellipsis button ([[Image:ellipsis.png]]) in the property's data field that will bring up a resource selection window where you can select an environment to use for this area.  (See [[Area layouts used in the single player module]] for a listing of what each one is.) The environment we wish to select is in the area layout file &amp;quot;ost101d.arl&amp;quot;. Once we select it, the area layout appears in the main area window.&lt;br /&gt;
&lt;br /&gt;
The resource's internal resource name is hut_exterior but the player will not see this when he's playing the game. To give the area a name meaningful to the player we'll set the &amp;quot;Name&amp;quot; field to &amp;quot;Deep in the Swamp&amp;quot;. All of the other defaults are fine for now, we will leave them as is.&lt;br /&gt;
&lt;br /&gt;
[[Image:Area tutorial 1.png|thumb|600px|center]]&lt;br /&gt;
&lt;br /&gt;
== Area Basics ==&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* See [[3D control]] for camera and movement controls&lt;br /&gt;
* You can double-click on an object in the area's object list to zoom in to it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Moving the view around inside the area layout can be somewhat non-intuitive and frustrating at first. The toolset has a number of different control schemes it can be set to; see [[3D control]] for a summary of the various options. By default, you can:&lt;br /&gt;
&lt;br /&gt;
* zoom in and out by using the mouse wheel&lt;br /&gt;
* rotate the camera around the target it's focused on by holding the middle button down or by holding down the Ctrl key and the right mouse button while moving the mouse&lt;br /&gt;
* translate the camera by holding down the Ctrl key and the left mouse button while moving the mouse&lt;br /&gt;
&lt;br /&gt;
To see where you are a bit better, it is helpful to deactivate real lighting or turn on full brightness.  Above the area viewer, the sun-like button should be toggled so that it isn't highlighted; see [[Area]] for a more complete summary of various options within the Area Editor.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Area Editor may show your level as a wireframe when you create it. You can switch from a wireframe view to a normal view by going to the View menu and choosing View/Environment/Render Mode/Normal.&lt;br /&gt;
&lt;br /&gt;
Before we move along to placing a starting location, it is important to touch upon Pathfinding points.  All BioWare areas include walkmesh or pathfinding information.  To view pathfinding information for your area, goto View, then Environment, and then toggle Pathfinding Points on.  The green dots represent areas where characters can walk.  Note, in this map, the area that is walkable is quite small compared to the entire area.  When placing your starting location, you should ensure it is in a walkable portion of the area.&lt;br /&gt;
&lt;br /&gt;
== Setting the start point ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Create a waypoint to mark where the player starts the game&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is going to be the starting area for the adventure, so we're going to want to define a spot within the area where the player will first appear. This is done by setting a [[waypoint]]. Waypoints are very simple objects that mark locations in an area that other objects in the game can refer to; they are not normally visible to the player. To create a waypoint, right-click somewhere in the area and select &amp;quot;Insert Waypoint&amp;quot; from the resulting menu. A waypoint will appear at the location of your mouse pointer and follow it around along the area's floor; move it to the approximate place you want to have the player appear and left-click to place it. By default the waypoint is named &amp;quot;Waypoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The waypoint will be automatically selected, indicated by a yellow wireframe box surrounding it. You'll also see the waypoint listed in the area's object list, to the left of the display window. If you lose track of the waypoint later a good way to find it again is to right-click on the waypoint in the list and select &amp;quot;Zoom to Object&amp;quot; in the resulting menu or double click on its tag to center the object in the display window. The waypoint's properties will be shown in the object inspector. We want to change the waypoint's name to something more informative, in this case to &amp;quot;start&amp;quot;. More importantly for the game itself, though, we'll also want to change the waypoint's tag to &amp;quot;start&amp;quot; (it defaults to blank). An object's tag is how scripts and other resources will refer to the waypoint. Since this particular waypoint is never going to be visible to the player it's likely that the waypoint's name will never be seen at all.&lt;br /&gt;
&lt;br /&gt;
The player will also start out facing in the same direction that the waypoint is facing (indicated by the arrow-shaped base of the waypoint object). If we don't want the player to start out facing in the default direction, we'll want to rotate the waypoint to point in a new direction. To rotate an object, use the toolbar to switch from standard selection mode ([[Image:Standard selection mode.png]]) to 3-axis rotation mode ([[Image:3 axis rotation mode.png]]). &lt;br /&gt;
When you select the waypoint in this mode you'll see a set of circles around the waypoint's base with various orientations; clicking and holding the mouse button on one of them will allow you to rotate the waypoint around its center.&lt;br /&gt;
&lt;br /&gt;
[[Image:Waypoint rotation.png|center]]&lt;br /&gt;
&lt;br /&gt;
Now that we have an area and a waypoint to start at, we can now tell the module that this is where the player is to appear. Reopen the &amp;quot;Manage Modules&amp;quot; window (available via a command under the File menu), select your module, and click the &amp;quot;Properties&amp;quot; button. This opens the module's properties. For the &amp;quot;Starting Area&amp;quot; property, click on the ellipsis button ([[Image:ellipsis.png]]) and select the starting area from the areas available in the module; since we've only put one area in so far &amp;quot;hut_exterior&amp;quot; will be the only available option. Once the area has been selected we can then select the starting waypoint from the waypoints currently placed in the area. Note that the list will show waypoint tags rather than names. Again, we've only put in one so this will be easy. You can also set the player to appear at the origin of the map (coordinates 0,0,0), but this is generally a poor choice and available only as a default in case there are no waypoints defined yet.&lt;br /&gt;
&lt;br /&gt;
== Area transitions via doors ==&lt;br /&gt;
&lt;br /&gt;
Adventures almost always have more than one area in them, so we'll create a second area to demonstrate travel between the two. The area &amp;quot;hut_interior&amp;quot; will use area layout ost102d, which is a cosy little room that represents the interior of the small hut present in the hut_exterior area.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* [[Door]]s are special placeables&lt;br /&gt;
* Doors can attach to &amp;quot;hooks&amp;quot; pre-built into the area layout&lt;br /&gt;
* Area transition doors use a different &amp;quot;appearance&amp;quot; than within-area doors&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next we will need to create some doors. We'll create a default door placeable using the &amp;quot;New Placable&amp;quot; command, reached in a similar way as the &amp;quot;New Area&amp;quot; command explained earlier (placeables will be covered in the [[Placeable tutorial]], but the core game resources will come with a variety of default doors usable in many situations like this) and place it in the area near the empty doorframe built into the hut's exterior. For an area transition, use one of the &amp;quot;Area Transition&amp;quot; appearances for the door. To place the door, click on it in the palette; the mouse cursor will turn into a crosshair; then click in the area viewer near the doorframe.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you accidentally use one of the standard door appearances it won't work as an area transition: the door will simply swing open when clicked on instead. Each standard door appearance has a matching area transition door appearance in the resource database so this can be an easy mistake to make, but it's also easily correctable - just go back to the door's placeable resource and swap in the correct appearance, and all copies of that door in use throughout your game will be updated. The &amp;quot;Area Transition&amp;quot; doors are at the top under the Appearance list, e.g. &amp;quot;Area Transition, Ferelden Small&amp;quot; as apposed to &amp;quot;Door, Ferelden, Small&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You may notice that when the door you placed in the area is selected a small blue sphere will appear at one edge in addition to the yellow wireframe bounding box. This is the door's &amp;quot;hook&amp;quot;. Area layouts come with hidden &amp;quot;hooks&amp;quot; pre-installed to place doors on, and doors have matching hooks of their own. If you click on the blue sphere it will turn red, and all of the compatible door hooks built into the area's layout will appear. The following image illustrates this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Door with door hook selected.png|400px|center|thumb|Drag the red sphere near to the blue sphere to automatically position the door]]&lt;br /&gt;
&lt;br /&gt;
To hook a door up with its frame, simply click and drag the door's hook to a location very close to the matching frame hook. You don't need to get the positioning exact; if the two hooks are close enough together when you release the mouse button they'll automatically snap together. The door will be positioned and reoriented to fit correctly into the frame. Make sure you're still in the 'Standard Selection' mode ([[Image:IconStandardSelection.png]]) for the snap to occur, if you're in the more advanced 3 Axis Movement tool, the snap will not happen.&lt;br /&gt;
&lt;br /&gt;
Note that door hooks are only there to make it easy to get exact matches on frames and walls that need a snug fit, to ensure that Artists and Designers don't have to spend a lot of time putting it in place. Doors will function just as well off of hooks as on them.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Area transition effect is defined in the door's &amp;quot;Variables&amp;quot; property&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next, we'll tell the game engine that the door is an area transition door and that when the player clicks on it he will be transported to another area of the game. This is done by setting two of the door's [[variable]]s. Select the door (either in the area's object palette or directly in the main display window) and right-click on it, selecting &amp;quot;properties&amp;quot; from the resulting menu. This will open the door's properties in the Object Inspector window. Select the &amp;quot;Variables&amp;quot; property and click on the ellipsis ([[Image:ellipsis.png]]) button. This will open up the variable browser for that particular instance of the door object.&lt;br /&gt;
&lt;br /&gt;
There are two key variables in this list that we'll need to set:&lt;br /&gt;
&lt;br /&gt;
*PLC_AT_DEST_AREA_TAG - tag of the destination area&lt;br /&gt;
*PLC_AT_DEST_TAG - tag of the destination waypoint within the destination area. This is a waypoint that you must add. It is NOT added automatically when you create the door.&lt;br /&gt;
&lt;br /&gt;
Once we've set these the door will become an area transition door, and when the player interacts with it they'll be transported to the target area.&lt;br /&gt;
&lt;br /&gt;
The destination area is &amp;quot;hut_interior&amp;quot;. We'll create a waypoint just inside the hut's interior door, tagged &amp;quot;hut_door_interior&amp;quot;, to serve as the place where the player appears.&lt;br /&gt;
&lt;br /&gt;
Here is how the exterior door's variables should look:&lt;br /&gt;
&lt;br /&gt;
[[Image:Area tutorial door variables.png|frame|center|Area transition door's variables]]&lt;br /&gt;
&lt;br /&gt;
And here is the interior door, with the destination waypoint:&lt;br /&gt;
&lt;br /&gt;
[[Image:Area tutorial interior door.png|frame|center|Interior door with destination waypoint]]&lt;br /&gt;
&lt;br /&gt;
The interior door is set up in the same manner, with a destination area of &amp;quot;hut_exterior&amp;quot; and a matching destination waypoint of &amp;quot;hut_door_exterior&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Use invisible area transition &amp;quot;doors&amp;quot; when the transition is already built into the area layout art&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you want to create an area transition that doesn't look like a door, or is otherwise already represented by the level art, you can use an invisible 'door' instead. Therefore you have to create an invisible Placeable first. For details how to create a Placeable see the [[Placeable tutorial]]. The first defining point of a Placeable is the &amp;quot;Appearance&amp;quot;. Appearances for these invisible placeables are named &amp;quot;Area Transition, Invisible&amp;quot;. Chose one of them to your liking. If you want your area transition to show a meaningful name, you have this to add during the creation of the placeable under &amp;quot;Name&amp;quot;. After you have created the placeable you can place it as you wish. Here is the yellow show box around the placeables important, because you will not see it otherwise. Now set its variables the same way as was done for the visible door.&lt;br /&gt;
&lt;br /&gt;
[[Image:Area Transition, Invisible.png|frame|center|Invisible area transition]]&lt;br /&gt;
&lt;br /&gt;
The player won't see this 'door' in the game, but when he moves the mouse pointer over it it will change to signify that an area transition lies there and it can be right-clicked to be activated just like a visible door.&lt;br /&gt;
&lt;br /&gt;
== Area transitions via triggers ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Triggers use variables with a different prefix for setting their area transition effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Finally, you can also create an area transition that triggers automatically when the player walks into a predefined area. This is done using [[trigger]]s. ([[Image:IconTrigger.png]]) You'll first have to create a trigger resource, much like how you had to create a placeable door earlier, but trigger resources are much simpler and for area transitions you won't need to change any of the defaults. Create a default trigger with &amp;quot;New -&amp;gt; Trigger&amp;quot; (either by right-clicking the resource palette or from the File menu) and give it an informative name such as &amp;quot;trigger_area_transition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Go back to your area map, select the trigger from the resource palette, and then click on the map to define the corner points of the area the trigger will occupy. Double-click the last vertex to complete the polygon. A trigger can have any number of vertices, and vertices can be moved, added, or deleted after the trigger is created so don't worry if you don't get it exactly right. Note that the blue plane the trigger uses to show the enclosed area will pass through the ground and may not be entirely visible in the toolset, but it extends infinitely upward so the trigger will still take effect if the player enters its boundaries.&lt;br /&gt;
&lt;br /&gt;
To set the trigger's destination, you'll find a familiar pair of variables in the trigger's default variable table:&lt;br /&gt;
&lt;br /&gt;
*TRIGGER_AT_DEST_AREA_TAG - tag of the destination area&lt;br /&gt;
*TRIGGER_AT_DEST_TAG - tag of the destination waypoint within the destination area&lt;br /&gt;
&lt;br /&gt;
(Note the prefix &amp;quot;TRIGGER&amp;quot; instead of &amp;quot;PLC&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Below is an example where we've placed both a trigger and an invisible door across a pathway. Note that this is redundant, only one or the other is really needed. For most purposes a placeable area transition is probably best. (''It is worth noting that placeable area transitions prompt a popup asking the player if they want to transition when bumped, but not when clicked upon - effectively acting as either a door or a trigger.'') The waypoint shown is the arrival spot for the player when coming in from the other side; note how it's placed outside the trigger area, allowing the player to immediately back up and retreat through the area transition if he chooses. &lt;br /&gt;
&lt;br /&gt;
[[Image:Area Transition, invisible with trigger.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Grouping Placeables ==&lt;br /&gt;
&lt;br /&gt;
{{sidebox|&lt;br /&gt;
* Two or more placeables can be grouped together using Associations.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Often the placeables within an area are related. For example, a firepit placeable probably has an associated sound emitter. The toolset needs to be told that these two objects are related. &lt;br /&gt;
&lt;br /&gt;
# Create a new Placeable and change its &amp;quot;Appearance&amp;quot; to &amp;quot;Firepit (Dialog)&amp;quot;, then place it in your area. Remember that if you can't see the new placable, make sure you have the correct module open.&lt;br /&gt;
# Next, click on the musical note icon in the Palette for &amp;quot;Sounds&amp;quot;. &lt;br /&gt;
# In the folder tree, go to global_amb_fade &amp;gt; 3D_placeables &amp;gt; 3d_emitter and select the amb_ext_smfire1_lp and place the emitter in your area.&lt;br /&gt;
# Right-click on the firepit to bring up the menu and choose &amp;quot;Add Associated object.&amp;quot; The cursor changes to a cross-hair. &lt;br /&gt;
# Click on the sound emitter placeable. &lt;br /&gt;
&lt;br /&gt;
Now when you drag the firepit placeable around the area, the sound emitter will automatically follow. Use the &amp;quot;Managed Links&amp;quot; menu item if you want to remove an association. Note that associations are uni-directional; you can still move the sound emitter without moving the firepit. Examples of other useful associations: a table and all of the items on top of the table, a table surrounded by chairs, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
&lt;br /&gt;
Sounds are placed using the Area Editor. For more details see [[Sound]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Areas]]&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Talk:Builder_to_player&amp;diff=14853</id>
		<title>Talk:Builder to player</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Talk:Builder_to_player&amp;diff=14853"/>
				<updated>2010-11-26T19:34:16Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This could use a step-by-step guide.&lt;br /&gt;
&lt;br /&gt;
I have read what Sunjammer posted under his Lil Red Riding Hood Redux project but players still cannot use my mod.&lt;br /&gt;
&lt;br /&gt;
- george&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It could use a list of what files one needs to be sure to find.  ie: lvl, any voice-over files (wav or fsb), etc.  and what, if any, files are not necessary. (ie: lightmapper files?)&lt;br /&gt;
&lt;br /&gt;
[[User:BloodsongVengeance|BloodsongVengeance]] 19:34, 26 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_5:_Room_Contest&amp;diff=14835</id>
		<title>Community Contest 5: Room Contest</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_5:_Room_Contest&amp;diff=14835"/>
				<updated>2010-11-24T17:28:12Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: /* Vigil Suite by Bloodsong */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
'''Create an indoor room and export it as a SEL for other modders to paste into their levels.''' The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/12096/1180655/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 29 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made ''after'' the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* be submitted as a SEL (see tutorial)&lt;br /&gt;
* make suitable use of folders to organise the lights and models&lt;br /&gt;
* have doorways or suitable plug pieces to enter/exit the room&lt;br /&gt;
* contain lights to illuminate the room&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be distinctive, but suitable for use in a variety of modules&lt;br /&gt;
* make good and varied use of environment models&lt;br /&gt;
* make suitable use of VFX such as light rays, candle flames, etc where needed&lt;br /&gt;
* ensure that lighting looks good in-game&lt;br /&gt;
&lt;br /&gt;
=== Suggestions ===&lt;br /&gt;
Forge, armory, servants' quarters, bedchamber, tavern bedroom, tavern drinking hall, feast hall, indoor stage theater, kitchen, dungeon, torture room, prison cell, mausoleum, creature's lair, chapel, training room, barracks, meeting room, dining room, vault, guardhouse, groundskeeper's lodge, stable.&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* include multiple rooms - particularly if creating a &amp;quot;tileset of rooms&amp;quot;.&lt;br /&gt;
* include custom props - if you do this you must state clearly on the contest page that your entry is using custom assets. ''Please avoid this unless absolutely necessary for your room - we want these SEL files to be as easily usable as possible.''&lt;br /&gt;
&lt;br /&gt;
=== Not Allowable ===&lt;br /&gt;
Please:&lt;br /&gt;
* do not cut-paste from a DAO level without making serious modifications to &amp;quot;make it your own&amp;quot;&lt;br /&gt;
* do not submit an entire level as your work. consider what will make USEFUL rooms for slotting into a module. For example, corridors are generally not useful for slot-ins.&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=03WoLxjm-bs Contest 5 video tutorial]&lt;br /&gt;
* [[Level_editor|Level Editor]] - Builder Wiki&lt;br /&gt;
* [[Level_Editor_Tutorial|Level Editor Tutorial]] - Builder Wiki&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
=== Entry File(s) ===&lt;br /&gt;
&lt;br /&gt;
'''File Contents:'''&lt;br /&gt;
* one or more SEL files&lt;br /&gt;
* if you have any custom props etc, include those and their source files if appropriate. ''(please try and just use DA stuff for this contest to keep things simple)''&lt;br /&gt;
&lt;br /&gt;
'''File Format:'''&lt;br /&gt;
one .7z file (preferred)&lt;br /&gt;
&lt;br /&gt;
=== Checklist ===&lt;br /&gt;
&lt;br /&gt;
# Create your file (see above)&lt;br /&gt;
# Create a [http://www.dragonagenexus.com/ Dragon Age Nexus] page for your entry and upload the above file. Please include &amp;quot;Community Contest&amp;quot; in the title.&lt;br /&gt;
# Edit this page with a description and pictures of your content. &lt;br /&gt;
#* Please include pictures which are both functional as well as attractive (so your work can be seen clearly)&lt;br /&gt;
#* Link to your DA Nexus page. See the sample entry.&lt;br /&gt;
# Optionally, let us know in the [http://social.bioware.com/group/2535/discussion/12096/1180655/ Contest Discussion Thread] that you've entered&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the general entry guidelines (as well as more detail on the above steps), please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
== Consent to Share ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared (prop models, VFXProj files). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example Entry by mikemike37==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1559 Dragon Age Nexus project page]''' (sample entry not shared, its just a SEL file in a 7zip though.)&lt;br /&gt;
This is just a sample entry for others to see the sort of thing judges might expect to see, and the format in which it has been submitted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC5_mike_roomtop.jpg|303px|Room Plan]] [[File:CC5_mike_roomcorner.jpg|400px|Room Glamour Shot]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Inn Bedrooms by Jackkel Dragon ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1898 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
A small room including two bedrooms and a stairway down to a lower floor.&lt;br /&gt;
&lt;br /&gt;
Note: There is a door way that leads to &amp;quot;nothing&amp;quot; on the same floor as the bedrooms; this can lead to another bedroom (or any other room) or replaced with a normal wall.&lt;br /&gt;
&lt;br /&gt;
As this room uses interior lighting, I HIGHLY recommend reading this page to avoid wierd shadows: http://social.bioware.com/forum/1/topic/74/index/4700291&lt;br /&gt;
&lt;br /&gt;
Note: This is a .sel file, meaning it is imported into a room level through &amp;quot;import selection&amp;quot; from the edit menu.&lt;br /&gt;
&lt;br /&gt;
PS: I was going to submit the tavern common room for this contest, but it seemed a bit sparse. Check out the inn in the module &amp;quot;Scars of War&amp;quot; to see this room and the common room side-by-side. ;) &lt;br /&gt;
&lt;br /&gt;
[[File:Cc5_jackkel_screen.jpg|300px|Toolset Screenshot]]&lt;br /&gt;
&lt;br /&gt;
== Dead Room by Shadow5973 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1901 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
There are two bedrooms connected by a short hallway with a body in each of the rooms. There is also a doorway in each room where they can be attached to a larger building interior. The bedrooms could be used for part of the inside of a house or similar building after an attack by bandits or darkspawn.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
This a .sel file to be imported into the toolset.&lt;br /&gt;
&lt;br /&gt;
This room uses interior lighting, so this page might be helpful: http://social.bioware.com/forum/1/topic/74/index/4700291&lt;br /&gt;
&lt;br /&gt;
 [[File: Image 1.png|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Banqueting Hall by Nattfodd ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1899 Dragon Age Nexus project page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/3783/ BSN project page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a hard day of battles and fights, the evening is the right moment to take a rest, banqueting and sharing the treasures with your comrades.&lt;br /&gt;
Eat, drink and enjoy your time: you deserve it.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
This is a .sel file to be imported into the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: Panoramic.jpg|400px|]] [[File: Throne.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
[[File: Plant.jpg|400px|]] [[File: Cooking_table.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Library by Semper ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://social.bioware.com/project/3811/ BSN project page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dusty and old place for everybody brave enough to discover the long forgotten tales hidden within ancient books. The piles of books are taller than a dwarf - that is why usually at least two dwarfs are working at libraries.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
This is a .sel file to be imported into the toolset. The entrance upstairs is this dark to provide easy integration to other levels to keep the atmosphere of the hallway/entrance leading to the library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Entrance iso.jpg|400px|ISO View Entrance]] [[File:Overview.jpg|400px|Overview Library]]&lt;br /&gt;
&lt;br /&gt;
[[File:Fireplace.jpg|400px|Fireplace]] [[File:Details.jpg|400px|Details]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vigil Suite by Bloodsong==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1922 Dragon Age Nexus project page]''' &lt;br /&gt;
&lt;br /&gt;
This is a suite of rooms as I imagined for the commander of Vigil Keep.  It has a large master living quarters with semi-private sleeping and dressing area, a guest room, and a connecting bath.  It features both sloped and flat ceilings, large windows, a whole lot of clutter and lived-in-ness, and practical aspects such as 'trash can' vases, the shared chimney between rooms as heating source for the bath, and the height of luxury: the indoor commode!&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
[[File:VigilSuite-m-commd.jpg‎|400px|Master Living Quarters]] [[File:VigilSuite-g-room.jpg‎|400px|Guest Room]]&lt;br /&gt;
&lt;br /&gt;
[[File:VigilSuite-b-wash.jpg‎|400px|Bath Washstand]] [[File:VigilSuite-m-desk.jpg‎ |400px|The Commander's Desk]]&lt;br /&gt;
&lt;br /&gt;
More images are available on the DANexus page.&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_5:_Room_Contest&amp;diff=14834</id>
		<title>Community Contest 5: Room Contest</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_5:_Room_Contest&amp;diff=14834"/>
				<updated>2010-11-24T17:27:40Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: /* Entries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
'''Create an indoor room and export it as a SEL for other modders to paste into their levels.''' The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/12096/1180655/ here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 29 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made ''after'' the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* be submitted as a SEL (see tutorial)&lt;br /&gt;
* make suitable use of folders to organise the lights and models&lt;br /&gt;
* have doorways or suitable plug pieces to enter/exit the room&lt;br /&gt;
* contain lights to illuminate the room&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be distinctive, but suitable for use in a variety of modules&lt;br /&gt;
* make good and varied use of environment models&lt;br /&gt;
* make suitable use of VFX such as light rays, candle flames, etc where needed&lt;br /&gt;
* ensure that lighting looks good in-game&lt;br /&gt;
&lt;br /&gt;
=== Suggestions ===&lt;br /&gt;
Forge, armory, servants' quarters, bedchamber, tavern bedroom, tavern drinking hall, feast hall, indoor stage theater, kitchen, dungeon, torture room, prison cell, mausoleum, creature's lair, chapel, training room, barracks, meeting room, dining room, vault, guardhouse, groundskeeper's lodge, stable.&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* include multiple rooms - particularly if creating a &amp;quot;tileset of rooms&amp;quot;.&lt;br /&gt;
* include custom props - if you do this you must state clearly on the contest page that your entry is using custom assets. ''Please avoid this unless absolutely necessary for your room - we want these SEL files to be as easily usable as possible.''&lt;br /&gt;
&lt;br /&gt;
=== Not Allowable ===&lt;br /&gt;
Please:&lt;br /&gt;
* do not cut-paste from a DAO level without making serious modifications to &amp;quot;make it your own&amp;quot;&lt;br /&gt;
* do not submit an entire level as your work. consider what will make USEFUL rooms for slotting into a module. For example, corridors are generally not useful for slot-ins.&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
* [http://www.youtube.com/watch?v=03WoLxjm-bs Contest 5 video tutorial]&lt;br /&gt;
* [[Level_editor|Level Editor]] - Builder Wiki&lt;br /&gt;
* [[Level_Editor_Tutorial|Level Editor Tutorial]] - Builder Wiki&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
=== Entry File(s) ===&lt;br /&gt;
&lt;br /&gt;
'''File Contents:'''&lt;br /&gt;
* one or more SEL files&lt;br /&gt;
* if you have any custom props etc, include those and their source files if appropriate. ''(please try and just use DA stuff for this contest to keep things simple)''&lt;br /&gt;
&lt;br /&gt;
'''File Format:'''&lt;br /&gt;
one .7z file (preferred)&lt;br /&gt;
&lt;br /&gt;
=== Checklist ===&lt;br /&gt;
&lt;br /&gt;
# Create your file (see above)&lt;br /&gt;
# Create a [http://www.dragonagenexus.com/ Dragon Age Nexus] page for your entry and upload the above file. Please include &amp;quot;Community Contest&amp;quot; in the title.&lt;br /&gt;
# Edit this page with a description and pictures of your content. &lt;br /&gt;
#* Please include pictures which are both functional as well as attractive (so your work can be seen clearly)&lt;br /&gt;
#* Link to your DA Nexus page. See the sample entry.&lt;br /&gt;
# Optionally, let us know in the [http://social.bioware.com/group/2535/discussion/12096/1180655/ Contest Discussion Thread] that you've entered&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the general entry guidelines (as well as more detail on the above steps), please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
== Consent to Share ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared (prop models, VFXProj files). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example Entry by mikemike37==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1559 Dragon Age Nexus project page]''' (sample entry not shared, its just a SEL file in a 7zip though.)&lt;br /&gt;
This is just a sample entry for others to see the sort of thing judges might expect to see, and the format in which it has been submitted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CC5_mike_roomtop.jpg|303px|Room Plan]] [[File:CC5_mike_roomcorner.jpg|400px|Room Glamour Shot]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
== Inn Bedrooms by Jackkel Dragon ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1898 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
A small room including two bedrooms and a stairway down to a lower floor.&lt;br /&gt;
&lt;br /&gt;
Note: There is a door way that leads to &amp;quot;nothing&amp;quot; on the same floor as the bedrooms; this can lead to another bedroom (or any other room) or replaced with a normal wall.&lt;br /&gt;
&lt;br /&gt;
As this room uses interior lighting, I HIGHLY recommend reading this page to avoid wierd shadows: http://social.bioware.com/forum/1/topic/74/index/4700291&lt;br /&gt;
&lt;br /&gt;
Note: This is a .sel file, meaning it is imported into a room level through &amp;quot;import selection&amp;quot; from the edit menu.&lt;br /&gt;
&lt;br /&gt;
PS: I was going to submit the tavern common room for this contest, but it seemed a bit sparse. Check out the inn in the module &amp;quot;Scars of War&amp;quot; to see this room and the common room side-by-side. ;) &lt;br /&gt;
&lt;br /&gt;
[[File:Cc5_jackkel_screen.jpg|300px|Toolset Screenshot]]&lt;br /&gt;
&lt;br /&gt;
== Dead Room by Shadow5973 ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1901 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
There are two bedrooms connected by a short hallway with a body in each of the rooms. There is also a doorway in each room where they can be attached to a larger building interior. The bedrooms could be used for part of the inside of a house or similar building after an attack by bandits or darkspawn.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
This a .sel file to be imported into the toolset.&lt;br /&gt;
&lt;br /&gt;
This room uses interior lighting, so this page might be helpful: http://social.bioware.com/forum/1/topic/74/index/4700291&lt;br /&gt;
&lt;br /&gt;
 [[File: Image 1.png|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Banqueting Hall by Nattfodd ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1899 Dragon Age Nexus project page]'''&lt;br /&gt;
* '''[http://social.bioware.com/project/3783/ BSN project page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After a hard day of battles and fights, the evening is the right moment to take a rest, banqueting and sharing the treasures with your comrades.&lt;br /&gt;
Eat, drink and enjoy your time: you deserve it.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
This is a .sel file to be imported into the toolset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: Panoramic.jpg|400px|]] [[File: Throne.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
[[File: Plant.jpg|400px|]] [[File: Cooking_table.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Library by Semper ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://social.bioware.com/project/3811/ BSN project page]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dusty and old place for everybody brave enough to discover the long forgotten tales hidden within ancient books. The piles of books are taller than a dwarf - that is why usually at least two dwarfs are working at libraries.&lt;br /&gt;
&lt;br /&gt;
NOTE: &lt;br /&gt;
This is a .sel file to be imported into the toolset. The entrance upstairs is this dark to provide easy integration to other levels to keep the atmosphere of the hallway/entrance leading to the library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Entrance iso.jpg|400px|ISO View Entrance]] [[File:Overview.jpg|400px|Overview Library]]&lt;br /&gt;
&lt;br /&gt;
[[File:Fireplace.jpg|400px|Fireplace]] [[File:Details.jpg|400px|Details]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vigil Suite by Bloodsong==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1922 Dragon Age Nexus project page]''' &lt;br /&gt;
&lt;br /&gt;
   This is a suite of rooms as I imagined for the commander of Vigil Keep.  It has a large master living quarters with semi-private sleeping and dressing area, a guest room, and a connecting bath.  It features both sloped and flat ceilings, large windows, a whole lot of clutter and lived-in-ness, and practical aspects such as 'trash can' vases, the shared chimney between rooms as heating source for the bath, and the height of luxury: the indoor commode!&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
[[File:VigilSuite-m-commd.jpg‎|400px|Master Living Quarters]] [[File:VigilSuite-g-room.jpg‎|400px|Guest Room]]&lt;br /&gt;
&lt;br /&gt;
[[File:VigilSuite-b-wash.jpg‎|400px|Bath Washstand]] [[File:VigilSuite-m-desk.jpg‎ |400px|The Commander's Desk]]&lt;br /&gt;
&lt;br /&gt;
More images are available on the DANexus page.&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:VigilSuite-m-desk.jpg&amp;diff=14833</id>
		<title>File:VigilSuite-m-desk.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:VigilSuite-m-desk.jpg&amp;diff=14833"/>
				<updated>2010-11-24T17:11:25Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: CC5 Vigil Suite Master Desk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CC5 Vigil Suite Master Desk&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:VigilSuite-b-wash.jpg&amp;diff=14832</id>
		<title>File:VigilSuite-b-wash.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:VigilSuite-b-wash.jpg&amp;diff=14832"/>
				<updated>2010-11-24T17:09:10Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: CC5 Vigil Suite Bath Washstand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CC5 Vigil Suite Bath Washstand&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:VigilSuite-g-room.jpg&amp;diff=14831</id>
		<title>File:VigilSuite-g-room.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:VigilSuite-g-room.jpg&amp;diff=14831"/>
				<updated>2010-11-24T17:08:41Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: CC5 Vigil Suite  Guest Room overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CC5 Vigil Suite  Guest Room overview&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:VigilSuite-m-commd.jpg&amp;diff=14830</id>
		<title>File:VigilSuite-m-commd.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:VigilSuite-m-commd.jpg&amp;diff=14830"/>
				<updated>2010-11-24T17:07:56Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: CC5 Vigil Suite: Master Living Quarters overview.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CC5 Vigil Suite: Master Living Quarters overview.&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14336</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14336"/>
				<updated>2010-10-30T18:46:57Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: /* Entries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made ''after'' the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
For information on how to enter, please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example Entry by YourNameHere ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1559 Links here in this format]'''&lt;br /&gt;
&lt;br /&gt;
Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. &lt;br /&gt;
&lt;br /&gt;
Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:terrainBlockExample.png|400px|example picture]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14335</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14335"/>
				<updated>2010-10-30T18:45:47Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: /* Entries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made ''after'' the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
For information on how to enter, please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example Entry by YourNameHere ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1559 Links here in this format]'''&lt;br /&gt;
&lt;br /&gt;
Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. &lt;br /&gt;
&lt;br /&gt;
Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:terrainBlockExample.png|400px|example picture]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859 Nug Chase on Dragon Age Nexus]'''&lt;br /&gt;
&lt;br /&gt;
   A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
   Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416 Nug Chase Project]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14334</id>
		<title>Community Contest 4: Minigame Script</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_4:_Minigame_Script&amp;diff=14334"/>
				<updated>2010-10-30T18:44:40Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: /* Entries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Create a minigame or puzzle using scripting. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10583/916864/#post_916864 here].&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 1 November''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time (sunday!) in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made ''after'' the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* Reserve and use a [[Community_Contest_ID_Ranges|StringID range]]&lt;br /&gt;
* Be thoroughly tested in-game&lt;br /&gt;
* Be submitted in a single, playable area (the level will not be &amp;quot;marked&amp;quot;)&lt;br /&gt;
* Include dadbdata export of all relevant resources&lt;br /&gt;
* Include a playable dazip of the mini-game - should be playable from the other campaigns menu&lt;br /&gt;
* Include a plain-text file detailing the mini-game implementation - the objective, customization options (if present) and solutions&lt;br /&gt;
* Use only DA assets (placeables, levels) ''unless the relevant files are included with the submission and author's permission has been given''&lt;br /&gt;
* Be submitted before Monday 1 November midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Guidelines ===&lt;br /&gt;
Strong entries will:&lt;br /&gt;
* be easily adaptable to vary the minigame in other modules&lt;br /&gt;
* be unique and interesting&lt;br /&gt;
* use elegant and tidy scripting&lt;br /&gt;
* include well-written, detailed comments &lt;br /&gt;
* be well-designed and be free of bugs and discourage user error&lt;br /&gt;
* be significant as a piece of scripting: doing something new or expanding beyond the fundamentals of scripting&lt;br /&gt;
* make appropriate use of secondary resources (triggers, placeables, dialogues, floaty text, VFX, sound, etc)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While no &amp;quot;bonus points&amp;quot; will be given for the following, entries may: &lt;br /&gt;
* use custom levels provided that the level is shared with the submission (.lvl and exported files)&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 15 points, chooses first&lt;br /&gt;
* 2nd place - 10 points, chooses second&lt;br /&gt;
* 3rd place - 5 points, chooses third&lt;br /&gt;
* Best Newcomer - 3 points (unless 1st, 2nd or 3rd place)&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Best Newcomer Award ===&lt;br /&gt;
Every judge may nominate one newcomer as their favourite newcomer entry. To qualify, the entrant must not have submitted to a community contest before. The winning newcomer will receive three points if they don't podium (in which case, theyll be getting more points anyway!).&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
* [[Scripting_overview|Scripting Overview]] - Builder Wiki&lt;br /&gt;
* [[Scripting_tutorial|Scripting Tutorial]] - Builder Wiki&lt;br /&gt;
* [http://dalexicon.net/index.php?title=Main_Page Dragon Age Lexicon] - Scripting Resource&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
For information on how to enter, please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared (dadbdata and any non-DA assets you have used including levels, props etc). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example Entry by YourNameHere ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1559 Links here in this format]'''&lt;br /&gt;
&lt;br /&gt;
Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. &lt;br /&gt;
&lt;br /&gt;
Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible. Description here. Try to keep it short, but include as many relevant details as possible.&lt;br /&gt;
&lt;br /&gt;
[[File:terrainBlockExample.png|400px|example picture]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weighted RPS by Mengtzu ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1850 Dragon Age Nexus project page]'''&lt;br /&gt;
&lt;br /&gt;
Rock, Paper, Scissors as a multi-round gambling game, with weighted moves to introduce strategy and customisable AI.  Multiple games with different settings may share an area, allowing a tournament/festival style implementation, as demonstrated in the sample module.  By default the player earns prize tokens which may be traded in for items.&lt;br /&gt;
&lt;br /&gt;
Modular functions and constants make the engine easy to extend or modify.&lt;br /&gt;
&lt;br /&gt;
[[File:Rps guanyin.jpg|400px|Game in progress]]&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nug Chase by Bloodsong ==&lt;br /&gt;
&lt;br /&gt;
* '''[http://www.dragonagenexus.com/downloads/file.php?id=1859]'''&lt;br /&gt;
&lt;br /&gt;
   A simple action-oriented mini-game for players of any level.  Granny Rockbottom's prize Racing Nug has escaped his pen, and you need to catch him.  To do this, you need to click on the nug and get close enough to initate a conversation.  If you are successful, you catch the pesky nug.  If not, hilarity ensues.  :X&lt;br /&gt;
&lt;br /&gt;
   Includes a custom Nug Wallows area/level, and a convoluted conversation tree with the NPC.  Rewards are small gifts, some XP, and possibly a small amount of cash.  Documentation for customizing also included.&lt;br /&gt;
&lt;br /&gt;
[[File:NugChase1.jpg|400px|Nug Chase Promo]]&lt;br /&gt;
&lt;br /&gt;
Please report any file/installation problems here:&lt;br /&gt;
* '''[http://social.bioware.com/project/3512/discussion/2597/20416/#post_20416]'''&lt;br /&gt;
&lt;br /&gt;
=== Judges' Comments ===&lt;br /&gt;
&lt;br /&gt;
Judges will leave comments both as contructive suggestions for the entrant and also as impartial guidance for any looking to make use of your work.&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:NugChase1.jpg&amp;diff=14332</id>
		<title>File:NugChase1.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:NugChase1.jpg&amp;diff=14332"/>
				<updated>2010-10-30T18:34:00Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: Promo Pic for Nug Chase mini-game entry in Commmunity Contest #4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Promo Pic for Nug Chase mini-game entry in Commmunity Contest #4&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Preparing_a_dialog_for_recording&amp;diff=14078</id>
		<title>Preparing a dialog for recording</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Preparing_a_dialog_for_recording&amp;diff=14078"/>
				<updated>2010-10-24T17:40:28Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: /* Creating the Dialog Script */  added more detailed instructions &amp;amp; pic for dummies like me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox conversation}}&lt;br /&gt;
''(this article is based on the investigations of Kaldir II and KingEtzel)''&lt;br /&gt;
&lt;br /&gt;
For specific information about voiceover, file conventions, integration see here: [[Voice-Over]]&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
When you successfully have created dialogs in your toolset, you may want to send it out to voiceactors for recording at a certain point. &lt;br /&gt;
&lt;br /&gt;
You could do that by writing all dialogs in a textprocessor like MS Word and just send them those documents. However, you would have to copy and paste the whole tree of lines into the toolset one by one, in order to get even the text work ingame. On the other hand you could type your whole dialog stuff in the toolset, but then - lacking a native export function - you would have to copy and paste again to get it into a form, where voiceactors can read your dialog.&lt;br /&gt;
&lt;br /&gt;
Below we describe a way of creating the dialog inside of the toolset and then, by using little SQL queries, export not only the lines but also their corresponding LineIDs so that the voiceactor can not only match the format convention, but also the naming convention for the files themselves. The only thing for you left to do is putting those recorded files into the right folder and everything should work. No need for you to rename thousands of files manually to put them into the module/game!&lt;br /&gt;
&lt;br /&gt;
== Creating the Dialog Script ==&lt;br /&gt;
&lt;br /&gt;
First of all, you need Microsoft SQL Server Management Studio Express to be installed: http://www.microsoft.com/downloads/details.aspx?familyid=C243A5AE-4BD1-4E3D-94B8-5A0F62BF7796&amp;amp;displaylang=en&lt;br /&gt;
&lt;br /&gt;
Install and run it.  The first time it starts, it should find your Dragon Age database (BWDATOOLSET).  Just click OK.&lt;br /&gt;
&lt;br /&gt;
Remember to start the tool with administrator privileges, if necessary. Otherwise you won't be granted permission to access the database.&lt;br /&gt;
&lt;br /&gt;
[[File:ServerManagementTool.jpg]]&lt;br /&gt;
&lt;br /&gt;
Click on &amp;quot;New query&amp;quot; at the upper Left.  Enter the text below into the right pane.&lt;br /&gt;
Find the String ID from any line of your conversation inside the toolset, and substitute it where the #### is:&lt;br /&gt;
&lt;br /&gt;
   SELECT [StringID],[ModuleResRefVersionID]&lt;br /&gt;
     FROM [bw_dragonage_content].[dbo].[t_StringText]&lt;br /&gt;
     WHERE StringID = ####&lt;br /&gt;
&lt;br /&gt;
Click the &amp;quot;! Execute&amp;quot; button.  This will find the ID number of your dialogue, shown in the bottom pane under the query panel.&lt;br /&gt;
&lt;br /&gt;
Copy the text below, select the entire text of your first query, and paste over it.  (Or if you prefer, you can press the &amp;quot;New Query&amp;quot; button again.)  Right click on the dialogue ID number in the result pane and copy/paste -- or just type it in where the #### is in this query:&lt;br /&gt;
&lt;br /&gt;
   Declare @ResID INT&lt;br /&gt;
   Set @ResID = #####&lt;br /&gt;
   SELECT A1.StringID, A2.SPEAKER, A1.Text&lt;br /&gt;
      FROM bw_dragonage_content.dbo.t_StringText A1, bw_dragonage_content.dbo.t_ConversationLine A2&lt;br /&gt;
      WHERE A1.StringID = A2.TextStringID AND A1.ModuleResRefVersionID = @ResID AND A2.ModuleResRefVersionID = @ResID&lt;br /&gt;
&lt;br /&gt;
Press the &amp;quot;! Execute&amp;quot; button again.  This will give you a list consisting of the LineIDs in the column 1, the speaker tag (blank is the OWNER) in column 2, and the spoken words in column 3. You can now mark everything and save it into CSV and reopen it with Excel. Or you can select all the lines up to the PLAYER lines and paste to your editing program of choice, etc.&lt;br /&gt;
&lt;br /&gt;
Now you can send the script to your voiceactors and you have minimized unneccessary work!&lt;br /&gt;
&lt;br /&gt;
[[Category:Conversations]]&lt;br /&gt;
[[Category:Sounds]]&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:ServerManagementTool.jpg&amp;diff=14077</id>
		<title>File:ServerManagementTool.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:ServerManagementTool.jpg&amp;diff=14077"/>
				<updated>2010-10-24T17:29:02Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: MS Server Management Tool interface for extracting Toolset conversation lines.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MS Server Management Tool interface for extracting Toolset conversation lines.&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Talk:VFX_Tutorial&amp;diff=13797</id>
		<title>Talk:VFX Tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Talk:VFX_Tutorial&amp;diff=13797"/>
				<updated>2010-10-03T12:18:45Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I would suggest breaking this page down into several smaller pages. Starting with an introduction/table of contents/downloads page; then at least 1 page per tutorial (if not more); and possibly a summary or conclusion.  In other words:&lt;br /&gt;
&lt;br /&gt;
* VFX Tutorial&lt;br /&gt;
** Introduction&lt;br /&gt;
** List of parts&lt;br /&gt;
** Donwloads&lt;br /&gt;
* VFX Tutorial (Part 1)&lt;br /&gt;
* VFX Tutorial (Part 2)&lt;br /&gt;
* VFX Tutorial (Part 3)&lt;br /&gt;
* VFX Tutorial (Part 4)&lt;br /&gt;
* VFX Tutorial (Conclusion)&lt;br /&gt;
&lt;br /&gt;
If we can get the approach right with this then we can use it as a model for future tutorials. It might we worth looking at how Sun do their Java &amp;quot;trails&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[User:Sunjammer|Sunjammer]] 22:59, 7 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can someone add on to the end of the VFX tutorials, of how to actually USE the suckers once they are created?  ie: how to put one in a level.  how to put one in an area.  how to put one on a creature/object.  how to spawn one via script.&lt;br /&gt;
[[User:BloodsongVengeance|BloodsongVengeance]] 12:18, 3 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Community_Contest_3_mini:_Head_Morph&amp;diff=13795</id>
		<title>Community Contest 3 mini: Head Morph</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Community_Contest_3_mini:_Head_Morph&amp;diff=13795"/>
				<updated>2010-10-01T17:35:55Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: Bloodsong's Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Community_Contest_back.jpg|link=Community_Contest_Main_Page]] [[File:CC_BSN_GetInvolved.jpg|link=http://social.bioware.com/group/2535/&amp;amp;v=discussions]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
&lt;br /&gt;
Create a head morph for a charater of your own design. The morph must be made in the Toolset and contain MRH and MOR files. This contest is a '''Raffle''' - all entries have an even chance of winning the prizes, and '''will not be judged'''. The contest discussion thread can be found [http://social.bioware.com/group/2535/discussion/10611/ here].&lt;br /&gt;
&lt;br /&gt;
This is a raffled mini contest coinciding with the [[Community_Contest_3:_Character_Contest|Character Contest]], which also includes creating conversation for the character - we'd love if you entered both!&lt;br /&gt;
&lt;br /&gt;
'''DEADLINE: Monday 18 October''' - your entry must be ready for judging before midday GMT+0. It is strongly recommended you submit well before this time in case you run into troubles. Modifications to your submission are welcomed - the newest version of your entry will be judged, although modifications made after the submission date will not be judged.&lt;br /&gt;
&lt;br /&gt;
=== Requirements ===&lt;br /&gt;
All entries must:&lt;br /&gt;
* Include MRH source material as well as exported MOR file and post on the [http://social.bioware.com/project/3410/ BSN Project] (do not make your own)&lt;br /&gt;
* Post a single, clear screenshot on the contest page&lt;br /&gt;
* Use only &lt;br /&gt;
** DA assets (hairs, textures) &lt;br /&gt;
** (optional) hairs from [http://www.dragonagenexus.com/downloads/file.php?id=392 More Hairstyles] (the agreed mod)&lt;br /&gt;
** (optional) hairs/textures which are '''your own work''' and are '''included with your submission'''&lt;br /&gt;
* Any further modifications must be '''your own work''' (your own textures, for example) and '''must be included''' with the files.&lt;br /&gt;
* Be submitted before Monday 18 October midday (GMT+0)&lt;br /&gt;
&lt;br /&gt;
=== Allowable ===&lt;br /&gt;
While &amp;quot;bonus points&amp;quot; '''will not''' be given for the following, entries may:&lt;br /&gt;
* Include custom textures/hairs (please only '''your own''' work though)&lt;br /&gt;
* Multiple entries are always allowed, however your name will only be entered into the raffle ONCE (more entries will NOT increase your chance of winning).&lt;br /&gt;
&lt;br /&gt;
=== Disallowable ===&lt;br /&gt;
* For this contest, please '''do not use other peoples mods''' except [http://www.dragonagenexus.com/downloads/file.php?id=392 More Hairstyles] and anything which is '''your own''' work and is included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Groups and Prizes ==&lt;br /&gt;
&lt;br /&gt;
=== Groups ===&lt;br /&gt;
This contest has only one group. The winner will be selected by '''Raffle''', and '''not by judging'''.&lt;br /&gt;
&lt;br /&gt;
* 1st place - 5 points, chooses first&lt;br /&gt;
* 2nd place - 3 points, chooses second&lt;br /&gt;
* 3rd place - 2 points, chooses third&lt;br /&gt;
* All other entries meeting requirements - 1 point&lt;br /&gt;
&lt;br /&gt;
To receive an &amp;quot;entry point&amp;quot;, your submission must meet the requirements of the contest, listed at the top of this page&lt;br /&gt;
&lt;br /&gt;
=== Prizes ===&lt;br /&gt;
&lt;br /&gt;
Please see [[Community_Contest_Prizes|Community Contest Prizes]]&lt;br /&gt;
&lt;br /&gt;
== Helpful Links ==&lt;br /&gt;
* [[Morph|Head Morph]] - Builder Wiki&lt;br /&gt;
* [http://www.youtube.com/watch?v=qR8AkAfNbvk Head Morph video tutorial] - mikemike37&lt;br /&gt;
* [http://social.bioware.com/forum/1/topic/72/index/569359#604626 Custom face tattoo tutorial] - DarthParametric&lt;br /&gt;
* [http://social.bioware.com/forum/1/topic/72/index/2452603 Custom scalp tattoo tutorial] - DarthParametric&lt;br /&gt;
&lt;br /&gt;
= Entries = &lt;br /&gt;
&lt;br /&gt;
This contest is a little different entry procedure than others.&lt;br /&gt;
&lt;br /&gt;
=== Submitting an entry ===&lt;br /&gt;
* Join the [http://social.bioware.com/group/2535 Community Contest Group]&lt;br /&gt;
* Add your MRH and MOR file to a .7z or .zip file&lt;br /&gt;
* Name the file &amp;quot;Character Name - Entrant Name.zip&amp;quot;&lt;br /&gt;
* upload the file to the [http://social.bioware.com/project/3410/ Mini Contest project]. Ensure it is &amp;quot;Viewable by everyone&amp;quot;&lt;br /&gt;
* upload a screenshot and make an entry on this Contest Page (below)&lt;br /&gt;
&lt;br /&gt;
For general contest entry FAQs please see the [[Community_Contest_Entry_FAQ|Entry FAQs]]. Note that some may not apply to this mini contest.&lt;br /&gt;
&lt;br /&gt;
For information on Judging, please see the [[Community_Contest_Judging|Judging]] page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;font size=&amp;quot;5&amp;quot; color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;IMPORTANT - consent to share&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;By entering this competition you consent to share your work for other community members to benefit from.&lt;br /&gt;
 Where appropriate, source files should be shared (include the MRH head morph). &lt;br /&gt;
 The work *MUST* be your own (obviously you may use DA assets).&lt;br /&gt;
 Do not use custom hair/textures/voicework etc unless you have explicit consent from the author to share. You must include them with your submission.&lt;br /&gt;
 Others may use and modify your work in their Dragon Age mods, though are encouraged to give credit. &lt;br /&gt;
 As the entries are judged, local copies will be saved If your work is taken down.&lt;br /&gt;
 If your work is taken down, you allow for it to be re-uploaded, crediting the work in your name. &amp;lt;/b&amp;gt; &amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example Entry by YourNameHere ==&lt;br /&gt;
&lt;br /&gt;
Summary of your character here. Try to keep it less than 50 words.&lt;br /&gt;
&lt;br /&gt;
[[File:Hf_har_blda_0_front.jpg|example picture]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Granny Rockbottom by Bloodsong Vengeance ==&lt;br /&gt;
&lt;br /&gt;
Granny Rockbottom: Racing Nug Breeder of Orzammar.  A cantankerous old coot who's been breeding and raising nugs for decades.&lt;br /&gt;
&lt;br /&gt;
[[File:Grannyrockbottom.jpg|Granny Rockbottom]]&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=File:Grannyrockbottom.jpg&amp;diff=13794</id>
		<title>File:Grannyrockbottom.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=File:Grannyrockbottom.jpg&amp;diff=13794"/>
				<updated>2010-10-01T17:34:13Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: CC3 entry sample pic: Granny Rockbottom by Bloodsong Vengeance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;CC3 entry sample pic: Granny Rockbottom by Bloodsong Vengeance&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=VFX_Tutorial&amp;diff=13654</id>
		<title>VFX Tutorial</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=VFX_Tutorial&amp;diff=13654"/>
				<updated>2010-09-17T17:04:20Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: /* VFX Tutorial Part 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vfx}}&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 1 [[File:VFX_Tut_p1.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 2 [[File:VFX_Tut_p2.pdf]]&lt;br /&gt;
&lt;br /&gt;
PDF Version Part 3 [[File:VFX_Tut_p3.pdf]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 1 ==&lt;br /&gt;
&lt;br /&gt;
This tutorial is to get you started in creating your own visual effects to be used in the DA toolset. Tutorial #1 will cover the basics of creating, editing, and implementing the visual effect.&lt;br /&gt;
&lt;br /&gt;
=== Creating a new visual effect ===&lt;br /&gt;
&lt;br /&gt;
To create a new VFX, right click on the palette window and select “NEW &amp;gt; VFX”&lt;br /&gt;
&lt;br /&gt;
[[File:new VFX.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
The VFX Editor will open up showing a square grid and a “Select VFX” window in the middle. For this tutorial we will be doing a Placeable effect, so select “Placeable” and click “OK”.&lt;br /&gt;
&lt;br /&gt;
On the top left, you should see a little globe called “VFXRoot” and in the Object Inspector you should see the properties of VFXRoot.&lt;br /&gt;
At this point, save your work by selecting “File &amp;gt; Save As” or clicking the Save Icon in the upper left. You will be prompted for a file name. I like to keep all of my VFX files in one place so in My Documents/Bioware/Dragon Age folder I created a VFX folder to save my files.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will be creating a bonfire type of effect and to stay with Dragon Age [[Naming conventions]], we will use a 3 letter prefix, underscore, and then the file name. Name the file “fxp_bonfire_jp”&lt;br /&gt;
The “fxp” is for “Visual Effect Placeable” (all VFX files start with fx*) “bonfire” tells me what the effect is, and the “jp” on the end lets me know that it is my effect and not someone else’s, you can add whatever suffix you want. Click “Save” when done.&lt;br /&gt;
&lt;br /&gt;
You can close the toolset at any time and return to this tutorial. You can open your effect again later by selecting “File &amp;gt; Open” and navigate to and select the file you just saved.&lt;br /&gt;
&lt;br /&gt;
=== VFX root properties ===&lt;br /&gt;
&lt;br /&gt;
[[File:t1_root_obj_inspector.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''VFXRoot Properties:'''&lt;br /&gt;
I’ll just cover the ones that we will be using.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' This is the resource name and is what will be used when we Post to Local. Change it to match the file name.&lt;br /&gt;
&lt;br /&gt;
'''Impact Length:''' Time in seconds for the stating phase of the effect. Example, a Runner starting off from the start line reaching max speed.&lt;br /&gt;
&lt;br /&gt;
'''Duration Length:''' Time in seconds for the duration of the effect. Example, the time it takes the runner to reach the finish line after reaching max speed.&lt;br /&gt;
&lt;br /&gt;
'''Cessation Length:''' Time in seconds for the ending of the effect. Example, the runner slowing down after crossing the finish line.&lt;br /&gt;
&lt;br /&gt;
We are making a bonfire effect, so we want the fire to start off small, grow in size, then burn itself out. So set the Impact Length to 3 seconds, this will start the fire and grown to its max size. Set the Duration Length to 3 seconds. This will allow us plenty of time to vary the coloration of the flames. Set the Cessation time to 3 seconds as well, as the fire burns out.&lt;br /&gt;
&lt;br /&gt;
You may be thinking that 9 seconds is a very short fire. When the effect is set in a script, the duration time is set within the function ApplyEffect*. This duration time causes the duration time of the animation to loop over and over. So for example, if this bon fire effect is applied to an object for 6 min, the duration part of the effect will loop 120 times, 3 second duration * 120 loops = 360 seconds = 6 minutes. Then the Cessation time plays and the effect is done.&lt;br /&gt;
&lt;br /&gt;
After setting these times, you should now see a time line something like this, More on this in part 2.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_time_line.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
=== Adding an emitter ===&lt;br /&gt;
&lt;br /&gt;
Next we need an emitter. Right click on the window and select “Insert &amp;gt; Insert Emitter”. You should get a pulsating white capsule in the center of the grid and a “NewEmitter” object added to the list on the left.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_emitter.jpg|640px]]&lt;br /&gt;
&lt;br /&gt;
Select the NewEmitter object and you will see the properties in the Object inspector window.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_op_properties.jpg|250px]]&lt;br /&gt;
&lt;br /&gt;
'''Properties Window:'''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' Change the name of the emitter to “Base” this will be the main base of the fire. Naming the emitter will help sort them out when building an effect with several emitters.&lt;br /&gt;
&lt;br /&gt;
'''Material Library:''' This is the library that we will be selecting our particle material from. The DA Effect Libraries start with the prefix fx_*Click on the Material Library box to open the resource window. Select the fx_firelibrary and click OK.&lt;br /&gt;
&lt;br /&gt;
'''Material Object:''' This is the martial that we will use from the above selected Library. For this select “FireFlipbook”.&lt;br /&gt;
Before we continue, save your work and let’s talk about Flipbooks.&lt;br /&gt;
&lt;br /&gt;
A flipbook is a particle that consists of columns and rows of varying images. The animation is created by the effect rapidly flipping through each image, much like a cartoon animation. At this point you should see 4 columns of flickering flames. Note that not all particles are in flipbook form, some are a static image. A simple way to see if the particle is a flipbook, and to see how many columns and rows there are is to set the Birth Rate to 1. Click on the “Emission” tab in the Object Properties and change the top parameter “Birth Rate” to 1. You should now see an image that consists of 4 rows and 4 columns of small flame images. This is a single particle, 4x4 flipbook. Set the Birth Rate back to 10, and return to the “Properties” tab of the Object Inspector, more on Birth Rate later.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_flip.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Type:''' Select “ContactSheet”. &lt;br /&gt;
&lt;br /&gt;
'''Flipbook Random Start Frame:''' This selects a random frame within the flipbook to start with on each emission. Set this to TRUE. This will help give us diversity and make the flame look more “real”.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Rows:''' This is how many Rows there are in the flipbook, set this number to 4.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Columns:''' This is the number of Columns in the flipbook, set this to 4 also.&lt;br /&gt;
&lt;br /&gt;
'''Flipbook Frames per Second:''' The particle image has 4 rows and 4 colunms, there are 16 total images to flip through.  This value should be a factor of Rows and Columns, so 4 x 4 = 16. Set this value to at least 16 flips per second.&lt;br /&gt;
&lt;br /&gt;
You should now see a single column of what nearly looks like fire.&lt;br /&gt;
Right now the flames flicker a bit too slow for me, so set the Flipbook Frames per Second to 32. This makes the flames flicker twice as fast because it is now flipping through all 16 images twice per second instead of once.&lt;br /&gt;
Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_fire.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Age Map:'''&lt;br /&gt;
&lt;br /&gt;
[[File:T1_agemap.jpg]]&lt;br /&gt;
&lt;br /&gt;
In the Object Inspector click the “Age Map” Tab.&lt;br /&gt;
&lt;br /&gt;
Here we can manipulate the color and the scale of the effect.&lt;br /&gt;
&lt;br /&gt;
Color values are in percentage of 0 to 100% on a scale of 0 to 1, so 50% Blue would be 0.5.&lt;br /&gt;
&lt;br /&gt;
Most normal fires aren’t white, so set Color B (blue) to 0. Your flame should now be yellow. Set Color G (green) to 0.4. We now have a orangey-red color.&lt;br /&gt;
&lt;br /&gt;
Color A (alph) is the flames color intensity setting this to 0.5, the fire is half as intense. Set it where you like.&lt;br /&gt;
&lt;br /&gt;
The scale X and Y values can be any number from 0 to infinity. Setting the scale to 1 is the particles normal size. Because the particle image is a 2d image, there is no Z scale. Changing Scale X will affect the X (width) direction of the flame and Scale Y will affect the Y (Height) direction of the particle. For now we will leave them alone.&lt;br /&gt;
&lt;br /&gt;
The corresponding multipliers simply multiply the values in the general section. For example, if you set Color G back to 1, then set Green Color Multiplier to 0.4 you will have the same result. 1 * 0.4 = 0.4&lt;br /&gt;
&lt;br /&gt;
There is a notable difference between the 2 however, the General settings affect the particles over the lifetime of each particle while the Multipliers affect all the particles over the length of the animation. This will be explored further in Part 2. Go ahead and play with the color settings until you have it the way you want it, and then save your work.&lt;br /&gt;
&lt;br /&gt;
'''Emissions'''&lt;br /&gt;
&lt;br /&gt;
[[File:T1_emissions.jpg]]&lt;br /&gt;
&lt;br /&gt;
Now click on the “Emission” tab these settings control the particle emissions.&lt;br /&gt;
&lt;br /&gt;
'''Birth Rate:''' This is how many particle emit per second. The default is 10, which works out for the fire pretty good. However the flicker is pretty static. So we will change that in a minute.&lt;br /&gt;
&lt;br /&gt;
'''Birth Rate +/-:''' This setting will cause the particle Birth Rate to randomly vary by a positive number or a negative number. If we set this value to 1, the Birth Rate then will vary between 9 and 11 particles per second. Since a 10 Birth Rate seems to be a good number for the most particles per second, set the +/- value to 2, and change the Birth Rate to 8. This will make the max 10 and the min 6 particles per second.&lt;br /&gt;
&lt;br /&gt;
'''Initial Speed:''' This is how fast the particles travel when emitted from the emitter. Changing this value appears to change how long the particles last. However this is not the case, they simple move further before the particle life has expired.&lt;br /&gt;
&lt;br /&gt;
'''Initial Speed +/-:''' This setting works the same as the Birth Rate +/- setting but instead affects the Initial Speed. Set this value to 0.5 which will now give the particles a varying speed between 0.5 and 1.5.&lt;br /&gt;
&lt;br /&gt;
'''Life Expectancy (s):''' This is how long each particle last, in seconds, before vanishing. &lt;br /&gt;
&lt;br /&gt;
'''Life Expectancy +/-''': Again is a random variance to the value set in Life Expectancy. Set this value to 0.5, making the particle last longer and shorter as the fire burns.&lt;br /&gt;
&lt;br /&gt;
'''Scale Range:''' This adds a random variance to the size of the particle much like the other +/- settings. Set this to 0. 6. You should now see the flame vary in size as it emits from the base emitter.&lt;br /&gt;
&lt;br /&gt;
Play with these settings a bit to get familiar with them. In the end you should have a raging fire animation. When you are happy, save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_fire_1.jpg]]&lt;br /&gt;
&lt;br /&gt;
'''Getting the effect in game:'''  Right click on the Root and select “Post to Local”. You'll find the new VFX under the model palette. It can be placed directly in the level editor or the cutscene editor but not the area editor. You can also add the effect dynamically to an area using a script.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' Because an effect is Art work, at present will not be included with a Builder to Builder Create and must be sent separately. Scripting examples to come later once there is a client to test for accuracy.&lt;br /&gt;
&lt;br /&gt;
[[File:T1_ptl.jpg]]&lt;br /&gt;
&lt;br /&gt;
So now you have a raging fire. In part 2 of this tutorial, we will make this fire dance and sing. Part 2 will introduce using the time line settings to very coloration, scale, size and other more advanced settings as well as explore some of the settings introduce here a bit deeper. Keep the bonfire effect you created with this tutorial, we will need it in the second part. The bonfire effect can also be downloaded from the social site.&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 2 ==&lt;br /&gt;
&lt;br /&gt;
In tutorial #1 we created a good bonfire as a base and up until now we only changed the values directly in the properties on the effect. As we can see this works well for simple effects. Changing the values in this manner alters the effect over its entire life time. &lt;br /&gt;
We have seen how to change the color and scale of the effect by changing the values in the properties age map. This is great for a basic flame but we want to add more life to it by making the flame vary in color and size over the length of the effect.  To start, set all the Values back to default as shown in the 2 pictures below.&lt;br /&gt;
Note: This tutorial assumes you have read Tutorial #1 or are familiar with the basics of the VFX editor.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_agemap_01.jpg]][[File:T2_emission_01.jpg]]&lt;br /&gt;
&lt;br /&gt;
Setting any of these values directly will affect the visual over the entire length of the effect. Instead we want to vary these values so the flame will change from reds, yellows, and orange. We also want to change its size during the impact, duration, and cessation phases of the effect. To do this, we will use the time line to set colors and scale so they change over the course of the effect.&lt;br /&gt;
&lt;br /&gt;
Before we continue, we need to make a small change. Select the Root of the effect and in the Object Inspector, change the Impact time to 5 sec and the Cessation time to 8 sec. The 5 sec impact will allow us enough time to see the changes in the flame as it grows and the longer cessation time is for the smoke we will be adding later on.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_root_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Select the “Base” object, at the top right corner there is a drop down window, select “Color” from the list. Note, when using the time lines, make sure you have the correct emitter object selected. In this case it is the Base emitter. You should then see a time line like the one below.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_color_01.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notice at the top of the time line is reads “Particle Lifetime”. This means that the changes we make here will affect each partial over the lifetime of each particle. The lifetime of the particle is directly related to the “Lifetime” value setting in the Emissions Tab, which currently is set to 1 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Parts of the Time line ===&lt;br /&gt;
&lt;br /&gt;
[[File:T2_timeparts_01.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
'''Control Point:''' The round dots allow you move the value up, down, left, or right within the time line.&lt;br /&gt;
&lt;br /&gt;
'''Value Rang:''' The left side of the time line shows the value range. At this current control point, the value is 1, which is the current value for all 4 colors in the Age map.&lt;br /&gt;
&lt;br /&gt;
'''Current Value:''' The dotted line shows the current value any place on the time line. Currently it is set to 1 over the entire length of the particle lifetime. When a control point is added, the line between the 2 control points will become solid.&lt;br /&gt;
&lt;br /&gt;
'''Visible:'''  This box shows which time lines are visible, the dotted or solid line. You can select or unselect these time lines. Currently all 4 are selected and visible. All 4 also are set at the same value so you only see one control point as all 4 are stacked from top to bottom, Color A being the one on top.&lt;br /&gt;
&lt;br /&gt;
Click inside the time line and you will get a vertical bar. Drag the bar to the far right until the end of the timeline is reached. This bar represents that point in time and I will refer to this bar as the Point bar. Clicking anywhere on the time line will move the point bar to that point in time. &lt;br /&gt;
&lt;br /&gt;
[[File:T1_v_bar.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right click on the time line and select “Add Control Point”. This adds a node at the point in which the point bar and the time line intersects. Also note that the Colors in the age map turn red, this indicates that the values are now controlled by the time line and can vary in value depending on the point in time. Also note that this adds a Control Point to each time line that is visible, so all 4 colors get an added node.&lt;br /&gt;
Before we continue, save your work. Next turn the Loop Animation Off by clicking on it at the top right so it is no longer highlighted.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_timeparts_02.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 2 ways that we can set the values on the time line, directly in the value box of the Age Map, or by dragging the control points on the time line. To see how it affects the animation, first make sure the point bar is to the far right at 100. Change the value Color B to 0 directly in the Age Map properties, just as we did in Tutorial 1. You should now see a blue line starting at 1 and dropping to 0 at the end of the time line. By changing the value on the Age Map, you affect the control point that intersects with the Point Bar. The Flame should now be white at the bottom and Yellow at the top.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cb.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To see what happens to each particle, go to the Emission tab and change the birth rate to 1. You will see the particle start from the emitter as white, and then gradually change to yellow. Set the Birth rate back to 10 and return to the Age Map.&lt;br /&gt;
&lt;br /&gt;
Now move the point bar to the far left on 0. Notice that the value in Color B on the Age Map is again 1. Change this to 0 also and the left most control point will drop to 0 and you time line should now look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cb_2.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The small box in the lower right corner in the above image indicates which time lines are visible. Right now all 4 colors are visible on the time line. Next we will affect the green color by dragging the control points instead of changing the value directly in the Age Map. However the green time line in underneath the Alpha time line. So to make it visible, click the check mark to unselect the Alpha Color. The Alpha line goes away and we can now see the Green time line. Also uncheck the Red and Blue color time lines so only the Green is visible.&lt;br /&gt;
&lt;br /&gt;
Next Click and hold on the far left (0) control point of the Green time line and drag it down a bit, about half way between 1 and 0, you should see the flame change colors as you drag it down. Grab the right most control point and drag it down to 0. You should now have a flame that is brighter red at the bottom and darker at the top.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cg.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we are going to add 2 more control points to the Green time line. Move the Point Bar to 5 on the Particle Lifetime line, right click and select “Add Control Point”. Now move the Point Bar to 10 on the timeline and add a second control point. Grab the first control point we just added, the one at 5, and drag it up to about 0.7. This will create a bright flicker at the base of the fire.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_cg_2.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we just need to fade out the top of the flame a bit so the bottom is more intense than the top. Uncheck the green timeline and check the Color A (Alpha). Color A is a transparency color and can be use to alter the intensity of the particle. Grab the Right most control point and drag it down to about 40% (0.4). You will see that the top is less visible than the bottom of the flame. Save your work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Changing its size ===&lt;br /&gt;
&lt;br /&gt;
Right now the flame is a single column that is the same size at the top as it is at the base, this is not very realistic so we will remedy that by changing the scale of the particle. &lt;br /&gt;
&lt;br /&gt;
In the drop down menu at the top right, select “Scale”. Again you will see a time line labeled “Particle Lifetime” a Control point, and a box showing the “Scale Y” and “Scale X” time lines. As we did before, move the Point Bar to the far right at 100 and right click and select “Add Control Point”. Now uncheck the Scale X time line so only the Scale Y line is visible. Move the Left control point to about 1.5 and the right control point to about 1.75. Check the Scale X timeline to make it visible and move the left control point to about 1.5 and the right control point to 0.5. This will widen the base and stretch the top to a point much like a real fire.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_scale.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now the fun begins. Up until now we have been changing values over the lifetime of the particles. Now we will start changing values over the Impact, Duration, and Cessation time of the effect, but first save your work.&lt;br /&gt;
&lt;br /&gt;
Select the “Emissions” Tab in the Object Properties. In the drop down menu, select “Birth Rate”. This time you will see a bit different looking time line. At the top you will see 3 sections, Impact which starts at 0 and ends at 5000, Duration starting at 5001 and ending at 8000, and the Cessation which starts at 8001 and ends at 1600. These times correlate to the 5 sec Impact, 3 second Duration, and the 8 second Cessation times specified in the VFX root.&lt;br /&gt;
&lt;br /&gt;
'''TIP:''' You can Zoom Extents by double clicking inside the time graph, or zoom in/out by using the mouse scroll wheel.&lt;br /&gt;
&lt;br /&gt;
When an effect is used in game, the Impact time plays, then the Duration time is looped for the length of the applied effect, then the Cessation time plays. For example, if the fire effect is applied to a wood pile for 3 min, the Impact time plays then the 2 second duration is looped for 3 min then the cessation time plays. With this in mind, we want the fire to build up to the a full blown fire, then taper off and go out.&lt;br /&gt;
&lt;br /&gt;
In the Birth Rate time line, add 3 more control points, one at the Duration start, one at the duration end, and one at about 12000. Starting from the left move the left most control point to 0, move the second Control Point to 10, the third Control Point to 10 and the fourth to 0.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_br_2.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notice that the flame stops burning like it was before. This is because now the total effect length is a factor. Slide the Point Bar back and forth on the time line, you can see what happens to the fire at any point in time. Now to view the animation of the effect, you must click the Play button in the upper right corner. The Point Bar will scroll across the time line and the results can be viewed in the effect window.&lt;br /&gt;
&lt;br /&gt;
The fire should now start out slow and build up then taper off and go out at around 12 seconds. You can click on the Loop Animation if you want and the effect will continue to loop until paused by the Pause Animation button or by clicking in the time line.&lt;br /&gt;
&lt;br /&gt;
Now select Life in the drop down menu. Right now each point in time the flame last 1 second. We want to change this so the flame when first starting out or ending doesn’t last that long. Keep the tip I gave above in mind, and make the Life time line look like the one in the picture. The Control Point times from left to right are 0, 1, 1.4, 1, 0 then save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_life.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Let’s Dance:'''&lt;br /&gt;
&lt;br /&gt;
Right now we have our fire looking pretty good, but there is one element still missing, the wavering and dancing of a real fire. On the Emission table item 12 and 13 are “Spawn Spread X (Deg)” and “Spawn Spread Y (Deg)”. These settings affect the spread of the particles in the X and Y directions, that is the particles can emit in varying directions in degrees from the emitter. Set both of these to 20 degrees.&lt;br /&gt;
&lt;br /&gt;
Now our fire dances. Note that these settings could be set using the time line “Spawn Spread” as well, feel free to play with that if you wish.&lt;br /&gt;
&lt;br /&gt;
We can get a better Idea of what our effect will look like in game by adding a reference model. Right click on the Root and select “Insert &amp;gt; Insert Reference Model”. In the Resource window Name field we can filter the list to make it easier to find what we are looking for, so enter *fire* and press enter. Now your resource list will only show those items with the word fire in it.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_resource.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose the resource “plc_firepit_01_1”. Turn Bounding box Off by clicking it at the top to un-highlight it. This gets rid of the yellow square around the objects. Turn the Collision Plane on by clicking on it to highlight it. This will simulate a stone floor at the walk mesh level.&lt;br /&gt;
&lt;br /&gt;
Now play you animation. You can also select the Base object and click anywhere in the time line, for example if you place the Point Bar anyplace in the Duration time you can watch your fire burn at it’s full potential.&lt;br /&gt;
&lt;br /&gt;
'''Challenge:''' Replace the plc_firepit_01_1 with the plc_bonfire01_1 reference model. Scale your fire up, and increase it’s life time to engulf the wood pile in flames.&lt;br /&gt;
Don’t forget to save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T2_fin.jpg|680px]]&lt;br /&gt;
&lt;br /&gt;
This concludes Part 2 of the tutorial. In Part 3 we will be adding smoke and lighting to the flame and make the flickering flame reflect off of surrounding objects.&lt;br /&gt;
&lt;br /&gt;
== VFX Tutorial Part 3 ==&lt;br /&gt;
&lt;br /&gt;
This tutorial assumes you have read Tutorial #1 and #2 and are now familiar with using the time lines to adjust values over time. You can down load the final effect from Tutorial #2 from the social site if you need it to continue with Tutorial #3.&lt;br /&gt;
&lt;br /&gt;
'''Where there’s smoke:'''&lt;br /&gt;
&lt;br /&gt;
Our fire is missing 2 more elements to be complete, smoke and lighting.&lt;br /&gt;
&lt;br /&gt;
First we will add the smoke.&lt;br /&gt;
Right click on the effect Root and select “Insert &amp;gt; Insert Emitter”. You will see a second emitter appear on top of the first one.&lt;br /&gt;
Select the new emitter and in the Object Inspector properties, change its name to Smoke. For Material Library, select fx_smoke_vol. For Material Object select fx_smoke_vol_blend.&lt;br /&gt;
&lt;br /&gt;
In the First tutorial we talked about the Flipbook Type: Contact Sheet. For this effect we will be using the Flipbook Type: Volume. This works similar to the Contact Sheet type except that the Flipbook Rows is the number of layers, usually 2 or 4. The Flipbook Columns should always be 1 and the Frame per second is a factor of the 2, i.e. Rows x Columns. Set these to 2, 1, and 2 respectively.&lt;br /&gt;
&lt;br /&gt;
In the Age map, set the colors R, G, B to 0.5 and Color A to 0.7. Our smoke should now look more like smoke, but we have a ways to go yet.&lt;br /&gt;
Smoke usually bellows upwards and spreads out as it rises. We can simulate this with a combination of the Scale and Scale Multiplier time lines.&lt;br /&gt;
Select the smoke emitter and the Scale time line from the top right drop down menu. We want the smoke to grow in size both in the X and Y directions, but more so in the X direction.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_scale.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Both X and Y should start at 1 and X should end around 5.5 and Y should end around 3.5 over the life of the particle. This will give us a funnel shape.&lt;br /&gt;
&lt;br /&gt;
Now select the Scale Multiplier time line. We can use this line to make the smoke grow in proportion to the flame during it’s impact, duration, and cessation times.&lt;br /&gt;
&lt;br /&gt;
Start out at a 0 multiplier and raise it to 1 at the start and during the duration time, then taper it back down to 0 during the Cessation time. Notice that at around 12000, the flame is gone and we are only left with smoke for the last 4 seconds of the effect.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_scale_mult.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now we need to change a few of the Emissions. Set the Birth rate to 3, Life Expectancy to 2.5 and Life Expectancy +/- to 0.5. If you recall from previous tutorials the +/- will give us a variance on how long the particle last. As we did with the flame, we want the smoke to also waver from left to right and forward and back, set the Spawn Spread X (Deg) and Spawn Spread Y (Deg) to 10.&lt;br /&gt;
&lt;br /&gt;
'''Changing Position:'''&lt;br /&gt;
&lt;br /&gt;
By now you may have noticed that when you play the effect in full, the smoke stays at ground level. Smoke naturally rises from the top of the flame, not from the base. This is OK during the Impact and cessation phase as the fire is small and near the ground level. However, we need the smoke to rise to the top of the flame during the Duration phase. To do this we will use the position time line to make the smoke rise, and lower as the flame grows.&lt;br /&gt;
&lt;br /&gt;
With the smoke emitter selected, select the Position Time Line. Unselect the X and Y position time lines so only the Z line is visible. Add a control point at the start and end of the Duration time. Also add a control point at around 12000 and one at the end of the effect time.&lt;br /&gt;
&lt;br /&gt;
Raise the control points at the start and end of the duration to about 1.2, so it looks like the pic below.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_position.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Now when you play the effect, the smoke should rise and lower with the flame. Feel free to play with any of these settings to get the look you like best.&lt;br /&gt;
&lt;br /&gt;
'''Fade it out:'''&lt;br /&gt;
&lt;br /&gt;
If you zoom out and look at the Animation as a whole you will notice that the smoke just suddenly disappears at the top, looks a bit odd. Instead we will fade it out so this isn’t seen.&lt;br /&gt;
&lt;br /&gt;
Select the Smoke emitter and then select the Color time line. Uncheck all the colors except the Alpha color. Add 2 or 3 control points towards the end of the time line and tapper the alpha down to 0 at the end of the particle life time. This makes the smoke fade out naturally. Save your work.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_colora.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Light My Fire:'''&lt;br /&gt;
&lt;br /&gt;
Before we continue, let’s put our fire into a game scene. Select the VFX Root and in the Object Inspector, under “Layout Settings”. You can select a area and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_arena.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Play the VFX a few times, notice there is no light given off by the fire.&lt;br /&gt;
&lt;br /&gt;
Right click the VFX root and select Insert &amp;gt; Insert Light. A new light object will be inserted on top of the fire emitter. It’s right where we need it to be, by default.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_light_2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Light Properties:&lt;br /&gt;
Affects Characters: Set this to true. This setting specifies if the light should reflect off nearby creatures and characters.&lt;br /&gt;
Affects Level: same as above but it applies to the surrounding terrain.&lt;br /&gt;
Name: Name your light, I called mine “Flicker”&lt;br /&gt;
&lt;br /&gt;
First we need to give the light some color, a good yellowish – red should do. Set Color G to 0.5 and Color B 0. To make the fire flicker, we will change the intensity of the color to coincide with the flame.&lt;br /&gt;
&lt;br /&gt;
Select the Flame object and then select the “Color Intensity” time line from the drop down list. Add several control points and adjust the intensity up and down so it climaxes during the duration, similar to the image shown.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_intens.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
Be sure to drop the intensity to 0 at around 12000 as this is where the flame goes out.&lt;br /&gt;
&lt;br /&gt;
TIP: You can manually slide the time bar left and right on the time line to get a visual check of the intensity control points.&lt;br /&gt;
&lt;br /&gt;
Now we have a nice bon fire complete with smoke and lighting.&lt;br /&gt;
&lt;br /&gt;
[[File:T3_flame.jpg|thumb|680px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Challenge:''' Using the Material Library “fx_distortionmatlib” add a third emitter and give your fire distortion.&lt;br /&gt;
&lt;br /&gt;
This concludes the basic VFX Tutorials, Thanks for reading.&lt;br /&gt;
Author: Jassper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:VFX]]&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	<entry>
		<id>http://www.datoolset.net/mw/index.php?title=Talk:2DA&amp;diff=7954</id>
		<title>Talk:2DA</title>
		<link rel="alternate" type="text/html" href="http://www.datoolset.net/mw/index.php?title=Talk:2DA&amp;diff=7954"/>
				<updated>2009-11-19T00:07:03Z</updated>
		
		<summary type="html">&lt;p&gt;BloodsongVengeance: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some more information on the usage of these files would be great.&lt;br /&gt;
&lt;br /&gt;
'''Questions:'''&lt;br /&gt;
&lt;br /&gt;
-- What todo with these files?&lt;br /&gt;
&lt;br /&gt;
-- Where to put them?&lt;br /&gt;
&lt;br /&gt;
-- Do you need to copy them or modify the original? (why is there only one set of these?, should not every module have it's own set?)&lt;br /&gt;
&lt;br /&gt;
-- Where to find them? (tools\source)&lt;br /&gt;
&lt;br /&gt;
-- How do they fit in the whole toolset thing?&lt;br /&gt;
&lt;br /&gt;
-- Meaning and usage in your own mod.&lt;br /&gt;
&lt;br /&gt;
-- Best practices?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For all the people coming from the NWN Toolsets, that should be straight forward. &lt;br /&gt;
&lt;br /&gt;
But for newcomers, this can be a bit confusing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
Josh&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
also -- where the heck ARE these files?&lt;/div&gt;</summary>
		<author><name>BloodsongVengeance</name></author>	</entry>

	</feed>